{
    "PF2E": {
        "AmmunitionNotes": {
            "AntlerArrow": {
                "CriticalText": "The DC of the Athletics check to pull the missile free increases to @Check[athletics|dc:15|name:Pull the Missile Free|showDC:all]",
                "Text": "The target must succeed at a @Check[reflex|dc:16|name:Antler Arrow] save or become stuck to the surface, taking the critical specialization effects of a bow",
                "Title": "Antler Arrow"
            },
            "DaybreakAmmunition": {
                "Text": "When activated daybreak ammunition hits a target, the missile flares with an aura of bright light in a @Template[type:emanation|distance:10] from the target for 1 round. Each creature in the area must attempt a @Check[fortitude|dc:18] save. Creatures with darkvision take a –2 circumstance penalty to this save.",
                "Title": "Daybreak Ammunition"
            },
            "DisruptionAmmunition": {
                "Greater": {
                    "Text": "When activated disruption ammunition hits a target, it attempts to counteract one active spell effect that the target is Sustaining with a +20 counteract check modifier (counteract rank 6).",
                    "Title": "Disruption Ammunition (Greater)"
                },
                "Normal": {
                    "Text": "When activated disruption ammunition hits a target, it attempts to counteract one active spell effect that the target is Sustaining with a +11 counteract check modifier (counteract rank 3).",
                    "Title": "Disruption Ammunition"
                }
            },
            "ExplosiveAmmunition": {
                "Greater": {
                    "Text": "The missile explodes in a @Template[burst|distance:10], dealing @Damage[10d6[fire]|options:area-damage] damage to each creature in the area (including the target). Each creature must attempt a @Check[reflex|dc:30|basic|name:Explosive Ammunition|options:area-effect] save.",
                    "Title": "Explosive Ammunition (Greater)"
                },
                "Normal": {
                    "Text": "The missile explodes in a @Template[burst|distance:10], dealing @Damage[6d6[fire]|options:area-damage] damage to each creature in the area (including the target). Each creature must attempt a @Check[reflex|dc:25|basic|name:Explosive Ammunition|options:area-effect] save.",
                    "Title": "Explosive Ammunition"
                }
            },
            "EscalationAmmunition": {
                "Text": "The target must attempt a @Check[fortitude|dc:30] save. On a failure, the target rolls the next saving throw it attempts within the next minute against a spell or magical effect twice and takes the worse result.",
                "Title": "Escalation Ammunition"
            },
            "ExsanguinatingAmmunition": {
                "Greater": {
                    "Text": "For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains weakness 3 to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. @UUID[Compendium.sf2e.equipment-effects.Item.Fz3cSffzDAxhCh2D]{Effect: Exsanguinating Ammunition}",
                    "Title": "Exsanguinating Ammunition (Greater)"
                },
                "Major": {
                    "Text": "For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains weakness 5 to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. @UUID[Compendium.sf2e.equipment-effects.Item.Fz3cSffzDAxhCh2D]{Effect: Exsanguinating Ammunition}",
                    "Title": "Exsanguinating Ammunition (Major)"
                },
                "Normal": {
                    "Text": "For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains weakness 1 to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. @UUID[Compendium.sf2e.equipment-effects.Item.Fz3cSffzDAxhCh2D]{Effect: Exsanguinating Ammunition}",
                    "Title": "Exsanguinating Ammunition"
                }
            },
            "FreezingAmmunition": {
                "Text": "The target must succeed at a @Check[fortitude|dc:19] save or be @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} for 1 round by the intense cold (slowed 1 for 1 minute on a critical failure).",
                "Title": "Freezing Ammunition"
            },
            "GlueBullet": {
                "Text": "On a hit, the target takes a –10-foot circumstance penalty to its Speeds for [[/r 2d4 #rounds]]{2d4 rounds}. On a critical hit, the target is also @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized}. @UUID[Compendium.sf2e.equipment-effects.Item.dBjXvsLFezo2fGRa]{Effect: Glue Bullet}.",
                "Title": "Glue Bullet"
            },
            "GravebaneAmmunition": {
                "Greater": {
                    "Text": "On a successful Strike, the attack deals an additional @Damage[1d10[vitality]] damage to creatures with void healing. If the target takes vitality damage, it must succeed at a @Check[fortitude|dc:19] save or become @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} (or @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} on a critical failure) until the start of your next turn.",
                    "Title": "Gravebane Ammunition (Greater)"
                },
                "Normal": {
                    "Text": "On a successful Strike, the attack deals an additional @Damage[2d10[vitality]] damage to creatures with void healing. If the target takes vitality damage, it must succeed at a @Check[fortitude|dc:27] save or become @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} (or @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} on a critical failure) until the start of your next turn.",
                    "Title": "Gravebane Ammunition"
                }
            },
            "MagekillerBullet": {
                "Text": "Each time within the next week an affected target Casts a Spell, it must attempt a @Check[flat|dc:11]. On a failure, it takes @Damage[2d12[force]] damage.",
                "Title": "Magekiller Bullet"
            },
            "MeteorShot": {
                "CriticalFailureText": "On a critical failure, the weapon misfires.",
                "Greater": {
                    "Text": "In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. The ammunition deals @Damage[6d6[fire]] damage in a @Template[emanation|distance:10] around the target (@Check[reflex|dc:29|basic|name:Meteor Shot] save).",
                    "Title": "Meteor Shot (Greater)"
                },
                "Major": {
                    "Text": "In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. The ammunition deals @Damage[9d6[fire]] damage in a @Template[emanation|distance:20] around the target (@Check[reflex|dc:37|basic|name:Meteor Shot] save).",
                    "Title": "Meteor Shot (Major)"
                },
                "Normal": {
                    "Text": "In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. The ammunition deals @Damage[3d6[fire]] damage in a @Template[emanation|distance:5] around the target (@Check[reflex|dc:23|basic|name:Meteor Shot] save).",
                    "Title": "Meteor Shot"
                }
            },
            "OozeAmmunition": {
                "CriticalHitText": "On a critical hit, the creature is @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round in addition to the other effects.",
                "Greater": {
                    "Text": "The creature takes a -10-foot penalty to Speed and @Damage[3d4[persistent,acid]] damage until it ends the effects. The target can end the effects by @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escaping} (DC 29) the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. @UUID[Compendium.sf2e.equipment-effects.Item.m77YnEX1T7bdk7Qa]{Effect: Ooze Ammunition}",
                    "Title": "Ooze Ammunition (Greater)"
                },
                "Lesser": {
                    "Text": "The creature takes a -5-foot penalty to Speed and @Damage[1d4[persistent,acid]] damage until it ends the effects. The target can end the effects by @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escaping} (DC 16) the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. @UUID[Compendium.sf2e.equipment-effects.Item.m77YnEX1T7bdk7Qa]{Effect: Ooze Ammunition}",
                    "Title": "Ooze Ammunition (Lesser)"
                },
                "Major": {
                    "Text": "The creature takes a -15-foot penalty to Speed and @Damage[4d4[persistent,acid]] damage until it ends the effects. The target can end the effects by @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escaping} (DC 38) the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. @UUID[Compendium.sf2e.equipment-effects.Item.m77YnEX1T7bdk7Qa]{Effect: Ooze Ammunition}",
                    "Title": "Ooze Ammunition (Major)"
                },
                "Moderate": {
                    "Text": "The creature takes a -10-foot penalty to Speed and @Damage[2d4[persistent,acid]] damage until it ends the effects. The target can end the effects by @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escaping} (DC 20) the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn. @UUID[Compendium.sf2e.equipment-effects.Item.m77YnEX1T7bdk7Qa]{Effect: Ooze Ammunition}",
                    "Title": "Ooze Ammunition (Moderate)"
                }
            },
            "ShatterpointAmmunition": {
                "Greater": {
                    "Text": "The damage the ammunition deals ignores the target's Hardness if it's 8 or lower. In addition, the target takes @Damage[2d8[persistent,sonic]] damage.",
                    "Title": "Shatterpoint Ammunition (Greater)"
                },
                "Major": {
                    "Text": "The damage the ammunition deals ignores the target's Hardness if it's 12 or lower. In addition, the target takes @Damage[3d8[persistent,sonic]] damage.",
                    "Title": "Shatterpoint Ammunition (Major)"
                },
                "Normal": {
                    "Text": "The damage the ammunition deals ignores the target's Hardness if it's 4 or lower. In addition, the target takes @Damage[1d8[persistent,sonic]] damage.",
                    "Title": "Shatterpoint Ammunition"
                }
            },
            "ShiningAmmunition": {
                "Text": "The ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. @UUID[Compendium.sf2e.equipment-effects.Item.Sf6UO6vgCeicggOK]{Effect: Shining Ammunition}",
                "Title": "Shining Ammunition"
            }
        },
        "AttackEffects": {
            "DropWeapon": "The creature drops the wielded weapon.",
            "IgnoreConcealed": "The attack ignores the @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} condition.",
            "IgnoreCover": "The target doesn't benefit from lesser cover, and it reduces the AC bonus from standard cover by 2 against the attack.",
            "IncreasedCriticalChance": "If the attack hits and the creature rolls a 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.",
            "IncreasedReach5": "Reach increased by 5 feet",
            "InterruptAction": "On a hit, the target's action is interrupted.",
            "KnockProne": "On a hit, the target is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
            "KnockProneCriticalHit": "On a critical hit, the target is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
            "ReduceHiddenCheck": "The DC of the flat check to target a @UUID[Compendium.sf2e.conditions.Item.iU0fEDdBp3rXpTMC]{Hidden} creature is only @Check[flat|dc:5]."
        },
        "Background": {
            "Favored": "<p><strong>Frequency</strong> once per day;</p><hr><p><strong>Effect</strong> Reroll the skill check. You must use the second result, even if it's worse.</p>"
        },
        "BattleForm": {
            "AberrantForm": {
                "ChoiceSet": {
                    "Chuul": "Chuul",
                    "Gogiteth": "Gogiteth",
                    "Gug": "Gug",
                    "Ofalth": "Ofalth",
                    "Otyugh": "Otyugh"
                },
                "GugSqueezeNote": "Your multiple joints allow you to fit through tight spaces as if you were a Medium creature."
            },
            "AerialForm": {
                "ChoiceSet": {
                    "Bat": "Bat",
                    "Bird": "Bird",
                    "Pterosaur": "Pterosaur",
                    "Wasp": "Wasp"
                }
            },
            "AngelForm": {
                "ChoiceSet": {
                    "Balisse": "Balisse",
                    "Choral": "Choral",
                    "Kuribu": "Kuribu",
                    "Tennin": "Tennin"
                },
                "DeafenedNote": "@UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 round on a critical hit"
            },
            "Attack": {
                "Antler": "Antler",
                "AqueousFist": "Aqueous Fist",
                "Beak": "Beak",
                "Beam": "Beam",
                "Beard": "Beard",
                "Belly": "Belly",
                "BigClaw": "Big Claw",
                "Bite": "Bite",
                "Blade": "Blade",
                "Body": "Body",
                "BodySlam": "Body Slam",
                "BoneDart": "Bone Dart",
                "BoneShard": "Bone Shard",
                "BoneSpike": "Bone Spike",
                "Boot": "Boot",
                "Boulder": "Boulder",
                "Branch": "Branch",
                "BurningTendril": "Burning Tendril",
                "CarapaceFist": "Carapace Fist",
                "Claw": "Claw",
                "CubeFace": "Cube Face",
                "ElementalCurrent": "Elemental Current",
                "Fangs": "Fangs",
                "FireMote": "Fire Mote",
                "Fist": "Fist",
                "FlameHair": "Flame-Hair",
                "FlamingSword": "Flaming Sword",
                "Foot": "Foot",
                "FootOrb": "Foot Orb",
                "Foreleg": "Foreleg",
                "Gust": "Gust",
                "HolyMace": "Holy Mace",
                "Hoof": "Hoof",
                "Horn": "Horn",
                "Horns": "Horns",
                "HurledDebris": "Hurled Debris",
                "Jaws": "Jaws",
                "LavaFist": "Lava Fist",
                "Leaf": "Leaf",
                "Leaves": "Leaves",
                "Leg": "Leg",
                "LightningLash": "Lightning Lash",
                "LittleClaw": "Little Claw",
                "Mandibles": "Mandibles",
                "MetalShard": "Metal Shard",
                "Moonbeam": "Moonbeam",
                "Nectar": "Nectar",
                "PhasicBlade": "Phasic Blade",
                "PiercingHymn": "Piercing Hymn",
                "Pincer": "Pincer",
                "Pseudopod": "Pseudopod",
                "Proboscis": "Proboscis",
                "ProjectileVomit": "Projectile Vomit",
                "Quill": "Quill",
                "Rock": "Rock",
                "Root": "Root",
                "SacredArmament": "Sacred Armament",
                "Seed": "Seed",
                "Spikes": "Spikes",
                "Spine": "Spine",
                "Spit": "Spit",
                "Spoke": "Spoke",
                "Stinger": "Stinger",
                "SpiritTouch": "Spirit Touch",
                "SolarFlare": "Solar Flare",
                "StoneBall": "Stone Ball",
                "StrikingSurface": "Striking Surface",
                "Sunbeam": "Sunbeam",
                "Tail": "Tail",
                "TailScourgeDischarge": "Tail Scourge Discharge",
                "Talon": "Talon",
                "Tendril": "Tendril",
                "Tentacle": "Tentacle",
                "TentacleArm": "Tentacle Arm",
                "Thorn": "Thorn",
                "Thorns": "Thorns",
                "Tongue": "Tongue",
                "Trunk": "Trunk",
                "Tusk": "Tusk",
                "Tusks": "Tusks",
                "Vine": "Vine",
                "VoidFrond": "Void Frond",
                "WaterSpout": "Water Spout",
                "Wave": "Wave",
                "Web": "Web",
                "Wing": "Wing",
                "Wrap": "Wrap"
            },
            "CosmicForm": {
                "Moon": "Moon",
                "MoonNote": "The target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} for 1 round.",
                "Sun": "Sun",
                "SunNote": "The target is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round."
            },
            "DaemonForm": {
                "ChoiceSet": {
                    "Lacridaemon": "Lacridaemon",
                    "Leukodaemon": "Leukodaemon",
                    "Meladaemon": "Meladaemon",
                    "Venedaemon": "Venedaemon"
                },
                "Note": {
                    "CeustodaemonDamage": "Any successful jaws or claw Strike deals an additional @Damage[1d6[untyped]] damage, and you take the same amount of damage"
                }
            },
            "DemonForm": {
                "ChoiceSet": {
                    "Abrikandilu": "Abrikandilu",
                    "Brimorak": "Brimorak",
                    "Kithangian": "Kithangian",
                    "Vloriak": "Vloriak"
                },
                "Note": {
                    "AbrikandiluCritical": "On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 minute."
                },
                "Prompt": "Select a demon."
            },
            "DevilForm": {
                "ChoiceSet": {
                    "Coarti": "Coarti",
                    "Levaloch": "Levaloch",
                    "Sarglagon": "Sarglagon",
                    "Vordine": "Vordine"
                },
                "Prompt": "Select a devil."
            },
            "ElementEmbodied": {
                "AirPushNote": "Plus @UUID[Compendium.sf2e.bestiary-ability-glossary.Item.t6cx9FOODmeZQNYl]{Push} 10 feet",
                "WaterPushPullNote": "Plus @UUID[Compendium.sf2e.bestiary-ability-glossary.Item.t6cx9FOODmeZQNYl]{Push} or Pull 10 feet"
            },
            "FeyForm": {
                "ChoiceSet": {
                    "Dryad": "Dryad",
                    "Elananx": "Elananx",
                    "Naiad": "Naiad",
                    "Redcap": "Redcap",
                    "Unicorn": "Unicorn"
                },
                "Prompt": "Select a fey."
            },
            "InsectForm": {
                "ChoiceSet": {
                    "Ant": "Ant",
                    "Beetle": "Beetle",
                    "Centipede": "Centipede",
                    "Mantis": "Mantis",
                    "Scorpion": "Scorpion",
                    "Spider": "Spider"
                },
                "SpiderWebNote": "@UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilizes} the target for 1 round or until it [[/act escape]]{Escapes}."
            },
            "MonstrosityForm": {
                "ChoiceSet": {
                    "CaveWorm": "Cave Worm",
                    "DustManta": "Dust Manta",
                    "Phoenix": "Phoenix",
                    "Nyssholora": "Nyssholora",
                    "SeaSerpent": "Sea Serpent",
                    "SpaceWorm": "Space Worm"
                },
                "PhasicStrike": {
                    "Label": "Phasic Strike",
                    "Note": "Your phasic blade Strikes treat any object or construct they hit as if it had half as much Hardness as usual."
                },
                "ShroudOfFlame": "Shroud of Flame",
                "TongueGrab": {
                    "Label": "Tongue Grab",
                    "Note": "A creature hit by your tongue becomes @UUID[Compendium.sf2e.conditions.Item.kWc1fhmv9LBiTuei]{Grabbed} by you. The creature isn't @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized}, but it can't move beyond the reach of your tongue. A creature can sever the tongue with a Strike against your AC that deals at least 30 slashing damage. This deals no damage to you but prevents you from using your tongue Strike until you regrow your tongue, such as by casting the spell again later."
                }
            },
            "NatureIncarnate": {
                "GreenMan": "Green Man",
                "Kaiju": "Kaiju"
            },
            "Note": {
                "Grab": "You can spend an action immediately after a hit to @UUID[Compendium.sf2e.bestiary-ability-glossary.Item.Tkd8sH4pwFIPzqTr]{Grab} the target.",
                "GrabbingTrunk": {
                    "Text": "A creature up to two sizes smaller that's hit by your trunk is @UUID[Compendium.sf2e.conditions.Item.kWc1fhmv9LBiTuei]{Grabbed}. If you succeed at your @UUID[Compendium.sf2e.actions.Item.PMbdMWc2QroouFGD]{Grapple} check against a creature grabbed by your trunk, you can reposition the creature to another space within your trunk's reach.",
                    "Title": "Grabbing Trunk"
                },
                "Shove": "You can spend an action immediately after a hit to push the target 5 feet with the effects of a successful @UUID[Compendium.sf2e.actions.Item.7blmbDrQFNfdT731]{Shove}."
            },
            "OozeForm": {
                "ChoiceSet": {
                    "BlackPudding": "Black Pudding",
                    "GelatinousCube": "Gelatinous Cube",
                    "GrayOoze": "Gray Ooze",
                    "OchreJelly": "Ochre Jelly"
                },
                "GelatinousCubeNote": "A creature hit by your cube face Strike must succeed at a @Check[fortitude|against:spell|traits:incapacitation] save against your spell DC or be @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} (or @UUID[Compendium.sf2e.conditions.Item.6uEgoh53GbXuHpTF]{Paralyzed} for 1 round on a critical failure); this save has the incapacitation trait."
            },
            "PlantForm": {
                "ChoiceSet": {
                    "Arboreal": "Arboreal",
                    "Flytrap": "Flytrap",
                    "Moonflower": "Moonflower",
                    "VoidPalm": "Void Palm"
                }
            },
            "WormForm": {
                "Hybrid": "Hybrid",
                "PurpleWorm": "Purple Worm"
            }
        },
        "BombNotes": {
            "AcidFlask": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3d6)[persistent,acid]] and @Damage[(3[splash])[acid]]{3 acid splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3d6[persistent,acid]] and @Damage[(3[splash])[acid]]{3 acid splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1d6)[persistent,acid]] and @Damage[(1[splash])[acid]]{1 acid splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1d6[persistent,acid]] and @Damage[(1[splash])[acid]]{1 acid splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4d6)[persistent,acid]] and @Damage[(4[splash])[acid]]{4 acid splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4d6[persistent,acid]] and @Damage[(4[splash])[acid]]{4 acid splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*2d6)[persistent,acid]] and @Damage[(2[splash])[acid]]{2 acid splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[2d6[persistent,acid]] and @Damage[(2[splash])[acid]]{2 acid splash damage}."
                }
            },
            "AlchemistsFire": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3)[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1)[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4)[persistent,fire]] and @Damage[(4[splash])[fire]]{4 fire splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4[persistent,fire]]and @Damage[(4[splash])[fire]]{4 fire splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*2)[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[2[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}."
                }
            },
            "BioluminescenceBomb": {
                "success": "<p>Each creature within @Template[emanation|distance:10]{10 feet} of where the bomb exploded must succeed at a @Check[reflex|dc:17] save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a @Check[fortitude|dc:17] saving throw against the overwhelming burst of light.</p><p><strong>Success</strong> The creature is unaffected.</p><p><strong>Failure</strong> The creature is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.</p><p><strong>Critical Failure</strong> The creature is @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round, then dazzled for 1 round.</p>"
            },
            "BlightBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3d4)[persistent,poison]] and @Damage[(3[splash])[poison]]{3 poison splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3d4[persistent,poison]] and @Damage[(3[splash])[poison]]{3 poison splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1d4)[persistent,poison]] and @Damage[(1[splash])[poison]]{1 poison splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1d4[persistent,poison]] and @Damage[(1[splash])[poison]]{1 poison splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4d4)[persistent,poison]] and @Damage[(4[splash])[poison]]{4 poison splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4d4[persistent,poison]] and @Damage[(4[splash])[poison]]{4 poison splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*2d4)[persistent,poison]] and @Damage[(2[splash])[poison]]{2 poison splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[2d4[persistent,poison]] and @Damage[(2[splash])[poison]]{2 poison splash damage}."
                }
            },
            "BoulderSeed": {
                "criticalSuccess": "<strong>Effect</strong> On a critical hit, the primary target falls @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}."
            },
            "BottledLightning": {
                "Greater": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[electricity]]{3 electricity splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn."
                },
                "Lesser": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[electricity]]{1 electricity splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn."
                },
                "Major": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[electricity]]{4 electricity splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn."
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[electricity]]{2 electricity splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn."
                }
            },
            "CrystalShards": {
                "Greater": {
                    "success": "<strong>Effect</strong> The bomb also deals 5 piercing splash damage and the splash creates crystals that are @UUID[Compendium.sf2e.equipment.Item.7fSnvJ2xoSfa6JXD]{Caltrops} on level surfaces and handholds on vertical surfaces, granting +2 item bonus to the next Athletics check to Climb."
                },
                "Major": {
                    "success": "<strong>Effect</strong> The bomb also deals 6 piercing splash damage and the splash creates crystals that are @UUID[Compendium.sf2e.equipment.Item.7fSnvJ2xoSfa6JXD]{Caltrops} on level surfaces and handholds on vertical surfaces, granting +3 item bonus to the next Athletics check to Climb."
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> The bomb also deals 4 piercing splash damage and the splash creates crystals that are @UUID[Compendium.sf2e.equipment.Item.7fSnvJ2xoSfa6JXD]{Caltrops} on level surfaces and handholds on vertical surfaces, granting +1 item bonus to the next Athletics check to Climb."
                },
                "Note": "The target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. @UUID[Compendium.sf2e.equipment-effects.Item.HKC4IZOzbvtjsp77]{Effect: Crystal Shards}"
            },
            "DreadAmpoule": {
                "Greater": {
                    "success": "<strong>Effect</strong> The target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)."
                },
                "Lesser": {
                    "success": "<strong>Effect</strong> The target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)."
                },
                "Major": {
                    "success": "<strong>Effect</strong> The target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)."
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> The target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)."
                },
                "Note": {
                    "criticalSuccess": "On a hit, The target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2}",
                    "success": "On a hit, The target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}"
                }
            },
            "DwarvenDaisy": {
                "Lesser": {
                    "success": "The target must succeed at a @Check[fortitude|dc:16|traits:damaging-effect|showDC:all] save or become @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round."
                },
                "Moderate": {
                    "success": "The target must succeed at a @Check[fortitude|dc:18|traits:damaging-effect|showDC:all] save or become @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round."
                }
            },
            "FrostVial": {
                "Greater": {
                    "success": "<strong>Effect</strong> The target takes a -10-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.LdmzgBOTjCete4F7]{Effect: Frost Vial})."
                },
                "Lesser": {
                    "success": "<strong>Effect</strong> The target takes a -5-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.LdmzgBOTjCete4F7]{Effect: Frost Vial})."
                },
                "Major": {
                    "success": "<strong>Effect</strong> The target takes a -15-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.LdmzgBOTjCete4F7]{Effect: Frost Vial})."
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> The target takes a -10-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.LdmzgBOTjCete4F7]{Effect: Frost Vial})."
                }
            },
            "GhostCharge": {
                "Greater": {
                    "success": "The target that takes damage becomes @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the start of your next turn."
                },
                "Lesser": {
                    "success": "The target that takes damage becomes @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the start of your next turn."
                },
                "Major": {
                    "success": "The target that takes damage becomes @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the start of your next turn."
                },
                "Moderate": {
                    "success": "The target that takes damage becomes @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the start of your next turn."
                }
            },
            "GooGrenade": {
                "Greater": "Greater",
                "Lesser": "Lesser",
                "Major": "Major",
                "Moderate": "Moderate",
                "Prompt": "Select a goo grenade quality.",
                "success": "<strong>Effect</strong> On a hit, the creature takes a penalty to its Speeds from the clinging goo. @UUID[Compendium.sf2e.equipment-effects.Item.5JYchreCttBg7RcD]{Effect: Goo Grenade}"
            },
            "JunkBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3)[bleed]] and @Damage[(3[splash])[slashing]]{3 slashing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3[bleed]] and @Damage[(3[splash])[slashing]]{3 slashing splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1)[bleed]] and @Damage[(1[splash])[slashing]]{1 slashing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1[bleed]] and @Damage[(1[splash])[slashing]]{1 slashing splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4)[bleed]] and @Damage[(4[splash])[slashing]]{4 slashing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4[bleed]] and @Damage[(4[splash])[slashing]]{4 slashing splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*2)[bleed]] and @Damage[(2[splash])[slashing]]{2 slashing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[2[bleed]] and @Damage[(2[splash])[slashing]]{2 slashing splash damage}."
                }
            },
            "MudBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}. The target is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}. The target is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}. The target is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}. The target is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}."
                }
            },
            "NecroticBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[void]]{3 void splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 3}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[void]]{3 void splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[void]]{1 void splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[void]]{1 void splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals@Damage[(4[splash])[void]]{4 void splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 4}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[void]]{4 void splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[void]]{2 void splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 2}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[void]]{2 void splash damage}."
                }
            },
            "PerniciousSporeBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3d4)[persistent,piercing]] and @Damage[(3[splash])[poison]]{3 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3d4[persistent,piercing]] and @Damage[(3[splash])[poison]]{3 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1d4)[persistent,piercing]] and @Damage[(1[splash])[poison]]{1 poison splash damage}. One square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1d4[persistent,piercing]] and @Damage[(1[splash])[poison]]{1 poison splash damage}. One square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4d4)[persistent,piercing]] and @Damage[(4[splash])[poison]]{4 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4d4[persistent,piercing]] and @Damage[(4[splash])[poison]]{4 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*2d4)[persistent,piercing]] and @Damage[(2[splash])[poison]]{2 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[2d4[persistent,piercing]] and @Damage[(2[splash])[poison]]{2 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round."
                },
                "Terrain": "Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round.",
                "TerrainLesser": "Except on a critical failure, one square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round.",
                "TerrainMajor": "Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute."
            },
            "PeshspineGrenade": {
                "Greater": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[piercing]]{3 piercing splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} until the end of its turn."
                },
                "Lesser": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[piercing]]{1 piercing splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the end of its turn."
                },
                "Major": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[piercing]]{4 piercing splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 3} until the end of its turn."
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[piercing]]{2 piercing splash damage} and the target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the end of its turn."
                }
            },
            "PressureBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}, Medium or smaller targets are pushed 5 feet away from you, and the target is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}, Medium or smaller targets are pushed 5 feet away from you."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}, Tiny or smaller targets are pushed 5 feet away from you, and the target is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}, Tiny or smaller targets are pushed 5 feet away from you."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}, Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you, and the target is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}, Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}, Small or smaller targets are pushed 5 feet away from you, and the target is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}, Small or smaller targets are pushed 5 feet away from you."
                }
            },
            "RedpitchBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3d4)[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}. On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 2} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3d4[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1d4)[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}. On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1d4[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4d4)[persistent,fire]] and @Damage[(4[splash])[fire]]{4 fire splash damage}. On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 3} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4d4[persistent,fire]] and @Damage[(4[splash])[fire]]{4 fire splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*2d4)[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}. On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until the start of your next turn.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[2d4[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}."
                }
            },
            "SkunkBomb": {
                "Greater": {
                    "success": "<strong>Effect</strong> Any creature hit by the bomb or in its splash area must attempt a @Check[fortitude|dc:28] saving throw. Creatures in the splash area treat the results of their saving throw as one step better.<hr><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.</p><p><strong>Failure</strong> The target is sickened 1 and @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} while sickened.</p><p><strong>Critical Failure</strong> The target is @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round, @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 2}, and slowed 1 while sickened.</p>"
                },
                "Lesser": {
                    "success": "<strong>Effect</strong> Any creature hit by the bomb or in its splash area must attempt a @Check[fortitude|dc:15] saving throw. Creatures in the splash area treat the results of their saving throw as one step better.<hr><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.</p><p><strong>Failure</strong> The target is sickened 1 and @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} while sickened.</p><p><strong>Critical Failure</strong> The target is @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round, @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 2}, and slowed 1 while sickened.</p>"
                },
                "Major": {
                    "success": "<strong>Effect</strong> Any creature hit by the bomb or in its splash area must attempt a @Check[fortitude|dc:37] saving throw. Creatures in the splash area treat the results of their saving throw as one step better.<hr><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.</p><p><strong>Failure</strong> The target is sickened 1 and @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} while sickened.</p><p><strong>Critical Failure</strong> The target is @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round, @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 2}, and slowed 1 while sickened.</p>"
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> Any creature hit by the bomb or in its splash area must attempt a @Check[fortitude|dc:17] saving throw. Creatures in the splash area treat the results of their saving throw as one step better.<hr><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.</p><p><strong>Failure</strong> The target is sickened 1 and @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} while sickened.</p><p><strong>Critical Failure</strong> The target is @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round, @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 2}, and slowed 1 while sickened.</p>"
                }
            },
            "SulfurBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[acid]]{3 acid splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[acid]]{3 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb})."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[acid]]{1 acid splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[acid]]{1 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb})."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[acid]]{4 acid splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[acid]]{4 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb})."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[acid]]{2 acid splash damage} and the target becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[acid]]{2 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.sf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb})."
                }
            },
            "TallowBomb": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3d4)[persistent,fire]], @Damage[(3[splash])[fire]]{3 fire splash damage}, and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3d4[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1d4)[persistent,fire]], @Damage[(1[splash])[fire]]{1 fire splash damage}, and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1d4[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4d4)[persistent,fire]], @Damage[(4[splash])[fire]]{4 fire splash damage}, and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4d4[persistent,fire]] and @Damage[(4[splash])[fire]]{4 fire splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*2d4)[persistent,fire]], @Damage[(2[splash])[fire]]{2 fire splash damage}, and the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[2d4[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}."
                },
                "criticalSuccess": "On a critical hit, a living creature taking persistent fire damage from a tallow bomb is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts."
            },
            "TanglefootBag": {
                "Greater": {
                    "criticalSuccess": "On a critical hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-15-foot Speed penalty} for 1 minute and @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.",
                    "success": "On a hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-15-foot Speed penalty} for 1 minute."
                },
                "Lesser": {
                    "criticalSuccess": "On a critical hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-10-foot Speed penalty} for 1 minute and @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.",
                    "success": "On a hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-10-foot Speed penalty} for 1 minute."
                },
                "Major": {
                    "criticalSuccess": "On a critical hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-20-foot Speed penalty} for 1 minute and @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.",
                    "success": "On a hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-20-foot Speed penalty} for 1 minute."
                },
                "Moderate": {
                    "criticalSuccess": "On a critical hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-15-foot Speed penalty} for 1 minute and @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.",
                    "success": "On a hit, @UUID[Compendium.sf2e.equipment-effects.Item.sgQknR94qDt5ILBx]{-15-foot Speed penalty} for 1 minute."
                }
            },
            "Thunderstone": {
                "Greater": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[sonic]]{3 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[fortitude|dc:28|showDC:all] save or be @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn."
                },
                "Lesser": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[sonic]]{1 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[fortitude|dc:17|showDC:all] save or be @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn."
                },
                "Major": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[sonic]]{4 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[fortitude|dc:36|showDC:all] save or be @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn."
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[sonic]]{2 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[fortitude|dc:20|showDC:all] save or be @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn."
                }
            },
            "TwigjackSack": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*4)[bleed]] and @Damage[(3[splash])[piercing]]{3 piercing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[4[bleed]] and @Damage[(3[splash])[piercing]]{3 piercing splash damage}."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*1)[bleed]] and@Damage[(1[splash])[piercing]]{1 piercing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[1[bleed]] and @Damage[(1[splash])[piercing]]{1 piercing splash damage}."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*5)[bleed]] and @Damage[(4[splash])[piercing]]{4 piercing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[5[bleed]] and @Damage[(4[splash])[piercing]]{4 piercing splash damage}."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2*3)[bleed]] and @Damage[(2[splash])[piercing]]{2 piercing splash damage}.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[3[bleed]] and @Damage[(2[splash])[piercing]]{2 piercing splash damage}."
                }
            },
            "VexingVapor": {
                "Greater": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[mental]]{3 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[mental]]{3 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn."
                },
                "Lesser": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[mental]]{1 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[mental]]{1 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn."
                },
                "Major": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[mental]]{4 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[mental]]{4 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn."
                },
                "Moderate": {
                    "criticalSuccess": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[mental]]{2 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.",
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[mental]]{2 mental splash damage} and the target must succeed at a @Check[flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn."
                }
            },
            "WaterBomb": {
                "Greater": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 nonlethal bludgeoning splash damage}. The bomb extinguishes non-magical fires within its splash area."
                },
                "Lesser": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 nonlethal bludgeoning splash damage}."
                },
                "Major": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 nonlethal bludgeoning splash damage}. The bomb extinguishes non-magical fires within its splash area."
                },
                "Moderate": {
                    "success": "<strong>Effect</strong> The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 nonlethal bludgeoning splash damage}."
                }
            }
        },
        "Color": {
            "Black": "Black",
            "Blue": "Blue",
            "Cyan": "Cyan",
            "Green": "Green",
            "Indigo": "Indigo",
            "Magenta": "Magenta",
            "Orange": "Orange",
            "Red": "Red",
            "Violet": "Violet",
            "White": "White",
            "Yellow": "Yellow"
        },
        "Dragon": {
            "Abysium": "Abysium Dragon",
            "Adamantine": "Adamantine Dragon",
            "Akashic": "Akashic Dragon",
            "Arcane": "Arcane Dragon",
            "Barrage": "Barrage Dragon",
            "Black": "Black Dragon",
            "Blue": "Blue Dragon",
            "Bog": "Bog Dragon",
            "Brass": "Brass Dragon",
            "Brine": "Brine Dragon",
            "Bronze": "Bronze Dragon",
            "Cinder": "Cinder Dragon",
            "Cloud": "Cloud Dragon",
            "Conspirator": "Conspirator Dragon",
            "Copper": "Copper Dragon",
            "Coral": "Coral Dragon",
            "Cosmic": "Cosmic Dragon",
            "Crystal": "Crystal Dragon",
            "Delight": "Delight Dragon",
            "Despair": "Despair Dragon",
            "Diabolic": "Diabolic Dragon",
            "Divine": "Divine Dragon",
            "Empyreal": "Empyreal Dragon",
            "Executor": "Executor Dragon",
            "Forest": "Forest Dragon",
            "Fortune": "Fortune Dragon",
            "Gold": "Gold Dragon",
            "Green": "Green Dragon",
            "Horned": "Horned Dragon",
            "Host": "Host Dragon",
            "Magma": "Magma Dragon",
            "Mirage": "Mirage Dragon",
            "Mocking": "Mocking Dragon",
            "Oath": "Oath Dragon",
            "Occult": "Occult Dragon",
            "Omen": "Omen Dragon",
            "Phase": "Phase Dragon",
            "Primal": "Primal Dragon",
            "Red": "Red Dragon",
            "Requiem": "Requiem Dragon",
            "Resurrection": "Resurrection Dragon",
            "Rime": "Rime Dragon",
            "Rune": "Rune Dragon",
            "Sage": "Sage Dragon",
            "Sea": "Sea Dragon",
            "Silver": "Silver Dragon",
            "Sky": "Sky Dragon",
            "Sovereign": "Sovereign Dragon",
            "Stormcrown": "Stormcrown Dragon",
            "Time": "Time Dragon",
            "Umbral": "Umbral Dragon",
            "Underworld": "Underworld Dragon",
            "Vizier": "Vizier Dragon",
            "Vorpal": "Vorpal Dragon",
            "Wailing": "Wailing Dragon",
            "Whisper": "Whisper Dragon",
            "White": "White Dragon",
            "Wish": "Wish Dragon"
        },
        "FeatDescription": {
            "Frequency": {
                "OncePerDay": "once per day",
                "OncePerHour": "once per hour",
                "OncePerTurn": "once per turn"
            },
            "Requirements": {
                "Label": "Requirements"
            },
            "Special": {
                "Label": "Special"
            },
            "Trigger": {
                "Label": "Trigger",
                "TargetedByAStrike": "You are targeted by a Strike"
            }
        },
        "GenericLabel": {
            "Check": {
                "Attack": "Attack Rolls",
                "Perception": "Perception Check",
                "SavingThrow": "Saving Throws",
                "Skill": "Skill Checks"
            },
            "CoinFlip": {
                "Heads": "Heads",
                "Tails": "Tails"
            },
            "ItemVs": {
                "DeathVoid": "{item} vs. Death and Void effects",
                "Fear": "{item} vs. fear"
            },
            "NoSanctification": "No Sanctification",
            "PreviousAction": {
                "ClimbLeapStride": "Your previous action was to Climb, Leap, or Stride"
            },
            "Resist": {
                "ForcedMovement": "vs. forced movement",
                "Mental": "Mental Resistance"
            },
            "StrikeCount": {
                "First": "First Strike",
                "Second": "Second Strike"
            },
            "TargetNumber": {
                "Multiple": "Multiple targets",
                "Single": "Single target"
            },
            "Time": {
                "Daytime": "Daytime",
                "Nighttime": "Nighttime"
            }
        },
        "HazardAbility": {
            "HauntedForge": {
                "StrikeNote": "The target is @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} for 1 round."
            },
            "TelekineticSwarmTrap": {
                "ObjectsDamage": {
                    "Four": "4d12+10",
                    "Label": "Objects damage",
                    "Three": "3d12+10",
                    "Two": "2d12+10"
                }
            }
        },
        "IWR": {
            "Custom": {
                "AcidAndSpellsThatCauseRust": "acid and spells that cause rust",
                "AdamantineBludgeoning": "adamantine bludgeoning",
                "AlchemicalItems": "alchemical items",
                "AllDamageFromArcaneSpells": "all damage from arcane spells",
                "AllDamageFromDivineSpells": "all damage from divine spells",
                "AllDamageFromFungus": "all damage from fungus",
                "AllDamageFromSpells": "all damage from spells",
                "AllDamageFromUndead": "all damage from undead",
                "AllMagicalDamage": "all magical damage",
                "AllNonMagicalDamage": "all non-magical damage",
                "AllStrikeDamageFromUndeadCreatures": "all damage from Strikes made by undead creatures",
                "AttacksDemons": "attacks by demons",
                "AttacksFromSuppressed": "attacks from suppressed targets",
                "AttacksWaterCreatures": "attacks by water creatures",
                "BludgeoningPiercingSlashing": "bludgeoning, piercing and slashing damage",
                "BludgeoningPiercingSlashingFromFrightenedStrikes": "bludgeoning, piercing and slashing Strike damage from frightened creatures",
                "Bronze": "bronze",
                "CalistriasBane": "Calistria's Bane",
                "ColdIronBludgeoning": "cold iron bludgeoning",
                "CrystalHazards": "crystal hazards",
                "DamageFromSwornCreatures": "damage from sworn creature kind",
                "Decapitation": "decapitation",
                "DraconicBreathWeapons": "draconic breath weapons",
                "ElementalInstinct": "damage dealt by instinct element creatures",
                "EnemyStrikes": "enemy Strikes",
                "FallDamage": "fall damage",
                "GasInhaled": "gases and other inhaled effects",
                "HarvestBlood": "damage dealt by last Harvest Blood target",
                "HolyBludgeoningPiercingSlashing": "holy bludgeoning, piercing and slashing damage",
                "ImpulseFireFrom": "impulse fire from {origin}",
                "IncorporealCreatures": "incorporeal creatures",
                "IngestedPoisons": "ingested poisons",
                "InhaledPoisons": "inhaled poisons",
                "MagicalBludgeoning": "magical bludgeoning",
                "MagicalColdIron": "magical cold iron",
                "MagicalDuskwood": "magical duskwood",
                "MagicalSilver": "magical silver",
                "MagicalSilverWeapons": "magical silver weapons",
                "MagicalSlashing": "magical slashing",
                "MagicalWeaponsBrightLight": "magical weapons shedding bright light",
                "MagicalWood": "magical wood",
                "NonMagicalAttacks": "non-magical attacks",
                "NonWeapons": "non-weapons",
                "PersistentPoison": "persistent poison",
                "PhysicalRangedAttacks": "physical ranged attacks",
                "PhysicalWeaponsOnly": "physical (weapons only)",
                "PrimalSpells": "primal spells",
                "Radiation": "radiation",
                "RadiationPoison": "radiation poison",
                "RangedWeaponAttacks": "ranged weapon attacks",
                "SkeletonCrew": "skeleton crew",
                "SpellsFromAllTraditions": "spells from all traditions",
                "Spirits": "spirits",
                "SpiritFromFiends": "spirit damage from fiends",
                "StrikesCreatureSheddingBrightLight": "strikes by a creature shedding bright light",
                "Treerazer": "Treerazer",
                "UnholyBludgeoningPiercingSlashing": "unholy bludgeoning, piercing and slashing damage",
                "VoidZonKuthonFollowers": "void from followers of Zon-Kuthon",
                "WispVulnerabilities": "wisp vulnerabilities"
            }
        },
        "Mutagens": {
            "BestialMutagen": {
                "FeralPrompt": "Increase penalty to AC to increase damage dice size?"
            },
            "SanguineMutagen": {
                "DamageNote": "Whenever you take piercing or slashing damage, you take @Damage[1d6[bleed]].",
                "VariantSaveLabel": "{item} vs Disease, Poison, Fatigue"
            },
            "SereneMutagen": {
                "PenaltyLabel": "Serene Mutagen — Casting an offensive spell."
            }
        },
        "NPCAbility": {
            "AbstalarZantus": {
                "CommunalHealingHands": {
                    "Note": "When Abstalar casts <em>heal</em> to heal a single creature other than himself, he regains @Damage[@item.rank[vitality,healing]|shortLabel] Hit Points."
                }
            },
            "AdamantineDragon": {
                "CrateringSmash": {
                    "Name": "Cratering Smash"
                },
                "MagneticRoar": {
                    "Name": "Magnetic Roar"
                },
                "PetrifyingBlow": {
                    "Name": "Petrifying Blow"
                },
                "RepellingBlast": {
                    "Name": "Repelling Blast"
                },
                "ScythingWings": {
                    "Name": "Scything Wings"
                }
            },
            "AeonStoneSwarm": {
                "AeonResonance": {
                    "Defensive": "Defensive",
                    "DefensiveResistance": "Defensive Resonance",
                    "Illumination": "Illumination",
                    "IlluminationColor": "Illumination Resonance",
                    "Sensory": "Sensory",
                    "Subterfuge": "Subterfuge"
                }
            },
            "AethusasPrison": {
                "EnergyImmunity": {
                    "Acid": "Immune to acid",
                    "Cold": "Immune to cold",
                    "Electricity": "Immune to electricity",
                    "Fire": "Immune to fire"
                }
            },
            "AlchemicalGolem": {
                "Sickness": "Sickness"
            },
            "AlchemicalGrenades": {
                "Label": "Alchemical Grenade"
            },
            "Alendreu": {
                "ChoppingFrenzy": {
                    "ToggleLabel": "Chopping Frenzy — Second Strike"
                }
            },
            "AmbushCopse": {
                "RollOptionLabel": "Ambush Copse is hiding in Forests"
            },
            "AncientWisp": {
                "PinpointLight": "Pinpoint Light"
            },
            "AsoBerang": {
                "PhantomFlames": {
                    "Fire": "Fire",
                    "None": "None",
                    "Spirit": "Spirit"
                },
                "SpectralFlame": "Spectral Flame"
            },
            "Asper": {
                "Aura": {
                    "Fire": "Any creature within 30 feet who receives fire damage receives an extra @Damage[2d10[persistent,fire]] damage.",
                    "Label": "Asper's Elemental Aura"
                }
            },
            "AugstenArudora": {
                "BullyTheBully": {
                    "BullyingCommand": "Augsten can't use Bullying Command due to Bully the Bully."
                }
            },
            "BarghestFeed": "How many times has the Barghest fed?",
            "Beheaded": {
                "Bleeding": {
                    "Name": "Bleeding"
                },
                "Entangling": {
                    "Name": "Entangling"
                },
                "Fiendish": {
                    "Name": "Fiendish"
                },
                "FuriousHeadbutt": {
                    "Name": "Furious Headbutt"
                },
                "Giant": {
                    "Name": "Giant"
                },
                "Lifesense60Feet": {
                    "Name": "Lifesense 60 feet"
                },
                "Whispering": {
                    "Name": "Whispering"
                }
            },
            "BastardhallPhantom": {
                "SupportRank": {
                    "RequirementAddendum": {
                        "RankOne": "This ability requires support rank 1."
                    },
                    "Label": "Support Rank"
                }
            },
            "Belimarius": {
                "MythicAlteration": "This ability cannot be used until Belimarius ascends."
            },
            "BlackfrostDead": {
                "Blackfrost": {
                    "Name": "Blackfrost"
                },
                "BlackfrostBreath": {
                    "Name": "Blackfrost Breath"
                },
                "IceClimb": {
                    "Name": "Ice Climb"
                },
                "MindburningGaze": {
                    "Name": "Mindburning Gaze"
                },
                "ShatteringDeath": {
                    "Name": "Shattering Death"
                }
            },
            "BladeMagus": {
                "ArcaneCascade": {
                    "Note": "While in this stance, the Blade magi's melee Strikes deal @Damage[(4[splash])[force]]{4 splash force} damage to foes adjacent to the target."
                }
            },
            "Blight": {
                "BlightDomination": {
                    "Name": "Blight Domination"
                },
                "CursedDomain": {
                    "Name": "Cursed Domain"
                },
                "OverseeDomain": {
                    "Name": "Oversee Domain"
                },
                "Rejuvenation": {
                    "Name": "Rejuvenation"
                }
            },
            "BrainCollector": {
                "BrainBlistersRemaining": "Brain Blisters Remaining"
            },
            "Bulwark": {
                "SerpentstoneBreath": {
                    "Name": "Serpentstone Breath"
                }
            },
            "Bunyip": {
                "CrocodileLegs": "Crocodile Legs",
                "SnakeTail": "Snake Tail"
            },
            "CaetoVulaunex": {
                "LawbreakersBane": {
                    "Criminal": "Target is known to be a lawbreaker",
                    "Hellbreaker": "Target is a known member of the Hellbreakers"
                }
            },
            "Calikang": {
                "SixfoldFlurry": "Strikes not taken?",
                "SuspendedAnimationEnter": "Enter Suspended Animation",
                "SuspendedAnimationExit": "Exit Suspended Animation"
            },
            "Capritellix": {
                "ShiftMood": {
                    "Angry": "Angry",
                    "Gregarious": "Gregarious",
                    "Serene": "Serene",
                    "Sly": "Sly"
                }
            },
            "Castrovelian": {
                "ExtraLarge": {
                    "Name": "Extra Large"
                },
                "GaseousAdaptation": {
                    "Name": "Gaseous Adaptation"
                }
            },
            "ChangeFormation": {
                "Loose": {
                    "Drawback": "Enemies' saving throws against the troop's damaging effects are one degree of success better than they roll.",
                    "Label": "Loose"
                },
                "MarchingColumn": {
                    "Label": "Marching Column"
                },
                "TurtleShell": {
                    "Label": "Turtle Shell"
                },
                "Wedge": {
                    "Label": "Wedge"
                }
            },
            "ChangeShape": {
                "AlterationNotes": {
                    "Unusable": "This ability is not usable in your current form."
                },
                "Form": {
                    "Ancestry": {
                        "Human": "Human",
                        "Orc": "Orc"
                    },
                    "Angel": {
                        "Cassisian": "Cassisian"
                    },
                    "Animal": {
                        "Aerial": "Aerial Animal",
                        "Animal": "Animal",
                        "Aquatic": "Aquatic Animal",
                        "Medium": "Medium Animal",
                        "Small": "Small Animal",
                        "Specific": {
                            "Ape": "Ape",
                            "Bat": "Bat",
                            "BatGiant": "Giant Bat",
                            "BatSmall": "Small Bat",
                            "Boar": "Boar",
                            "Centipede": "Centipede",
                            "Cobra": "Cobra",
                            "Coyote": "Coyote",
                            "Dog": "Dog",
                            "Dove": "Dove",
                            "Fish": "Fish",
                            "InsectSmall": "Small Insect",
                            "Fox": "Fox",
                            "Lizard": "Lizard",
                            "Mantis": "Mantis",
                            "Moose": "Moose",
                            "Octopus": "Octopus",
                            "PorcupineGiant": "Giant Porcupine",
                            "RacoonDog": "Raccoon Dog",
                            "Rat": "Rat",
                            "Raven": "Raven",
                            "Scorpion": "Scorpion",
                            "Shark": "Shark",
                            "Spider": "Spider",
                            "Tiger": "Tiger",
                            "Toad": "Toad",
                            "Wolf": "Wolf",
                            "WolfDire": "Dire Wolf",
                            "Wasp": "Wasp",
                            "WormCave": "Cave Worm"
                        },
                        "Tiny": "Tiny Animal"
                    },
                    "Azata": {
                        "Gancanagh": "Gancanagh"
                    },
                    "Barghest": "Barghest",
                    "Daemon": {
                        "Cacodaemon": "Cacodaemon"
                    },
                    "Demon": {
                        "Miastrilek": "Miastrilek",
                        "Succubus": "Succubus"
                    },
                    "Devil": {
                        "Gylou": "Gylou",
                        "Imp": "Imp",
                        "Insidiator": "Indsidiator",
                        "Nessari": "Nessari",
                        "Ochiastis": "Ochiastis"
                    },
                    "Drude": "Drude",
                    "Elemental": {
                        "Air": {
                            "Elemental": "Air Elemental",
                            "Medium": "Medium Air Elemental",
                            "Small": "Small Air Elemental"
                        },
                        "Earth": {
                            "Elemental": "Earth Elemental",
                            "Medium": "Medium Earth Elemental",
                            "Small": "Small Earth Elemental"
                        },
                        "Elemental": "Elemental",
                        "Fire": {
                            "Elemental": "Fire Elemental",
                            "Medium": "Medium Fire Elemental",
                            "Small": "Small Fire Elemental"
                        },
                        "Medium": "Medium Elemental",
                        "Metal": {
                            "Elemental": "Metal Elemental",
                            "Medium": "Medium Metal Elemental",
                            "Small": "Small Metal Elemental"
                        },
                        "Small": "Small Elemental",
                        "Water": {
                            "Elemental": "Water Elemental",
                            "Medium": "Medium Water Elemental",
                            "Small": "Small Water Elemental"
                        },
                        "Wood": {
                            "Elemental": "Wood Elemental",
                            "Medium": "Medium Wood Elemental",
                            "Small": "Small Wood Elemental"
                        }
                    },
                    "Genie": {
                        "Faydhaan": "Faydhaan",
                        "Ifrit": "Ifrit",
                        "Jaathoom": "Jaathoom",
                        "Jabali": "Jabali",
                        "Jann": "Jann"
                    },
                    "Ghost": "Ghost",
                    "Gimmerling": "Gimmerling",
                    "Gosreg": "Gosreg",
                    "Hag": "Hag",
                    "Humanoid": {
                        "Humanoid": "Humanoid",
                        "Large": "Large Humanoid",
                        "Medium": "Medium Humanoid",
                        "Small": "Small Humanoid",
                        "Winged": "Winged Humanoid"
                    },
                    "Hybrid": "Hybrid",
                    "LamiaMatriarch": "Lamia Matriarch",
                    "Nymph": {
                        "DryadQueen": "Dryad Queen",
                        "HesperidQueen": "Hesperid Queen",
                        "LampadQueen": "Lampad Queen",
                        "NaiadQueen": "Naiad Queen",
                        "Nymph": "Nymph",
                        "Queen": "Nymph Queen"
                    },
                    "Object": {
                        "Small": "Small Inanimate Object",
                        "Tiny": "Tiny Inanimate Object"
                    },
                    "Oni": "Oni",
                    "Owlbear": "Owlbear",
                    "Plant": {
                        "Fungus": "Fungus",
                        "Gourd": "Gourd",
                        "Leshy": "Leshy",
                        "LeshyMob": "Leshy Mob",
                        "Mushroom": "Mushroom",
                        "Plant": "Plant",
                        "SnappingFlytrap": "Snapping Flytrap"
                    },
                    "Protean": {
                        "Azuretzi": "Azuretzi",
                        "Keketar": "Keketar",
                        "Voidworm": "Voidworm"
                    },
                    "Psychopomp": {
                        "Morrigna": "Morrigna"
                    },
                    "Pukwudgie": "Pukwudgie",
                    "Rakshasa": {
                        "RajaKrodha": "Raja-Krodha",
                        "Raktavarna": "Raktavarna"
                    },
                    "SeaSerpent": "Sea Serpent",
                    "Skeleton": "Skeleton",
                    "SublimeBreath": "Sublime Breath",
                    "Swarm": {
                        "Flies": "Swarm of Flies"
                    },
                    "Tailless": "Tailless",
                    "Tree": "Tree",
                    "Unicorn": "Unicorn",
                    "Vampire": "Vampire",
                    "Vidileth": "Vidileth",
                    "Vilderavn": "Vilderavn",
                    "Yaoguai": "Yaoguai",
                    "Zombie": "Zombie"
                },
                "Label": "Current Form"
            },
            "Charge": {
                "AtLeastTen": "Moved at Least 10 feet"
            },
            "Chimera": {
                "DivineHead": {
                    "Label": "Dragon Head Sanctification",
                    "NoSanctification": "Not Sanctified"
                },
                "DragonHead": "Magical Tradition of Dragon Head",
                "PrimalHead": "Energy Type of Dragon Breath"
            },
            "ChyzaeduAlienVestment": "Shattered Alien Vestment",
            "CinderDragon": {
                "CloudOfAshes": {
                    "Name": "Cloud of Ashes"
                },
                "InextinguishableAura": {
                    "Name": "Inextinguishable Aura"
                },
                "InflameEmotions": {
                    "Name": "Inflame Emotions"
                }
            },
            "ClayEffigy": {
                "SacredArt": {
                    "NoSanctification": "Not Sanctified"
                }
            },
            "ClockworkCreature": {
                "MalfunctionBackfire": {
                    "Name": "Malfunction - Backfire"
                },
                "MalfunctionDamagedPropulsion": {
                    "Name": "Malfunction - Damaged Propulsion"
                },
                "MalfunctionLooseScrews": {
                    "Name": "Malfunction - Loose Screws"
                },
                "WindUp": {
                    "Name": "Wind-Up"
                }
            },
            "ClockworkLostPlates": "How many plates are lost?",
            "ClockworkSerpent": {
                "Coils": "Coils"
            },
            "ClockworkWindUp": "Standby Mode",
            "ConspiratorDragon": {
                "ApexParanoids": {
                    "Name": "Apex Paranoids"
                },
                "MentalFeedback": {
                    "Name": "Mental Feedback"
                },
                "ObscureRevelations": {
                    "Name": "Obscure Revelations"
                },
                "OccultWhisperers": {
                    "Name": "Occult Whisperers"
                }
            },
            "ConstructArmor": {
                "BrokenArmor": "Broken Construct Armor",
                "CriticalHit": "Construct Armor Broken by a Critical Hit"
            },
            "CoralDragon": {
                "GraspingWaves": {
                    "Name": "Grasping Waves"
                },
                "Palytoxin": {
                    "Name": "Palytoxin"
                },
                "PrimalTide": {
                    "Name": "Primal Tide"
                }
            },
            "Coshyco": {
                "AdjustShape": {
                    "Flexible": "Flexible",
                    "Lanky": "Lanky",
                    "Squat": "Squat"
                }
            },
            "Coven": {
                "ContributeSpell": {
                    "Name": "Contribute Spell"
                },
                "LocateCoven": {
                    "Name": "Locate Coven"
                },
                "ShareSenses": {
                    "Name": "Share Senses"
                }
            },
            "CrumblingCarapace": {
                "CriticalHit": "Carapace Broken by a Critical Hit"
            },
            "Cryptid": {
                "Augmented": {
                    "Name": "Augmented"
                },
                "BrokenArsenal": {
                    "Name": "Broken Arsenal"
                },
                "BurningEyes": {
                    "Name": "Burning Eyes"
                },
                "Clobber": {
                    "Name": "Clobber"
                },
                "CreatureObscura": {
                    "Name": "Creature Obscura"
                },
                "EnergyWave": {
                    "Name": "Energy Wave"
                },
                "ExplosiveEnd": {
                    "Name": "Explosive End"
                },
                "GraspForLife": {
                    "Name": "Grasp for Life"
                },
                "Howl": {
                    "Name": "Howl"
                },
                "HybridForm": {
                    "Name": "Hybrid Form"
                },
                "Marrowlance": {
                    "Name": "Marrowlance"
                },
                "ObscuraVulnerability": {
                    "Name": "Obscura Vulnerability"
                },
                "OperationalFlaw": {
                    "Name": "Operational Flaw"
                },
                "PowerSurge": {
                    "Name": "Power Surge"
                },
                "ShiftingForm": {
                    "Name": "Shifting Form"
                },
                "ShiftingIridescence": {
                    "Name": "Shifting Iridescence"
                },
                "Shockwave": {
                    "Name": "Shockwave"
                },
                "Stalk": {
                    "Name": "Stalk"
                },
                "Stench": {
                    "Name": "Stench"
                },
                "UnusualBane": {
                    "Name": "Unusual Bane"
                },
                "VanishingEscape": {
                    "Name": "Vanishing Escape"
                }
            },
            "CultistOfTorment": {
                "AmplifyTorment": {
                    "Label": "Target's HP is:",
                    "UnderFull": "Less than 100%",
                    "UnderHalf": "Less than 50%"
                }
            },
            "CustomArmor": {
                "BrokenArmor": "Broken Custom Armor",
                "CriticalHit": "Custom Armor Broken by a Critical Hit"
            },
            "CyclopsBully": {
                "TerrorizingSwing": "If the creature is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened} and takes damage, it takes an additional 2d10 damage and is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}."
            },
            "DeadFaine": {
                "TargetFeintOrTraitorousBetrayal": "Target off-guard due to Feint or Traitorous Betrayal"
            },
            "DemonInfuseWeapons": "Deal chaotic instead of evil damage",
            "DespairDragon": {
                "CursedMemories": {
                    "Name": "Cursed Memories"
                },
                "LightsOut": {
                    "Name": "Lights Out"
                },
                "ManifestFear": {
                    "Name": "Manifest Fear"
                }
            },
            "DiabolicDragon": {
                "DiabolicDisguise": {
                    "Name": "Diabolic Disguise"
                },
                "InfernalRift": {
                    "Name": "Infernal Rift"
                },
                "InterceptSummons": {
                    "Name": "Intercept Summons"
                }
            },
            "DisplacedRobot": {
                "DivertPower": {
                    "Fists": "Divert Power to Fists",
                    "LaserBeam": "Divert Power to Laser Beam"
                },
                "Fists": "Fists",
                "LaserBeam": "Laser Beam"
            },
            "DivineWarden": {
                "DivineDestruction": {
                    "Name": "Divine Destruction"
                },
                "DivineDomainSpells": {
                    "Name": "Divine Domain Spells"
                },
                "DivineInnateSpells": {
                    "Name": "Divine Innate Spells"
                },
                "FaithBound": {
                    "Name": "Faith Bound"
                },
                "FaithfulWeapon": {
                    "Name": "Faithful Weapon"
                },
                "InstrumentOfFaith": {
                    "Name": "Instrument of Faith"
                },
                "Sanctification": {
                    "Name": "Sanctification"
                }
            },
            "Dragon": {
                "ChangeShape": {
                    "Name": "Change Shape"
                }
            },
            "Dramofir": {
                "BittersweetDreamsCriticalFailure": "Critical Failure",
                "BittersweetDreamsSuccessFailure": "Success or Failure"
            },
            "DuskwalkerHuntPrey": {
                "AC": "Designated Prey attacks the Duskwalker",
                "Checks": "Duskwalker rolls checks against his Designated Prey"
            },
            "Elemental": {
                "Earth": {
                    "SpikeStones": "Suppress Spike Stones Aura"
                }
            },
            "EmpyrealDragon": {
                "RestorativeHalo": {
                    "Name": "Restorative Halo"
                },
                "SacrificialShield": {
                    "Name": "Sacrificial Shield"
                },
                "WreathOfHolyLight": {
                    "Name": "Wreath of Holy Light"
                }
            },
            "FacetboundCascader": {
                "EnergyCharge": "Energy Charge"
            },
            "FailedProphet": {
                "BrokenMindscape": {
                    "Name": "Broken Mindscape"
                },
                "GreedyGrab": {
                    "Name": "Greedy Grab"
                },
                "Taboos": {
                    "Name": "Taboos"
                },
                "ThisIsMyReality": {
                    "Name": "This Is My Reality!"
                },
                "Wealthsense": {
                    "Name": "Wealthsense"
                }
            },
            "Falrok": {
                "LazuriteTerrainSwitch": "In lazurite infused terrain"
            },
            "FalsePriest": {
                "SneakAttack": {
                    "DeceiversSurprise": "Target is Off-Guard due to a Feint or Deceiver's Surprise"
                }
            },
            "FangwoodSentinel": {
                "ThusAlwaysToTyrants": {
                    "Ally": "Ally",
                    "Enemy": "Enemy"
                }
            },
            "FatedDoom": {
                "RollOptionLabel": "First encounter of the day"
            },
            "FiveColorOrchidMantis": {
                "ColorShift": {
                    "Black": "Black — Water",
                    "Green": "Green — Wood",
                    "None": "No Color Selected",
                    "Red": "Red — Fire",
                    "White": "White — Metal",
                    "Yellow": "Yellow — Earth"
                }
            },
            "Floodslain": {
                "DrowningTouch": {
                    "Name": "Drowning Touch"
                },
                "FloodslainSpawn": {
                    "Name": "Floodslain Spawn"
                },
                "HardToBurn": {
                    "Name": "Hard to Burn"
                },
                "SoddenGround": {
                    "Name": "Sodden Ground"
                },
                "VomitFlotsam": {
                    "Name": "Vomit Flotsam"
                }
            },
            "FlotsamTerror": {
                "Attacks": {
                    "FlotsamLabel": "Flotsam",
                    "SharpEdgeLabel": "Sharp Edge"
                }
            },
            "Flynkett": {
                "KettleUp": {
                    "BoilingEffect": "@UUID[Compendium.sf2e.bestiary-effects.Item.zNdEXVVMbC9i4Yox]{Effect: Kettle Up (Boiling)}",
                    "Note": "While Kettled Up, the flynkett can't use its claw Strike or take move actions."
                }
            },
            "FortuneDragon": {
                "ChimericNature": {
                    "Label": "Chimeric Nature — Damage Type",
                    "Name": "Chimeric Nature"
                },
                "HiddenWealth": {
                    "Name": "Hidden Wealth"
                },
                "ShieldOfFortune": {
                    "Name": "Shield of Fortune"
                }
            },
            "GangUp": {
                "TwoAllies": "Two allies are within reach of the target"
            },
            "GauChoRong": {
                "SubsumedTrait": {
                    "Amphibious": "Amphibious",
                    "Animal": "Animal",
                    "Aquatic": "Aquatic",
                    "Humanoid": "Humanoid",
                    "NoneOrOther": "Manually Select Resistance, if applicable"
                }
            },
            "Ghast": {
                "ConsumeFlesh": {
                    "Name": "Consume Flesh"
                },
                "GhastFever": {
                    "Name": "Ghast Fever"
                },
                "Paralysis": {
                    "Name": "Paralysis"
                },
                "Stench": {
                    "Name": "Stench"
                }
            },
            "Ghost": {
                "BeatificAppearance": {
                    "Name": "Beatific Appearance"
                },
                "ColdSpot": {
                    "Name": "Cold Spot"
                },
                "CorporealManifestation": {
                    "Name": "Corporeal Manifestation"
                },
                "CorruptingGaze": {
                    "Name": "Corrupting Gaze"
                },
                "DrainingTouch": {
                    "Name": "Draining Touch"
                },
                "Dreamwalker": {
                    "Name": "Dreamwalker"
                },
                "Fade": {
                    "Name": "Fade"
                },
                "Fetch": {
                    "Name": "Fetch"
                },
                "FrightfulMoan": {
                    "Name": "Frightful Moan"
                },
                "GhostStorm": {
                    "Name": "Ghost Storm"
                },
                "HauntedHouse": {
                    "Name": "Haunted House"
                },
                "InhabitObject": {
                    "Name": "Inhabit Object"
                },
                "Lynchpin": {
                    "Name": "Lynchpin"
                },
                "MalevolentPossession": {
                    "Name": "Malevolent Possession"
                },
                "MementoMori": {
                    "Name": "Memento Mori"
                },
                "Phantasmagoria": {
                    "Name": "Phantasmagoria"
                },
                "PyreSMemory": {
                    "Name": "Pyre's Memory"
                },
                "Rejuvenation": {
                    "Name": "Rejuvenation"
                },
                "Revenant": {
                    "Name": "Revenant"
                },
                "SiteBound": {
                    "Name": "Site Bound"
                },
                "TelekineticAssault": {
                    "Name": "Telekinetic Assault"
                }
            },
            "Ghoul": {
                "ConsumeFlesh": {
                    "Name": "Consume Flesh"
                },
                "GhoulFever": {
                    "Name": "Ghoul Fever"
                },
                "GhoulWhispers": {
                    "Name": "Ghoul Whispers"
                },
                "GraveKnowledge": {
                    "Name": "Grave Knowledge"
                },
                "Paralysis": {
                    "Name": "Paralysis"
                },
                "SwiftLeap": {
                    "Name": "Swift Leap"
                }
            },
            "GiantAnimatedStatueBrazier": "Brazier is alight",
            "GiantTardigrade": {
                "TunState": {
                    "Dry": "Dry",
                    "Rehydrating": "Rehydrating"
                }
            },
            "Golem": {
                "GolemAntimagic": {
                    "Name": "Golem Antimagic"
                },
                "InexorableMarch": {
                    "Name": "Inexorable March"
                }
            },
            "Grandmaster": {
                "SuperQiBlast": {
                    "FirstCastQiBlast": "First cast of qi blast"
                }
            },
            "Graveknight": {
                "BetrayedRevivification": {
                    "Name": "Betrayed Revivification"
                },
                "ChannelMagic": {
                    "Name": "Channel Magic"
                },
                "ClutchingArmor": {
                    "Name": "Clutching Armor"
                },
                "CreateGraveSquire": {
                    "Name": "Create Grave Squire"
                },
                "DarkDeliverance": {
                    "Name": "Dark Deliverance"
                },
                "DevastatingBlast": {
                    "Name": "Devastating Blast"
                },
                "EagerForBattle": {
                    "Name": "Eager for Battle"
                },
                "EmptySaveForDust": {
                    "Name": "Empty Save for Dust"
                },
                "GraveknightSCurse": {
                    "Name": "Graveknight's Curse"
                },
                "GraveknightSShield": {
                    "Name": "Graveknight's Shield"
                },
                "PhantomMount": {
                    "Name": "Phantom Mount"
                },
                "PortentousGlare": {
                    "Name": "Portentous Glare"
                },
                "Rejuvenation": {
                    "Name": "Rejuvenation"
                },
                "RuinousWeapons": {
                    "Name": "Ruinous Weapons"
                },
                "SacrilegiousAura": {
                    "Name": "Sacrilegious Aura"
                },
                "WeaponMaster": {
                    "Name": "Weapon Master"
                }
            },
            "GreaterBarghest": {
                "MutationPoisonFangs": {
                    "Name": "Mutation - Poison Fangs"
                },
                "MutationToxicBreath": {
                    "Name": "Mutation - Toxic Breath"
                },
                "MutationVestigialArmStrike": {
                    "Name": "Mutation - Vestigial Arm Strike"
                },
                "MutationWings": {
                    "Name": "Mutation - Wings"
                }
            },
            "GrimReaper": {
                "InfuseWeapon": "If the Grim Reaper Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing."
            },
            "Hadrinnex": {
                "RapidEvolution": {
                    "EnergyGland": "Rapid Evolution — Energy Gland",
                    "Husk": "Rapid Evolution — Husk"
                }
            },
            "Halfling": {
                "KeenEyes": {
                    "Name": "Keen Eyes"
                }
            },
            "Harrowkin": {
                "DefensiveSuit": {
                    "Name": "Defensive Suit"
                },
                "HarrowkinSuit": {
                    "Name": "Harrowkin Suit"
                },
                "ReadTheCards": {
                    "Name": "Read the Cards"
                },
                "ShuffleTheDeck": {
                    "Name": "Shuffle the Deck"
                }
            },
            "HehShanBao": {
                "UrbanLegend": {
                    "DisbelieveResistance": "Physical Resistance is Disbelieved.",
                    "DisbelieveSlashing": "Slashing Damage is Disbelieved."
                }
            },
            "HellboundAttorney": {
                "OpeningStatementCriticalSuccess": "Opening Statement (Critical Success)"
            },
            "Herexen": {
                "HereticSmite": "Wielding the favored weapon of their former deity"
            },
            "HobgoblinFormationArea": "Formation vs. Area Effects",
            "HornedDragon": {
                "ApexDominance": {
                    "Name": "Apex Dominance"
                },
                "HornProjectile": {
                    "Name": "Horn Projectile"
                },
                "InvigoratingSpores": {
                    "Name": "Invigorating Spores"
                }
            },
            "Hryngar": {
                "AlchemicalGrenade": "Damage Type of Alchemical Grenade"
            },
            "IllcaynaAlonnor": {
                "ReapersSigh": "Illcayna was Critically Hit by a Slashing Weapon"
            },
            "ImmortalTrickster": {
                "Attack": {
                    "Pipe": "Pipe",
                    "TelekineticManipulation": "Telekinetic Manipulation"
                }
            },
            "Inizkar": {
                "AlignTheStars": {
                    "Prompt": "Is this an ally of Inizkar?"
                }
            },
            "IoseffXarwin": {
                "FulviasRing": {
                    "SavePossess": "Save against Target possessing Fulvia's Ring",
                    "SaveWear": "Save against Target wearing Fulvia's Ring",
                    "TargetPossess": "Target possesses Fulvia's Ring",
                    "TargetWear": "Target is wearing Fulvia's Ring"
                }
            },
            "IruxiMaskedMummer": {
                "DonMask": {
                    "Akkarok": "Fiery Akkarok",
                    "Hazi": "Hazi Zephyr-Borne",
                    "KingOfStorms": "King of Storms",
                    "Nessek": "Nessek, the Wave Dancer",
                    "Prompt": "Select an ancestral spirit.",
                    "Zalok": "Zalok, Who was Called to Black Harbor"
                }
            },
            "Ivarsa": {
                "ArcaneCascade": {
                    "Note": "While in this stance, Ivarsa's melee Strikes deal @Damage[(4[splash])[fire]]{4 splash fire} damage to foes adjacent to her target."
                }
            },
            "KallasDevil": {
                "Blameless": {
                    "Name": "Blameless"
                },
                "ColdCurrents": {
                    "Name": "Cold Currents"
                },
                "DisguisedAsChild": "Disguised as a Child",
                "FreezingTouch": {
                    "Name": "Freezing Touch"
                },
                "InfectiousWater": {
                    "Name": "Infectious Water"
                },
                "LyingAboutLoathsomeStench": "Lying about Loathsome Stench",
                "SufferTheChildren": {
                    "Name": "Suffer the Children"
                },
                "UnderwaterViews": {
                    "Name": "Underwater Views"
                },
                "WaterfallTorrent": {
                    "Name": "Waterfall Torrent"
                }
            },
            "KeepUpWithMe": {
                "RollOptionLabel": "Keep Up With Me! — Increase DC of an ability"
            },
            "KrampusPunishTheNaughty": "Krampus rolls checks against Naughty Target",
            "Kuworsys": {
                "CarelessBlock": {
                    "Name": "Careless Block"
                },
                "RainBlows": {
                    "Name": "Rain Blows"
                },
                "RapidBombardment": {
                    "Name": "Rapid Bombardment"
                },
                "SmashAndGrab": {
                    "Name": "Smash and Grab"
                }
            },
            "LegionArchon": {
                "FlameOfJustice": "Flame of Justice — Critical Hit"
            },
            "LemureSubservience": {
                "Defend": "Defend",
                "Fetch": "Fetch",
                "Kill": "Kill"
            },
            "Leshy": {
                "VerdantBurst": {
                    "Name": "Verdant Burst"
                }
            },
            "Lich": {
                "AnimateCage": {
                    "Name": "Animate Cage"
                },
                "AuraOfRot": {
                    "Name": "Aura of Rot"
                },
                "BlasphemousUtterances": {
                    "Name": "Blasphemous Utterances"
                },
                "ColdBeyondCold": {
                    "Name": "Cold Beyond Cold"
                },
                "DarkDeliverance": {
                    "Name": "Dark Deliverance"
                },
                "DrainSoulCage": {
                    "Name": "Drain Soul Cage"
                },
                "FamiliarSoul": {
                    "Name": "Familiar Soul"
                },
                "MaskDeath": {
                    "Name": "Mask Death"
                },
                "MetamagicAlteration": {
                    "Name": "Metamagic Alteration"
                },
                "ParalyzingTouch": {
                    "Name": "Paralyzing Touch"
                },
                "PillageMind": {
                    "Name": "Pillage Mind"
                },
                "Rejuvenation": {
                    "Name": "Rejuvenation"
                },
                "SiphonLife": {
                    "Name": "Siphon Life"
                },
                "StealSoul": {
                    "Name": "Steal Soul"
                },
                "UnholyTouch": {
                    "Name": "Unholy Touch"
                },
                "VoidShroud": {
                    "Name": "Void Shroud"
                }
            },
            "Loblobi": {
                "UnflappableSelfImportance": {
                    "Flattery": "Unflappable Self-Importance — Flattery"
                }
            },
            "ManaWastesMutant": {
                "CausticPustules": {
                    "Name": "Caustic Pustules"
                },
                "ChameleonSkin": {
                    "Name": "Chameleon Skin"
                },
                "EldritchAttraction": {
                    "Name": "Eldritch Attraction"
                },
                "EnergyBlast": {
                    "Name": "Energy Blast"
                },
                "EnergyResistance": {
                    "Name": "Energy Resistance"
                },
                "GraspingTentacle": {
                    "Name": "Grasping Tentacle"
                },
                "HulkingForm": {
                    "Name": "Hulking Form"
                },
                "HungryMaw": {
                    "Name": "Hungry Maw"
                },
                "IncreasedSpeed": {
                    "Name": "Increased Speed"
                },
                "MagicHunger": {
                    "Name": "Magic Hunger"
                },
                "MirrorThing": {
                    "Name": "Mirror Thing"
                },
                "RevoltingAppearance": {
                    "Name": "Revolting Appearance"
                },
                "SproutedLimb": {
                    "Name": "Sprouted Limb"
                },
                "TooManyEyes": {
                    "Name": "Too Many Eyes"
                },
                "VengefulBite": {
                    "Name": "Vengeful Bite"
                }
            },
            "MarilithFocusedAssault": {
                "Five": "5 Longswords",
                "Four": "4 Longswords",
                "One": "1 Longsword",
                "Prompt": "How many longswords is the Marilith wielding?",
                "Six": "6 Longswords",
                "Three": "3 Longswords",
                "Two": "2 Longswords"
            },
            "MarkForDeath": {
                "FirstAttack": "Mark for Death — First attack on marked target this round"
            },
            "MartialArtist": {
                "BlazingGate": {
                    "Name": "Blazing Gate"
                },
                "CompetitiveTaunt": {
                    "Name": "Competitive Taunt"
                },
                "ConcealedSpikes": {
                    "Name": "Concealed Spikes"
                },
                "ConstantFeintStance": {
                    "Name": "Constant Feint Stance"
                },
                "ContrabandSubstance": {
                    "Name": "Contraband Substance"
                },
                "DefensiveSideKick": {
                    "Name": "Defensive Side Kick"
                },
                "IllegalBite": {
                    "Name": "Illegal Bite"
                },
                "Kiai": {
                    "Name": "Kiai!"
                },
                "LifeBurnAura": {
                    "Name": "Life Burn Aura"
                },
                "SandInYourEye": {
                    "Name": "Sand in Your Eye"
                },
                "SolarSurge": {
                    "Name": "Solar Surge"
                },
                "SuperQiBlast": {
                    "Name": "Super Qi Blast"
                }
            },
            "Marut": {
                "Lightning": "Lightning",
                "Thunder": "Thunder"
            },
            "MelfeshMonster": {
                "BurrowingGrasp": {
                    "Name": "Burrowing Grasp"
                },
                "CorpseBomb": {
                    "Name": "Corpse Bomb"
                },
                "DeathThroes": {
                    "Name": "Death Throes"
                },
                "FalseSynapses": {
                    "Name": "False Synapses"
                },
                "FlameLash": {
                    "Name": "Flame Lash"
                },
                "MycelialTomb": {
                    "Name": "Mycelial Tomb"
                },
                "Smolderstench": {
                    "Name": "Smolderstench"
                },
                "Swell": {
                    "Name": "Swell"
                },
                "TorrentialAdvance": {
                    "Name": "Torrential Advance"
                },
                "VentFlames": {
                    "Name": "Vent Flames"
                }
            },
            "MinotaurHuntedFear": {
                "Demoralize": "Target is in maze or similarly difficult-to-navigate structure",
                "Survival": "To Avoid Getting Lost"
            },
            "MirageDragon": {
                "Afterimage": {
                    "Name": "Afterimage"
                },
                "PhantasmalTerror": {
                    "Name": "Phantasmal Terror"
                },
                "ReshapeTerrain": {
                    "Name": "Reshape Terrain"
                }
            },
            "MixedMartialArtist": {
                "StanceShift": {
                    "ConstantFeintStance": "Constant Feint Stance",
                    "CrossElbow": "Cross Elbow",
                    "ElbowKnockoutStance": "Elbow Knockout Stance",
                    "GrapplingLimb": "Grappling Limb",
                    "SecureGrappleStance": "Secure Grapple Stance",
                    "ThrashingBarrageStance": "Thrashing Barrage Stance",
                    "ThrashingFist": "Thrashing Fist"
                }
            },
            "ModularProstheses": {
                "GaffHook": "Gaff Hook",
                "ImpactDriver": "Impact Driver",
                "SpinningBlade": "Spinning Blade"
            },
            "Murschen": {
                "RedRuinStance": {
                    "RedClawLabel": "Red Claw"
                }
            },
            "Mythic": {
                "AmbushExcellence": {
                    "Name": "Ambush Excellence"
                },
                "BrutishAthleticism": {
                    "Name": "Brutish Athleticism"
                },
                "DeadlyStriker": {
                    "Name": "Deadly Striker"
                },
                "DevastatingMagic": {
                    "Name": "Devastating Magic"
                },
                "HazardImmunity": {
                    "Name": "Hazard Immunity"
                },
                "MythicDefenses": {
                    "Name": "Mythic Defenses"
                },
                "MythicFerocity": {
                    "Name": "Mythic Ferocity"
                },
                "MythicImmunity": {
                    "Name": "Mythic Immunity"
                },
                "MythicKnowledge": {
                    "Name": "Mythic Knowledge"
                },
                "MythicMobility": {
                    "Name": "Mythic Mobility"
                },
                "MythicPower": {
                    "Name": "Mythic Power"
                },
                "MythicResilience": {
                    "Name": "Mythic Resilience"
                },
                "MythicResilienceMythicAmbusher": {
                    "Name": "Mythic Resilience (Mythic Ambusher)"
                },
                "MythicResistance": {
                    "Name": "Mythic Resistance"
                },
                "MythicSkill": {
                    "Name": "Mythic Skill"
                },
                "MythicWeaknessExtremeFrailty": {
                    "Name": "Mythic Weakness (Extreme Frailty)"
                },
                "MythicWeaknessFrailty": {
                    "Name": "Mythic Weakness (Frailty)"
                },
                "MythicWeaknessWeakWilled": {
                    "Name": "Mythic Weakness (Weak-Willed)"
                },
                "Recharge": {
                    "Name": "Recharge"
                },
                "RechargeSpell": {
                    "Name": "Recharge Spell"
                },
                "RemoveACondition": {
                    "Name": "Remove a Condition"
                },
                "Reroll": {
                    "Name": "Reroll"
                },
                "TitanicMight": {
                    "Name": "Titanic Might"
                },
                "UndyingMyth": {
                    "Name": "Undying Myth"
                },
                "Unimpeded": {
                    "Name": "Unimpeded"
                }
            },
            "Nasurgeth": {
                "MidnightDepths": {
                    "InWater": "Midnight Depths — In Water"
                }
            },
            "Necrohulk": {
                "AlchemicalCartridgeRuptured": "Alchemical Cartridge Ruptured"
            },
            "Nemesis": {
                "AdditionalDamage": {
                    "Name": "Additional Damage"
                },
                "EnhancedSense": {
                    "Name": "Enhanced Sense"
                },
                "ExplosiveBlast": {
                    "Name": "Explosive Blast"
                },
                "FastHealing": {
                    "Name": "Fast Healing"
                },
                "GhostlyFlicker": {
                    "Name": "Ghostly Flicker"
                },
                "Immunity": {
                    "Name": "Immunity"
                },
                "RavageMind": {
                    "Name": "Ravage Mind"
                },
                "Resilient": {
                    "Name": "Resilient"
                }
            },
            "Nindoru": {
                "Meokdan": {
                    "BoneClub": {
                        "Label": "Manifest Bone Club",
                        "New": "New",
                        "NewLabel": "Bone Club",
                        "Shattered": "Shattered",
                        "ShatteredLabel": "Shattered Bone Club"
                    }
                }
            },
            "NopperaBo": {
                "Impersonator": {
                    "AbilityPrompt": "Select an Impersonated Ability",
                    "Armored": "Armored",
                    "AttackOfOpportunity": "Attack of Opportunity",
                    "Commander": "Commander",
                    "ElementalAttack": "Elemental Attack",
                    "ShieldCarrier": "Shield Carrier",
                    "SneakAttack": "Sneak Attack",
                    "WeaponPerk": "Weapon Perk",
                    "WeaponPerkPrompt": "Select a Weapon Perk"
                }
            },
            "NymphQueen": {
                "ChangeShape": {
                    "Name": "Change Shape"
                },
                "FocusBeauty": {
                    "Name": "Focus Beauty"
                },
                "Inspiration": {
                    "Name": "Inspiration"
                },
                "NymphSBeauty": {
                    "Name": "Nymph's Beauty"
                },
                "TiedToTheLand": {
                    "Name": "Tied to the Land"
                }
            },
            "OmenDragon": {
                "ForewarnedAndForearmed": {
                    "Name": "Forewarned and Forearmed"
                },
                "LinkFates": {
                    "Name": "Link Fates"
                }
            },
            "OrtMob": {
                "Subservience": {
                    "Hustle": "Hustle",
                    "Kill": "Kill",
                    "Rally": "Rally",
                    "Work": "Work"
                }
            },
            "PaleStranger": {
                "TargetMurderedPaleStranger": "Target Murdered Pale Stranger",
                "TargetNeverKilled": "Target has Never Killed"
            },
            "PathMaiden": {
                "ApostateSShroud": {
                    "Name": "Apostate's Shroud"
                },
                "BlasphemousAura": {
                    "Name": "Blasphemous Aura"
                },
                "CorruptingDoubt": {
                    "Name": "Corrupting Doubt"
                },
                "ImprisoningGrave": {
                    "Name": "Imprisoning Grave"
                },
                "LimitedFlight": {
                    "Name": "Limited Flight"
                },
                "ScornFate": {
                    "Name": "Scorn Fate"
                },
                "SourVictory": {
                    "Name": "Sour Victory"
                },
                "VengefulFrenzy": {
                    "Name": "Vengeful Frenzy"
                }
            },
            "PathRiverPeeler": {
                "SensitiveEars": {
                    "Note": "Whenever the Peeler takes sonic damage, it must succeed at a @Check[will|dc:16|options:inflicts:frightened] saving throw or be @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1} (or @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical failure)."
                }
            },
            "PeacockPhoenix": {
                "RadiantWing": "Radiant Wing"
            },
            "PhantasmalProtagonist": {
                "AbilityLabel": "Phantasmal Protagonist"
            },
            "PhaseDragon": {
                "AfterimageJumps": {
                    "Name": "Afterimage Jumps"
                },
                "Dematerialize": {
                    "Name": "Dematerialize"
                },
                "SecondGlance": {
                    "Label": "Second Glance",
                    "Name": "Second Glance"
                }
            },
            "PlanarAdaptationsSpawningSoulrider": {
                "CelestialFlare": {
                    "Name": "Celestial Flare"
                },
                "FiendishLunge": {
                    "Name": "Fiendish Lunge"
                },
                "MonitorEscape": {
                    "Name": "Monitor Escape"
                }
            },
            "PlanarScion": {
                "Duskwalker": {
                    "HuntPrey": {
                        "AC": "Designated Prey attacks the Duskwalker",
                        "Checks": "Duskwalker rolls checks against his Designated Prey"
                    },
                    "Immunity": "effects that would transform their body or soul to an undead",
                    "SpiritHunter": "Target is Designated by Spirit Hunter"
                }
            },
            "PoltergeistTelekineticStorm": {
                "MultiAttackLabel": "Telekinetic Storm — Multiple Targets",
                "MultipleTargets": "Multiple Targets",
                "SingleAttackEffect": "The attack deals @Damage[1d12[untyped]] damage on a failure.",
                "SingleAttackLabel": "Telekinetic Storm — Single Target",
                "SingleTarget": "Single Target"
            },
            "Protean": {
                "ProteanAnatomy": {
                    "Name": "Protean Anatomy"
                },
                "Warpwave": {
                    "Name": "Warpwave"
                }
            },
            "PunishingStrike": {
                "Note": "The reckless attack makes the user @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of their next turn. If they hit, they can add @UUID[Compendium.sf2e.bestiary-ability-glossary.Item.t6cx9FOODmeZQNYl]{Push} to the strike"
            },
            "Puppet": {
                "Fiend": {
                    "Label": "Fiend"
                },
                "Poisoner": {
                    "Label": "Poisoner",
                    "StrikeLabel": "Tiny Syringe"
                },
                "Smart": {
                    "Label": "Smart"
                },
                "Strong": {
                    "Label": "Strong",
                    "Shield": "Tiny Shield",
                    "StrikeLabel": "Tiny Sword"
                },
                "Swift": {
                    "Label": "Swift",
                    "StrikeLabel": "Tiny Dagger",
                    "AnotherPuppetHit": "Target hit by another puppet this round"
                },
                "Undead": {
                    "Label": "Undead",
                    "Note": {
                        "CriticalSuccess": "On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2}.",
                        "Success": "On a hit, the target is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}."
                    }
                }
            },
            "PureLegionSquad": {
                "CloakOfPurity": {
                    "Label": "Commander can cast Divine spells"
                }
            },
            "Pyrkaion": {
                "AuraOfSophistryNote": "<p>You become @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} and gain weakness 4 to mental damage for [[/gmr 1d4 #rounds]]{1d4 rounds}.</p><p>@UUID[Compendium.sf2e.bestiary-effects.Item.Rr4stNn2zqzspjQu]</p>"
            },
            "QuantiumGolem": {
                "Type": {
                    "Crimson": "Crimson",
                    "Emerald": "Emerald"
                }
            },
            "RaptorGuardWight": {
                "TerrorMaster": "The Raptor Guard is wearing their dinosaur-skull helm."
            },
            "Ravener": {
                "ConsumeSoul": {
                    "Name": "Consume Soul"
                },
                "CoweringFear": {
                    "Name": "Cowering Fear"
                },
                "Discorporate": {
                    "Name": "Discorporate"
                },
                "Soulsense": {
                    "Name": "Soulsense"
                },
                "SoulWard": {
                    "Name": "Soul Ward"
                },
                "ViciousCriticals": {
                    "Name": "Vicious Criticals"
                }
            },
            "RebornDevotee": {
                "RebornDevoteeFocusedAssault": "Number of Stalks"
            },
            "RequiemDragon": {
                "DieTogether": {
                    "Name": "Die Together"
                },
                "SoulRoar": {
                    "Name": "Soul Roar"
                }
            },
            "ResurrectionDragon": {
                "DeathlessServant": {
                    "Name": "Deathless Servant"
                },
                "HarmfulClaw": {
                    "Name": "Harmful Claw"
                },
                "ShredSouls": {
                    "Name": "Shred Souls"
                }
            },
            "Retired": {
                "Rusty": {
                    "Name": "Rusty"
                },
                "StillGotIt": {
                    "Name": "Still Got It!"
                }
            },
            "RisenNemesis": {
                "EuphoricCackle": {
                    "Name": "Euphoric Cackle"
                },
                "FixatedObsession": {
                    "Name": "Fixated Obsession"
                },
                "IndignantCurse": {
                    "Name": "Indignant Curse"
                },
                "PainedRetribution": {
                    "Name": "Pained Retribution"
                }
            },
            "RuneDragon": {
                "CatalyzingRune": {
                    "Name": "Catalyzing Rune"
                },
                "RunicJail": {
                    "Name": "Runic Jail"
                }
            },
            "RuneGiant": {
                "InvokeRune": {
                    "Prompt": "Select a rune.",
                    "RuneOfDestruction": {
                        "Label": "Rune of Destruction",
                        "Text": "A creature hit with the weapon is @UUID[Compendium.sf2e.conditions.Item.4D2KBtexWXa6oUMR]{Drained 1} unless it succeeds at a @Check[fortitude|dc:35|name:Rune of Destruction|traits:arcane,electricity] save."
                    },
                    "RuneOfFlames": {
                        "Label": "Rune of Flames"
                    },
                    "RuneOfPride": {
                        "Label": "Rune of Pride",
                        "Text": "A creature struck by the weapon becomes convinced they fight an unconquerable foe. The creature must succeed at a @Check[fortitude|dc:40|options:inflicts:frightened|traits:emotion,fear,mental] save or be @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}. On a critical failure, the creature is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 3} and can't take hostile actions against Czaresia for as long as they remain frightened."
                    },
                    "RuneOfSmiting": {
                        "Label": "Rune of Smiting",
                        "Text": "When the weapon hits, the giant can @UUID[Compendium.sf2e.bestiary-ability-glossary.Item.t6cx9FOODmeZQNYl]{Push} the target back 10 feet, or 20 feet on a critical hit."
                    },
                    "RuneOfSpace": {
                        "Label": "Rune of Space"
                    }
                }
            },
            "Sangrist": {
                "BloodVigor": {
                    "FastHealing": {
                        "Details": "While adjacent to a creature taking persistent bleed damage",
                        "Toggle": "Blood Vigor — Fast Healing"
                    }
                }
            },
            "Scamp": {
                "FastHealing": {
                    "AirLabel": "While in Open Air",
                    "EarthLabel": "While Underground",
                    "FireLabel": "While Touching Fire",
                    "MetalLabel": "While Touching Metal",
                    "ShadowLabel": "While in Shadow",
                    "WaterLabel": "While Underwater",
                    "WoodLabel": "While Touching Plants or Trees"
                }
            },
            "Scroungefeather": {
                "GrabDebris": {
                    "BrokenBlade": "Broken Blade",
                    "MagicBolt": "Magic Bolt"
                }
            },
            "SecretSociety": {
                "Connected": {
                    "Name": "Connected"
                },
                "GetOutOfJail": {
                    "Name": "Get out of Jail"
                },
                "NotToday": {
                    "Name": "Not Today!"
                },
                "PreparedDiversion": {
                    "Name": "Prepared Diversion"
                },
                "PreparedTrap": {
                    "Name": "Prepared Trap"
                },
                "Shibboleth": {
                    "Name": "Shibboleth"
                },
                "SkillSavvy": {
                    "Name": "Skill Savvy"
                },
                "TagTeam": {
                    "Name": "Tag Team"
                }
            },
            "Seugathi": {
                "MindfogSuppression": "Suppress Mindfog Aura"
            },
            "Shell": {
                "BrokenShell": "Broken Shell",
                "CriticalHit": "Shell Broken by a Critical Hit"
            },
            "Shieldmarshal": {
                "EquitableDefense": {
                    "ResistanceToggle": "Equitable Defense — Critical Hit Resistance"
                },
                "LawbringerSpeedLabel": "Lawbringer — Moving Toward Target"
            },
            "ShockerLizard": {
                "ShockingBurst": {
                    "Four": "Four Lizards",
                    "One": "One Lizard",
                    "Three": "Three Lizards",
                    "Two": "Two Lizards"
                }
            },
            "Siabrae": {
                "BlightMastery": {
                    "Name": "Blight Mastery"
                },
                "EarthGlide": {
                    "Name": "Earth Glide"
                },
                "Miasma": {
                    "Name": "Miasma"
                },
                "Rejuvenation": {
                    "Name": "Rejuvenation"
                },
                "StoneAntlers": {
                    "Name": "Stone Antlers"
                },
                "StonyShards": {
                    "Name": "Stony Shards"
                }
            },
            "Silene": {
                "LumberjacksBane": "Target is wielding an axe"
            },
            "Skeleton": {
                "AquaticBones": {
                    "Name": "Aquatic Bones"
                },
                "Blaze": {
                    "Name": "Blaze"
                },
                "Bloody": {
                    "Name": "Bloody"
                },
                "BoneMissile": {
                    "Name": "Bone Missile"
                },
                "BonePowder": {
                    "Name": "Bone Powder"
                },
                "BoneStorm": {
                    "Name": "Bone Storm"
                },
                "Collapse": {
                    "Name": "Collapse"
                },
                "CrumblingBones": {
                    "Name": "Crumbling Bones"
                },
                "ExplosiveDeath": {
                    "Name": "Explosive Death"
                },
                "Frozen": {
                    "Name": "Frozen"
                },
                "GraveEruption": {
                    "Name": "Grave Eruption"
                },
                "Lacquered": {
                    "Name": "Lacquered"
                },
                "Nimble": {
                    "Name": "Nimble"
                },
                "Rotten": {
                    "Name": "Rotten"
                },
                "ScreamingSkull": {
                    "Name": "Screaming Skull"
                },
                "SkeletonOfRoses": {
                    "Name": "Skeleton of Roses"
                }
            },
            "SkinShifter": {
                "AnimalForm": "Animal Form"
            },
            "SkyDragon": {
                "DivineLightningGood": "Divine Lightning — Good Damage",
                "DivineLightningPositive": "Divine Lightning — Vitality Damage"
            },
            "SoulfiredPot": {
                "CriticalHit": "Soulfired Pot Broken by a Critical Hit"
            },
            "SovereignDragon": {
                "InspireEnvoyArchdragon": "Sovereign Archdragon",
                "InspireEnvoyDragonAdult": "Adult Sovereign Dragon",
                "InspireEnvoyDragonAncient": "Ancient Sovereign Dragon",
                "InspireEnvoyDragonChoice": "Dragon Granting the Effect",
                "InspireEnvoyEffectAC": "Bonus to AC",
                "InspireEnvoyEffectAttack": "Bonus to Attack",
                "InspireEnvoyEffectChoice": "Granted Effect",
                "InspireEnvoyEffectPercWillCha": "Bonus to Will, Perception and Charisma-based skill checks"
            },
            "SpawnOfRovagug": {
                "AbsoluteRegeneration": {
                    "Name": "Absolute Regeneration"
                },
                "SlumberingArmageddon": {
                    "Name": "Slumbering Armageddon"
                }
            },
            "Sporeborn": {
                "ConsumeBiomatter": {
                    "Name": "Consume Biomatter"
                },
                "ContagiousSpores": {
                    "Name": "Contagious Spores"
                },
                "FungalArmor": {
                    "Name": "Fungal Armor"
                },
                "PotentPoison": {
                    "Name": "Potent Poison"
                },
                "RancidSporePods": {
                    "Name": "Rancid Spore Pods"
                },
                "SporebornInfestation": {
                    "Name": "Sporeborn Infestation"
                },
                "SporeExplosion": {
                    "Name": "Spore Explosion"
                }
            },
            "SpringHeeledJack": {
                "ChangeShape": {
                    "Name": "Change Shape"
                },
                "ResonantTerror": {
                    "Name": "Resonant Terror"
                },
                "VanishingLeap": {
                    "Name": "Vanishing Leap"
                }
            },
            "StargutHydra": {
                "SkymetalMetamorphosis": {
                    "Abysium": {
                        "Name": "Skymetal Metamorphosis (Abysium)"
                    },
                    "Adamantine": {
                        "Name": "Skymetal Metamorphosis (Adamantine)"
                    },
                    "Djezet": {
                        "Label": "Skymetal Metamorphosis (Djezet)",
                        "Name": "Skymetal Metamorphosis (Djezet)"
                    },
                    "Inubrix": {
                        "Name": "Skymetal Metamorphosis (Inubrix)"
                    },
                    "Noqual": {
                        "Label": "Skymetal Metamorphosis (Noqual)",
                        "Name": "Skymetal Metamorphosis (Noqual)"
                    },
                    "Orichalcum": {
                        "Name": "Skymetal Metamorphosis (Orichalcum)"
                    },
                    "Siccatite": {
                        "Chilled": "Chilled",
                        "Label": "Skymetal Metamorphosis (Siccatite)",
                        "Name": "Skymetal Metamorphosis (Siccatite)",
                        "Superheated": "Superheated"
                    }
                }
            },
            "StoneSpider": {
                "StoneFangs": "Stone Fangs"
            },
            "StreetMusician": {
                "SneakAttackFeintDistractingDrone": "Target is Off-Guard from Feint or Distracting Drone"
            },
            "Surgeon": {
                "MedicalMalpracticeCriticalSuccess": "Medical Malpractice (Critical Success)"
            },
            "SwarmingBites": {
                "Note": "If you attempt a concentrate or manipulate action while affected, you must succeed at a @Check[flat|dc:5|name:Swarming Bites|showDC:all] or the action is lost; roll the check after spending the action, but before any effects are applied."
            },
            "SwarmStrider": {
                "ClingingRemnants": {
                    "Name": "Clinging Remnants"
                },
                "Discorporate": {
                    "Name": "Discorporate"
                },
                "DrawBugs": {
                    "Name": "Draw Bugs"
                },
                "SquirmingEmbrace": {
                    "Name": "Squirming Embrace"
                },
                "SwarmShape": {
                    "Name": "Swarm Shape"
                }
            },
            "Sykever": {
                "ArmSpike": "Arm Spike",
                "Bipedal": "Bipedal",
                "Quadrupedal": "Quadrupedal"
            },
            "Tallusian": {
                "Rubble": {
                    "RollOptionLabel": "Tallusian is hiding in ruins"
                }
            },
            "Target": {
                "GrabbedByNPC": "You have the target grabbed."
            },
            "TheGreatFlood": {
                "LeadingHead": "Leading Head",
                "LeadingHeadDescription": {
                    "Aloof": "The aloof head casts a 5th-rank @UUID[Compendium.sf2e.spells.Item.aIHY2DArKFweIrpf]{Command} (@Check[will|dc:42]).",
                    "Ambitious": "The ambitious head declares a divine position above its station. It gains 100 temporary Hit Points for 1 minute. It also gains a weakness 20 to spirit damage and can't Claim Position again for 1 minute.",
                    "Assertive": "The Great Flood Swims, then makes a melee Strike.",
                    "Capricious": "The capricious head counteracts each mental effect on themself as a 10th-rank effect with a [[/r 1d20+32 #Counteract]]{+32} counteract modifier.",
                    "NoHeadSelected": "During each of the Great Flood's appearances, one head takes the lead once combat begins, chosen by the GM when initiative is rolled. Whichever head is in the lead grants a different action the Great Flood can use during its first turn each round (see Coordinated Actions).",
                    "PeoplePleaser": "The heads discuss and audibly agree on a creature to target. Until they Build Consensus again, their Strikes deal an additional 20 precision damage to that creature.",
                    "Perfectionist": "The perfectionist head criticizes a creature within their aura. The creature must succeed at a @Check[will|dc:42] save or take @Damage[9d6[persistent,mental]] damage.",
                    "Playful": "The playful head makes an ill-timed quip about the impermanence of life. They attempt to @UUID[Compendium.sf2e.actions.Item.2u915NdUyQan6uKF]{Demoralize} each creature within their aura.",
                    "Secretive": "The Great Flood is @UUID[Compendium.sf2e.conditions.Item.zJxUflt9np0q4yML]{Invisible} until the end of their turn and teleports to an open space within their aura.",
                    "Suspicious": "The Great Flood peers at their surroundings. Until they move, they see through illusions in their aura and the reach of their jaws is increased to 25 feet."
                },
                "LeadingHeadName": {
                    "Aloof": "Aloof",
                    "Ambitious": "Ambitious",
                    "Assertive": "Assertive",
                    "Capricious": "Capricious",
                    "NoHeadSelected": "None Selected",
                    "PeoplePleaser": "People Pleaser",
                    "Perfectionist": "Perfectionist",
                    "Playful": "Playful",
                    "Secretive": "Secretive",
                    "Suspicious": "Suspicious"
                }
            },
            "TongueOfFlame": {
                "DescriptionAddendum": "When the despot casts <em>charm</em>, <em>diabolic edict</em>, <em>enthrall</em>, or <em>floating flame</em>, either a target takes @Damage[(@item.rank)[fire]] damage, or the despot gains a +2 status bonus to Deception checks for 1 round."
            },
            "ToothFairy": {
                "ToothTug": {
                    "Note": "You must succeed at a @Check[flat|dc:5|showDC:all] to Cast a Spell unless that spell has the subtle trait."
                }
            },
            "TreerazerPlantAttack": "Attack a Plant",
            "TroffFrostknuckles": {
                "IcicleStance": {
                    "AboveTarget": "Icicle Stance — Above Target"
                }
            },
            "Troop": {
                "DamageType": {
                    "Label": "Troop Attack Damage Type"
                }
            },
            "Tyrafdir": {
                "DeceptiveJaws": "Deceptive Jaws"
            },
            "UlgremAxaan": {
                "BefoulingOdor": {
                    "Name": "Befouling Odor"
                },
                "CrocodileTears": {
                    "Name": "Crocodile Tears"
                },
                "CrushingWeight": {
                    "Name": "Crushing Weight"
                },
                "FallenVictim": {
                    "Name": "Fallen Victim"
                },
                "IchorCoating": {
                    "Name": "Ichor Coating"
                },
                "IchorTrail": {
                    "Name": "Ichor Trail"
                }
            },
            "UnionOrganizer": {
                "Solidarity": {
                    "Name": "Solidarity"
                }
            },
            "ValkyrieTempest": {
                "MountedTroop": {
                    "Name": "Mounted Troop"
                }
            },
            "Vampire": {
                "AirOfSickness": {
                    "Name": "Air of Sickness"
                },
                "Breathsense60Feet": {
                    "Name": "Breathsense 60 feet"
                },
                "BubonicPlague": {
                    "Name": "Bubonic Plague"
                },
                "ChangeShape": {
                    "Name": "Change Shape"
                },
                "ChildrenOfTheNight": {
                    "Name": "Children of the Night"
                },
                "CoffinRestoration": {
                    "Name": "Coffin Restoration"
                },
                "CommandThrall": {
                    "Name": "Command Thrall"
                },
                "ControlComatose": {
                    "Name": "Control Comatose"
                },
                "CreateServitor": {
                    "Name": "Create Servitor"
                },
                "CreateSpawn": {
                    "Name": "Create Spawn"
                },
                "DarkEnlightenment": {
                    "Name": "Dark Enlightenment"
                },
                "DistantSteps": {
                    "Name": "Distant Steps"
                },
                "DivineInnateSpells": {
                    "Name": "Divine Innate Spells"
                },
                "DomainOfDusk": {
                    "Name": "Domain of Dusk"
                },
                "Dominate": {
                    "Name": "Dominate"
                },
                "DominateAnimal": {
                    "Name": "Dominate Animal"
                },
                "DrainQi": {
                    "Name": "Drain Qi"
                },
                "DrainThoughts": {
                    "Name": "Drain Thoughts"
                },
                "DrinkBlood": {
                    "Name": "Drink Blood"
                },
                "DrinkEssence": {
                    "Name": "Drink Essence"
                },
                "FastHealing": {
                    "Name": "Fast Healing"
                },
                "FeralPossession": {
                    "Name": "Feral Possession"
                },
                "JiangShi": {
                    "StanceOfDeath": {
                        "BoneCorpse": {
                            "Label": "Bone Corpse Stance"
                        },
                        "CloudlessVoid": {
                            "Label": "Cloudless Void Stance"
                        },
                        "SunderedVeins": {
                            "Label": "Sundered Veins Stance",
                            "Note": "The target becomes @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1}"
                        }
                    }
                },
                "JiangShiVulnerabilities": {
                    "Name": "Jiang-Shi Vulnerabilities"
                },
                "Levitation": {
                    "Name": "Levitation"
                },
                "MentalRebirth": {
                    "Name": "Mental Rebirth"
                },
                "Mindbound": {
                    "Name": "Mindbound"
                },
                "MistEscape": {
                    "Name": "Mist Escape"
                },
                "MortalShield": {
                    "Name": "Mortal Shield"
                },
                "NosferatuVulnerabilities": {
                    "Name": "Nosferatu Vulnerabilities"
                },
                "OneMoreBreath": {
                    "Name": "One More Breath"
                },
                "ParalyticFear": {
                    "Name": "Paralytic Fear"
                },
                "ParalyzingClaws": {
                    "Name": "Paralyzing Claws"
                },
                "PestilentialAura": {
                    "Name": "Pestilential Aura"
                },
                "PlaguedCoffinRestoration": {
                    "Name": "Plagued Coffin Restoration"
                },
                "PlagueOfAncients": {
                    "Name": "Plague of Ancients"
                },
                "Rally": {
                    "Name": "Rally"
                },
                "RigorMortis": {
                    "Name": "Rigor Mortis"
                },
                "ShadowEscape": {
                    "Name": "Shadow Escape"
                },
                "ShadowForm": {
                    "Name": "Shadow Form"
                },
                "StrigoiWeaknesses": {
                    "Name": "Strigoi Weaknesses"
                },
                "SwiftTracker": {
                    "Name": "Swift Tracker"
                },
                "Thoughtsense100Feet": {
                    "Name": "Thoughtsense 100 feet"
                },
                "TumultOfTheBlood": {
                    "Name": "Tumult of the Blood"
                },
                "TurnToMist": {
                    "Name": "Turn to Mist"
                },
                "VampireVulnerabilities": {
                    "Name": "Vampire Vulnerabilities"
                },
                "VetalaranaVulnerabilities": {
                    "Name": "Vetalarana Vulnerabilities"
                },
                "VrykolakasVulnerabilities": {
                    "Name": "Vrykolakas Vulnerabilities"
                },
                "WarpedFulu": {
                    "Name": "Warped Fulu"
                },
                "Weakness": {
                    "Name": "Weakness"
                }
            },
            "Visitant": {
                "NoxiousBreath": {
                    "Name": "Noxious Breath"
                },
                "Roar": {
                    "Name": "Roar"
                },
                "VengefulPresence": {
                    "Name": "Vengeful Presence"
                },
                "VisitantSpells": {
                    "Name": "Visitant Spells"
                },
                "Wrestle": {
                    "Name": "Wrestle"
                }
            },
            "VizierDragon": {
                "Dragontongue": {
                    "ImmunityLabel": "dragontongue"
                },
                "PowerfulUtterance": {
                    "ImmunityLabel": "powerful utterance"
                }
            },
            "Voldrak": {
                "FrightfulPresence": {
                    "ToggleLabel": "Frightful Presence — Underwater"
                }
            },
            "Volodmyra": {
                "OverhandSmash": {
                    "Note": "If the attack hits, the opponent must succeed at a @Check[fortitude|dc:17|options:inflicts:prone] save to avoid being knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}."
                }
            },
            "Vordine": {
                "TridentOfDis": {
                    "NoAlly": "No Ally",
                    "UnholyAlly": "Unholy Ally"
                }
            },
            "Vrock": {
                "DanceOfRuin": {
                    "Four": "Four Vrocks",
                    "One": "One Vrock",
                    "Round": "Dance of Ruin — Rounds",
                    "Three": "Three Vrocks",
                    "Two": "Two Vrocks"
                }
            },
            "Vrolikai": {
                "FocusedFlames": {
                    "Four": "4 Black Flame Knives",
                    "One": "1 Black Flame Knife",
                    "Three": "3 Black Flame Knives",
                    "Two": "2 Black Flame Knives"
                }
            },
            "WardenOfTheWild": {
                "VoiceOfNature": {
                    "Name": "Voice of Nature"
                },
                "WardenSCrown": {
                    "Name": "Warden's Crown"
                }
            },
            "Warmonger": {
                "SightPrey": {
                    "Note": "Each time the warmonger hits the marked creature with a ranged Strike, the creature takes a –10-foot penalty to its Speeds for 1 minute and falls 20 feet if it's flying. @UUID[Compendium.sf2e.bestiary-effects.Item.WK55ybwI2Tn5OW5x]{Effect: Sight Prey (Speed Penalty)}"
                }
            },
            "Warsworn": {
                "AnimatedWeapon": {
                    "DamageType": "Animated Weapon — Damage Type",
                    "DieSize": "Animated Weapon — Die Size"
                }
            },
            "WeaverOfWebs": {
                "InBrightLight": "In Bright Light"
            },
            "Werecreature": {
                "AnimalEmpathy": {
                    "Name": "Animal Empathy"
                },
                "ChangeShape": {
                    "Name": "Change Shape"
                },
                "CurseOfTheWerecreature": {
                    "Name": "Curse of the Werecreature"
                },
                "MoonFrenzy": {
                    "Name": "Moon Frenzy"
                }
            },
            "WhisperDragon": {
                "ChangeShape": {
                    "Name": "Change Shape"
                },
                "DraftContract": {
                    "Name": "Draft Contract"
                },
                "ShareSight": {
                    "Name": "Share Sight"
                }
            },
            "Woodblessed": {
                "ExplosiveEnd": {
                    "Name": "Explosive End"
                },
                "LuminantAura": {
                    "Name": "Luminant Aura"
                },
                "PrimalInnateSpells": {
                    "Name": "Primal Innate Spells"
                },
                "ReactiveFlare": {
                    "Name": "Reactive Flare"
                },
                "TapPlanarGate": {
                    "Name": "Tap Planar Gate"
                }
            },
            "WormThatWalks": {
                "Discorporate": {
                    "Name": "Discorporate"
                },
                "SquirmingEmbrace": {
                    "Name": "Squirming Embrace"
                },
                "SwarmShape": {
                    "Name": "Swarm Shape"
                }
            },
            "WyvernRider": {
                "WyvernsSwoop": {
                    "HigherElevation": "Began swoop at a higher elevation than the target"
                }
            },
            "YetiNightmareGuardianRage": "Nightmare Guardian Rage",
            "Zetogeki": {
                "TiltScalesChannelEnergy": "Kinetic Energy Channeled",
                "TiltScalesTilted": "Scales Tilted"
            },
            "Zombie": {
                "AnkleBiter": {
                    "Name": "Ankle Biter"
                },
                "ArcingStrikes": {
                    "Name": "Arcing Strikes"
                },
                "BreathWeapon": {
                    "Name": "Breath Weapon"
                },
                "DisgustingPustules": {
                    "Name": "Disgusting Pustules"
                },
                "ElectromechanicalPhasing": {
                    "Name": "Electromechanical Phasing"
                },
                "Feast": {
                    "Name": "Feast"
                },
                "InfestedZombie": {
                    "Name": "Infested Zombie"
                },
                "LightningRod": {
                    "Name": "Lightning Rod"
                },
                "PersistentLimbs": {
                    "Name": "Persistent Limbs"
                },
                "PlagueRidden": {
                    "Name": "Plague-Ridden"
                },
                "PutridStench": {
                    "Name": "Putrid Stench"
                },
                "RottingAura": {
                    "Name": "Rotting Aura"
                },
                "SpittingZombie": {
                    "Name": "Spitting Zombie"
                },
                "TearingGrapple": {
                    "Name": "Tearing Grapple"
                },
                "UnholySpeed": {
                    "Name": "Unholy Speed"
                },
                "Unkillable": {
                    "Name": "Unkillable"
                }
            }
        },
        "OracleCurses": {
            "Ancestor": {
                "AncestralInfluence": "Ancestral Influence",
                "Label": {
                    "ExtremeBattle": "Extreme Battle",
                    "ExtremeSkillful": "Extreme Skillful",
                    "ExtremeSpellcasting": "Extreme Spellcasting",
                    "MajorBattle": "Major Battle",
                    "MajorSkillful": "Major Skillful",
                    "MajorSpellcasting": "Major Spellcasting",
                    "Martial": "Martial",
                    "MinorBattle": "Minor Battle",
                    "MinorSkillful": "Minor Skillful",
                    "MinorSpellcasting": "Minor Spellcasting",
                    "ModerateBattle": "Moderate Battle",
                    "ModerateSkillful": "Moderate Skillful",
                    "ModerateSpellcasting": "Moderate Spellcasting",
                    "Skillful": "Skillful",
                    "Spellcasting": "Spellcasting"
                },
                "MajorFailure": "Your curse interferes with this action, and you must succeed at a @Check[flat|dc:8|showDC:owner] or lose the action.",
                "MeddlingAncestor": "Meddling Ancestor",
                "MinorFailure": "Your curse interferes with this action, and you must succeed at a @Check[flat|dc:4|showDC:owner] or lose the action.",
                "ModerateFailure": "Your curse interferes with this action, and you must succeed at a @Check[flat|dc:6|showDC:owner] or lose the action."
            },
            "Battle": {
                "MadeAStrike": "You've made a strike this round",
                "NonTrivialEncounter": "In a non-trivial encounter"
            },
            "Bones": {
                "MajorUpgrade": "When you roll a critical failure at a saving throw against a disease, poison or death effect, you get a failure instead.",
                "ModerateUpgrade": "When you roll a success at a saving throw against a disease, poison or death effect, you get a critical success instead."
            },
            "Label": {
                "Extreme": "Extreme",
                "Major": "Major",
                "Minor": "Minor",
                "Moderate": "Moderate"
            },
            "Life": {
                "DescriptionMajor": "Each time you use a spell slot to cast a 5th-rank or higher spell that takes 2 or more actions to cast, you disperse vitality energy in a @Template[burst|distance:30] with the effects of a 3-action @UUID[Compendium.sf2e.spells.Item.rfZpqmj0AIIdkVIs]{Heal} spell with a rank 4 lower than that of the spell you cast. This healing occurs immediately after you finish @UUID[Compendium.sf2e.actions.aBQ8ajvEBByv45yz]{Casting the Spell}. You don't benefit from this healing. Instead, you lose double the number of Hit Points rolled for the heal spell.",
                "DescriptionModerate": "Whenever you finish casting a non-cantrip spell, you restore @Damage[@item.level[healing]] Hit Points to your choice of either one target of the spell or the creature nearest to you. You can't heal yourself in this way. This healing has the healing, necromancy, and vitality traits, as well as the tradition trait of the spell.",
                "ToggleLabel": "All targets of Heal are living creatures"
            },
            "Time": {
                "ACLabel": "Defending against reactions or free actions while moving",
                "DefendAgainstLabel": "Curse of Turbulent Moments — Defense penalty"
            }
        },
        "PersistentDamage": {
            "Acid1d4": {
                "criticalSuccess": "@Damage[(2*1d4)[persistent,acid]]",
                "success": "@Damage[1d4[persistent,acid]]"
            },
            "Acid1d6": {
                "criticalSuccess": "@Damage[(2*1d6)[persistent,acid]]",
                "success": "@Damage[1d6[persistent,acid]]"
            },
            "Acid2d6": {
                "criticalSuccess": "@Damage[(2*2d6)[persistent,acid]]",
                "success": "*@Damage[2d6[persistent,acid]]"
            },
            "Acid2d6+2": {
                "criticalSuccess": "@Damage[(2*2d6+4)[persistent,acid]]",
                "success": "@Damage[(2d6+2)[persistent,acid]]"
            },
            "Bleed1": {
                "criticalSuccess": "@Damage[2[bleed]]",
                "success": "@Damage[1[bleed]]"
            },
            "Bleed1d10": {
                "criticalSuccess": "@Damage[(2*1d10)[bleed]]",
                "success": "@Damage[1d10[bleed]]"
            },
            "Bleed1d12": {
                "criticalSuccess": "@Damage[(2*1d12)[bleed]]",
                "success": "@Damage[1d12[bleed]]"
            },
            "Bleed1d4": {
                "criticalSuccess": "@Damage[(2*1d4)[bleed]]",
                "success": "@Damage[1d4[bleed]]"
            },
            "Bleed1d6": {
                "criticalSuccess": "@Damage[(2*1d6)[bleed]]",
                "success": "@Damage[1d6[bleed]]"
            },
            "Bleed1d8": {
                "criticalSuccess": "@Damage[(2*1d8)[bleed]]",
                "success": "@Damage[1d8[bleed]]"
            },
            "Bleed2": {
                "criticalSuccess": "@Damage[4[bleed]]",
                "success": "@Damage[2[bleed]]"
            },
            "Bleed2d10": {
                "criticalSuccess": "@Damage[(2*2d10)[bleed]]",
                "success": "@Damage[2d10[bleed]]"
            },
            "Bleed2d12": {
                "criticalSuccess": "@Damage[(2*2d12)[bleed]]",
                "success": "@Damage[2d12[bleed]]"
            },
            "Bleed2d4": {
                "criticalSuccess": "@Damage[(2*2d4)[bleed]]",
                "success": "@Damage[2d4[bleed]]"
            },
            "Bleed2d6": {
                "criticalSuccess": "@Damage[(2*2d6)[bleed]]",
                "success": "@Damage[2d6[bleed]]"
            },
            "Bleed2d8": {
                "criticalSuccess": "@Damage[(2*2d8)[bleed]]",
                "success": "@Damage[2d8[bleed]]"
            },
            "Bleed3d10": {
                "criticalSuccess": "@Damage[(2*3d10)[bleed]]",
                "success": "@Damage[3d10[bleed]]"
            },
            "Bleed3d6": {
                "criticalSuccess": "@Damage[(2*3d6)[bleed]]",
                "success": "@Damage[3d6[bleed]]"
            },
            "Bleed3d8": {
                "criticalSuccess": "@Damage[(2*3d8)[bleed]]",
                "success": "@Damage[3d8[bleed]]"
            },
            "Bleed4d6": {
                "criticalSuccess": "@Damage[(2*4d6)[bleed]]",
                "success": "@Damage[4d6[bleed]]"
            },
            "Bleed4d8": {
                "criticalSuccess": "@Damage[(2*4d8)[bleed]]",
                "success": "@Damage[4d8[bleed]]"
            },
            "Bleed6d10": {
                "criticalSuccess": "@Damage[(2*6d10)[bleed]]",
                "success": "@Damage[6d10[bleed]]"
            },
            "Bleed6d6": {
                "criticalSuccess": "@Damage[(2*6d6)[bleed]]",
                "success": "@Damage[6d6[bleed]]"
            },
            "Bleed8d4": {
                "criticalSuccess": "@Damage[(2*8d4)[bleed]]",
                "success": "@Damage[8d4[bleed]]"
            },
            "Cold1d6": {
                "criticalSuccess": "@Damage[(2*1d6)[persistent,cold]]",
                "success": "@Damage[1d6[persistent,cold]]"
            },
            "Cold1d8": {
                "criticalSuccess": "@Damage[(2*1d8)[persistent,cold]]",
                "success": "@Damage[1d8[persistent,cold]]"
            },
            "Cold2d6": {
                "criticalSuccess": "@Damage[(2*2d6)[persistent,cold]]",
                "success": "@Damage[2d6[persistent,cold]]"
            },
            "Cold2d8": {
                "criticalSuccess": "@Damage[(2*2d8)[persistent,cold]]",
                "success": "@Damage[2d8[persistent,cold]]"
            },
            "Fire1": {
                "criticalSuccess": "@Damage[2[persistent,fire]]",
                "success": "@Damage[1[persistent,fire]]"
            },
            "Fire1d10": {
                "criticalSuccess": "@Damage[(2*1d10)[persistent,fire]]",
                "success": "@Damage[1d10[persistent,fire]]"
            },
            "Fire1d4": {
                "criticalSuccess": "@Damage[(2*1d4)[persistent,fire]]",
                "success": "@Damage[1d4[persistent,fire]]"
            },
            "Fire1d6": {
                "criticalSuccess": "@Damage[(2*1d6)[persistent,fire]]",
                "success": "@Damage[1d6[persistent,fire]]"
            },
            "Fire2d10": {
                "criticalSuccess": "@Damage[(2*2d10)[persistent,fire]]",
                "success": "@Damage[2d10[persistent,fire]]"
            },
            "Fire2d4": {
                "criticalSuccess": "@Damage[(2*2d4)[persistent,fire]]",
                "success": "@Damage[2d4[persistent,fire]]"
            },
            "Fire2d6": {
                "criticalSuccess": "@Damage[(2*2d6)[persistent,fire]]",
                "success": "@Damage[2d6[persistent,fire]]"
            },
            "Fire2d8": {
                "criticalSuccess": "@Damage[(2*2d8)[persistent,fire]]",
                "success": "@Damage[2d8[persistent,fire]]"
            },
            "Fire3d10": {
                "criticalSuccess": "@Damage[(2*3d10)[persistent,fire]]",
                "success": "@Damage[3d10[persistent,fire]]"
            },
            "Fire3d6": {
                "criticalSuccess": "@Damage[(2*3d6)[persistent,fire]]",
                "success": "@Damage[3d6[persistent,fire]]"
            },
            "Fire3d8": {
                "criticalSuccess": "@Damage[(2*3d8)[persistent,fire]]",
                "success": "@Damage[3d8[persistent,fire]]"
            },
            "Fire4d10": {
                "criticalSuccess": "@Damage[(2*4d10)[persistent,fire]]",
                "success": "@Damage[4d10[persistent,fire]]"
            },
            "Force1d12": {
                "criticalSuccess": "@Damage[(2*1d12)[persistent,force]]",
                "success": "@Damage[1d12[persistent,force]]"
            },
            "Force2d12": {
                "criticalSuccess": "@Damage[(2*2d12)[persistent,force]]",
                "success": "@Damage[2d12[persistent,force]]"
            },
            "Mental1d4": {
                "criticalSuccess": "@Damage[(2*1d4)[persistent,mental]]",
                "success": "@Damage[1d4[persistent,mental]]"
            },
            "Mental1d6": {
                "criticalSuccess": "@Damage[(2*1d6)[persistent,mental]]",
                "success": "@Damage[1d6[persistent,mental]]"
            },
            "Mental1d8": {
                "criticalSuccess": "@Damage[(2*1d8)[persistent,mental]]",
                "success": "@Damage[1d8[persistent,mental]]"
            },
            "Mental2d6": {
                "criticalSuccess": "@Damage[(2*2d6)[persistent,mental]]",
                "success": "@Damage[2d6[persistent,mental]]"
            },
            "Mental3d6": {
                "criticalSuccess": "@Damage[(2*3d6)[persistent,mental]]",
                "success": "@Damage[3d6[persistent,mental]]"
            },
            "Negative1d10": {
                "criticalSuccess": "@Damage[(2*1d10)[persistent,void]]",
                "success": "@Damage[1d10[persistent,void]]"
            },
            "Negative1d6": {
                "criticalSuccess": "@Damage[(2*1d6)[persistent,void]]",
                "success": "@Damage[1d6[persistent,void]]"
            },
            "Negative1d8": {
                "criticalSuccess": "@Damage[(2*1d8)[persistent,void]]",
                "success": "@Damage[1d8[persistent,void]]"
            },
            "Negative2d10": {
                "criticalSuccess": "@Damage[(2*2d10)[persistent,void]]",
                "success": "*@Damage[2d10[persistent,void]]"
            },
            "Piercing2d8+8": {
                "criticalSuccess": "@Damage[(2*2d8+16)[persistent,piercing]]",
                "success": "@Damage[(2d8+8)[persistent,piercing]]"
            },
            "Poison1d12": {
                "criticalSuccess": "@Damage[(2*1d12)[persistent,poison]]",
                "success": "@Damage[1d12[persistent,poison]]"
            },
            "Poison1d4": {
                "criticalSuccess": "@Damage[(2*1d4)[persistent,poison]]",
                "success": "@Damage[1d4[persistent,poison]]"
            },
            "Poison1d6": {
                "criticalSuccess": "@Damage[(2*1d6)[persistent,poison]]",
                "success": "@Damage[1d6[persistent,poison]]"
            },
            "Poison1d8": {
                "criticalSuccess": "@Damage[(2*1d8)[persistent,poison]]",
                "success": "@Damage[1d8[persistent,poison]]"
            },
            "Poison2d4": {
                "criticalSuccess": "@Damage[(2*2d4)[persistent,poison]]",
                "success": "@Damage[2d4[persistent,poison]]"
            },
            "Poison2d6": {
                "criticalSuccess": "@Damage[(2*2d6)[persistent,poison]]",
                "success": "@Damage[2d6[persistent,poison]]"
            },
            "Poison2d8": {
                "criticalSuccess": "@Damage[(2*2d8)[persistent,poison]]",
                "success": "@Damage[2d8[persistent,poison]]"
            },
            "Poison3d4": {
                "criticalSuccess": "@Damage[(2*3d4)[persistent,poison]]",
                "success": "@Damage[3d4[persistent,poison]]"
            },
            "Poison3d6": {
                "criticalSuccess": "@Damage[(2*3d6)[persistent,poison]]",
                "success": "@Damage[3d6[persistent,poison]]"
            },
            "Poison4d6": {
                "criticalSuccess": "@Damage[(2*4d6)[persistent,poison]]",
                "success": "@Damage[4d6[persistent,poison]]"
            }
        },
        "RULES": {
            "Common": {
                "FIELDS": {
                    "key": {
                        "label": "Key"
                    },
                    "label": {
                        "label": "Label"
                    },
                    "mode": {
                        "choices": {
                            "add": "Add",
                            "downgrade": "Downgrade",
                            "multiply": "Multiply",
                            "override": "Override",
                            "remove": "Remove",
                            "subtract": "Subtract",
                            "upgrade": "Upgrade"
                        },
                        "label": "Mode"
                    },
                    "predicate": {
                        "label": "Predicate"
                    },
                    "selector": {
                        "label": "Selector"
                    },
                    "selectors": {
                        "label": "Selectors"
                    },
                    "slug": {
                        "label": "Slug"
                    },
                    "value": {
                        "label": "Value"
                    },
                    "relabel": {
                        "label": "Relabel"
                    }
                }
            },
            "DamageAlteration": {
                "FIELDS": {
                    "property": {
                        "choices": {
                            "damage-type": "Damage Type",
                            "dice-faces": "Dice Faces",
                            "dice-number": "Dice Number",
                            "tags": "Tags"
                        },
                        "label": "Property"
                    }
                }
            },
            "Note": {
                "FIELDS": {
                    "outcome": {
                        "choices": {
                            "criticalFailure": "Critical Failure",
                            "criticalSuccess": "Critical Success",
                            "failure": "Failure",
                            "success": "Success"
                        },
                        "label": "Outcomes"
                    },
                    "selector": {
                        "label": "Selectors"
                    },
                    "text": {
                        "label": "Text"
                    },
                    "title": {
                        "label": "Title"
                    },
                    "visibility": {
                        "choices": {
                            "gm": "Gamemaster Only",
                            "owner": "Item Owner"
                        },
                        "hint": "Who this note should be visible to when posted to chat: no selection makes it visible to all users.",
                        "label": "Visibility"
                    }
                }
            },
            "TokenMark": {
                "FIELDS": {
                    "uuid": {
                        "hint": "The UUID of a marked token: automatically filled upon marking.",
                        "label": "Token UUID"
                    }
                }
            }
        },
        "RuleEditor": {
            "Aura": {
                "Appearance": {
                    "Border": "Border",
                    "Color": "Color",
                    "Highlight": "Highlight",
                    "Label": "Appearance",
                    "Loop": {
                        "Hint": "If the File is a video, whether to loop it",
                        "Label": "Loop"
                    },
                    "NotApplicable": "Not Applicable",
                    "PlaybackRate": {
                        "Hint": "If the File is a video, the playback rate of the resulting <em>HTMLVideoElement</em>",
                        "Label": "Playback Rate"
                    },
                    "Texture": "Texture",
                    "Translation": {
                        "Hint": "A manual x/y translation of the texture resource",
                        "Label": "Translation",
                        "X": "x",
                        "Y": "y"
                    }
                },
                "Basics": {
                    "Level": {
                        "Hint": "An optional level for the aura, to be used to set the level of the effects it transmits",
                        "Label": "Level"
                    },
                    "MergeExisting": {
                        "Hint": "If another aura with the same slug is already being emitted, merge this aura's data in with the other's, combining traits and effects as well as merging <em>colors</em> data.",
                        "Label": "Merge Existing"
                    },
                    "Radius": "Radius"
                },
                "Effects": {
                    "Affects": "Affects",
                    "AffectsOptions": {
                        "All": "All",
                        "Allies": "Allies",
                        "Enemies": "Enemies"
                    },
                    "DropText": "Drop Effect",
                    "DropTooltip": "An Effect to include in this aura",
                    "Events": "Events",
                    "EventsOptions": {
                        "Enter": "Enter",
                        "TurnEnd": "Turn End",
                        "TurnStart": "Turn Start"
                    },
                    "IncludesSelf": "Includes Self",
                    "Label": "Effects",
                    "RemoveEffect": "Remove Effect",
                    "RemoveOnExit": "Remove on Exit",
                    "Type": "Type"
                }
            },
            "FastHealing": {
                "DeactivatedBy": "Deactivated By"
            },
            "FlatModifier": {
                "Force": "Force?",
                "HideIfDisabled": "Hide (If Disabled)"
            },
            "General": {
                "Add": "Add",
                "Basics": "Basics",
                "CriticalBehavior": {
                    "false": "1x Damage on Crit",
                    "null": "2x Damage on Crit",
                    "true": "Critical Damage Only"
                },
                "DamageType": "Damage Type",
                "Label": "Label",
                "Opacity": "Opacity",
                "Predicate": "Predicate",
                "PriorityHint": "Priority determines the order in which rule elements are executed within the same phase. Rule elements with lower priority values are executed first.",
                "Range": "Range",
                "Remove": "Remove",
                "Selector": "Selector",
                "Slug": "Slug",
                "Value": "Value"
            },
            "GrantItem": {
                "AllowDuplicate": "Allow Duplicates",
                "ReevaluateOnUpdate": "Reevaluate on Update",
                "ReplaceSelf": "Replace Self"
            },
            "Note": {
                "Hidden": "Hidden",
                "Outcome": "Outcome",
                "Text": "Text Content",
                "Title": "Title"
            },
            "TokenImage": {
                "Ring": {
                    "Label": "Dynamic Ring",
                    "ScaleCorrection": "Scale Correction"
                }
            }
        },
        "RuleElement": {
            "ActiveEffectLike": "ActiveEffect-Like",
            "ActorTraits": "Actor Traits",
            "AdjustDegreeOfSuccess": "Adjust Degree of Success",
            "AdjustModifier": "Adjust Modifier",
            "AdjustStrike": "Adjust Strike",
            "Aura": "Aura",
            "BaseSpeed": "Base Speed",
            "BattleForm": "Battle Form",
            "ChoiceSet": "Choice Set",
            "CraftingAbility": "Crafting Ability",
            "CreatureSize": "Creature Size",
            "CriticalSpecialization": "Critical Specialization",
            "DamageAlteration": "Damage Alteration",
            "DamageDice": "Damage Dice",
            "DexterityModifierCap": "Dexterity Modifier Cap",
            "EffectSpinoff": "Effect Spinoff",
            "EphemeralEffect": "Ephemeral Effect",
            "FastHealing": "Fast Healing/Regeneration",
            "FlatModifier": "Flat Modifier",
            "GrantItem": "Grant Item",
            "Immunity": "Immunity",
            "ItemAlteration": "Item Alteration",
            "LoseHitPoints": "Lose Hit Points",
            "MartialProficiency": "Martial Proficiency",
            "MultipleAttackPenalty": "Multiple Attack Penalty",
            "Note": "Note",
            "Resistance": "Resistance",
            "RollOption": "Roll Option",
            "RollTwice": "Roll Twice",
            "Sense": "Sense",
            "SpecialResource": "Special Resource",
            "SpecialStatistic": "Special Statistic",
            "Strike": "Strike",
            "SubstituteRoll": "Substitute Roll",
            "TempHP": "Temporary Hit Points",
            "TempHPShortLabel": "Temp",
            "TokenEffectIcon": "Token Effect Icon",
            "TokenImage": "Token Image",
            "TokenLight": "Token Light",
            "TokenMark": "Token Mark",
            "TokenName": "Token Name",
            "Unrecognized": "Unrecognized Rule Element",
            "Weakness": "Weakness"
        },
        "SkillVariant": {
            "AboutCaves": "About Caves",
            "AcidicEnvironment": "In Acidic Surroundings",
            "AgainstDemons": "Against Demons",
            "Aid": "To Aid",
            "AttemptToFascinateOutdoorsInBrightSun": "Using Fascinating Performance Outdoors in Bright Sun",
            "Balance": "To Balance",
            "Blacksmithing": "For Blacksmithing",
            "BloodOrWater": "In Blood or Water",
            "BoundHome": "Within Bound Home",
            "Buried": "Buried",
            "CanClearlyIdentifyTheStars": "Can Clearly Identify the Stars",
            "Climb": "To Climb",
            "ClimbHighJumpLongJumpOrDisarm": "To Climb, High Jump, Long Jump, or Disarm",
            "ClimbOrSwim": "To Climb or Swim",
            "CommandAnAnimal": "To Command an Animal",
            "CommandReptile": "To Command an Animal that is a Reptile",
            "ConcealAnObject": "To Conceal an Object",
            "CraftAlchemical": "To Craft Alchemical Items",
            "CraftAlchemicalOrMedicine": "To Craft Alchemical or Medicinal Items",
            "CraftBone": "Using Bone",
            "CraftJewelry": "To Craft Jewelry",
            "CraftSnare": "To Craft Snares",
            "CraftTrap": "To Craft Traps",
            "CraftTrapSnare": "To Craft Traps and Snares",
            "CreateForgery": "To Create Forgery",
            "Dance": "To Dance",
            "Darkness": "In Darkness",
            "DarknessOrSmoke": "In Darkness or Smoke",
            "DecayingPlantFungus": "Amid Decaying Plant Matter or Fungus",
            "Demoralize": "To Demoralize",
            "DemoralizeThreateningLunge": "To Demoralize with Threatening Lunge",
            "Deserts": "In Deserts",
            "DimLight": "In Dim Light",
            "DimLightOrDarkness": "In Dim Light or Darkness",
            "DisableADevice": "To Disable a Device",
            "Disarm": "To Disarm",
            "DisarmGrapple": "To Disarm or Grapple",
            "DisarmGrappleAvoidDisarm": "To Disarm, Grapple, or avoid being Disarmed",
            "DisarmMetal": "To Disarm a Metal Item",
            "DisarmStoneMetal": "To Disarm Stone or Metal Objects",
            "DiscernAndPredictWeather": "Discern Weather Patterns and Predict Upcoming Weather Conditions",
            "Diversion": "To Create a Diversion",
            "Escape": "To Escape",
            "EscapeForceOpenOrLift": "To Escape, Force Open, or Lift Heavy Objects",
            "Feint": "To Feint",
            "Fly": "To Fly",
            "ForceOpenGrappleShoveOrTrip": "To Force Open, Grapple, Shove, or Trip",
            "Forests": "In Forests",
            "ForestsOrGrasslands": "In Forests or Grasslands",
            "ForestsOrJungles": "In Forests or Jungles",
            "ForestsOrSnow": "In Forests or Snow",
            "ForestsOrSwamps": "In Forests or Swamps",
            "ForestsOrUnderground": "In Forests or Underground Areas",
            "FortuneTelling": "To Tell Fortunes",
            "FullMoon": "Full Moon",
            "GatherInformation": "to Gather Information",
            "Grapple": "To Grapple",
            "GrappleShove": "To Grapple or Shove",
            "Hide": "To Hide",
            "HideInBody": "To Hide Inside a Body",
            "HideInDim": "To Hide in Dim Light",
            "HideInDimOrDark": "To Hide in Dim Light or Darkness",
            "HideSneakInscriptions": "To Hide or Sneak Among Inscriptions",
            "HideSneakTree": "To Hide or Sneak while in a Tree",
            "HighJumpOrLongJump": "To High Jump or Long Jump",
            "IceAndSnow": "In Ice or Snow",
            "ImitateStone": "To Imitate Stone",
            "ImitateVoice": "To Imitate a Voice",
            "Impersonate": "To Impersonate",
            "ImpersonateCloakSheetRay": "To Impersonate a Cloak, Sheet, or Ray",
            "ImpersonateClothing": "To Impersonate Clothing",
            "ImpersonateFriendform": "To Impersonate Friendform participant",
            "ImpersonateHumanVersion": "To Impersonate a Human Version of Themselves",
            "ImpersonateInanimate": "To Impersonate an Inanimate Object",
            "ImpersonateMound": "To Impersonate a Mound",
            "ImpersonatePastSelf": "To Impersonate a Past Self",
            "ImpersonatePeasantOrLaborer": "To Impersonate a Peasant or Laborer",
            "ImpersonateSpecificPerson": "To Impersonate a Specific Person",
            "ImpersonateStumpOrLog": "To Impersonate a Stump or Log",
            "Jar": "Inside a Jar",
            "JumpOrClimb": "To Jump or Climb",
            "JumpOrSwim": "To Jump or Swim",
            "Jungles": "In Jungles",
            "JunglesOrFlowerFields": "In Jungles or Flower Fields",
            "JunkOrDebris": "In Junk or Debris",
            "Lair": "In Lair",
            "Land": "On Land",
            "Lava": "In Lava",
            "LeyLine": "Near Ley Line",
            "Lie": "To Lie",
            "LongJump": "To Long Jump",
            "Lute": "To Play the Lute",
            "MakeAnImpression": "To Make an Impression",
            "ManeuverInFlight": "To Maneuver in Flight",
            "Moist": "In Moist Environments",
            "Moonlight": "In Moonlight",
            "Mountains": "In Mountains",
            "Natural": "In Natural Terrain",
            "Navigate": "To Navigate",
            "NearTheOcean": "Near The Ocean",
            "NighttimeWithMoonVisible": "Nighttime, with the Moon Visible",
            "OceansForests": "In Oceans and Forests",
            "Orate": "To Orate",
            "Paint": "To Paint",
            "PalmAnObjectOrSteal": "To Palm an Object or Steal",
            "PickALock": "To Pick a Lock",
            "Poison": "To Craft Poisons",
            "Prophecy": "To Spout Prophecy",
            "Raining": "Raining",
            "RecallKnowledge": "To Recall Knowledge",
            "RecallKnowledgeDeadSubject": "To Recall Knowledge about a deceased subject",
            "Rocky": "In Rocky Terrain",
            "RockyOrBarren": "In Rocky or Barren Terrain",
            "Ruins": "In Ruins",
            "RunningWater": "In Running Water",
            "RustyTerrain": "In Areas of Rusty Objects",
            "Sand": "In Sand",
            "SenseMotive": "to Sense Motive",
            "SevereCold": "In Area of Severe Cold",
            "Sewers": "In Sewers",
            "SewersScrapyards": "In Sewers and Scrapyards",
            "Shoes": "For Shoes",
            "ShootingGallery": "In the Shooting Gallery",
            "Shove": "To Shove",
            "Singing": "Singing",
            "Skinless": "When Skinless",
            "Snow": "In Snow",
            "Squeeze": "To Squeeze",
            "Steal": "To Steal",
            "StonyOrIcyAreas": "In Stony or Icy Areas",
            "StringedInstruments": "For Stringed Instruments",
            "Subsist": "To Subsist",
            "Swamps": "In Swamps",
            "Swardlands": "In the Swardlands",
            "Swim": "To Swim",
            "TarPit": "In Tar Pits",
            "TellTheTruth": "To Tell the Truth",
            "ThickVegetation": "In Thick Vegetation",
            "Track": "To Track",
            "TrackBleedingCreature": "To Track a Bleeding Creature",
            "TrackCreator": "To Track Their Creator",
            "TrackHalfHealth": "To Track a Creature at Half its Hit Points or Fewer",
            "Traps": "Traps",
            "TrashAndRubbish": "In Trash and Rubbish",
            "Treasure": "In Treasure",
            "Trip": "To Trip",
            "TripTangle": "To Trip and Tangle",
            "TumbleThrough": "To Tumble Through",
            "TumbleThroughMediumOrLarger": "To Tumble Through the Space of a Medium or Larger Creature",
            "Tundra": "In Tundra",
            "Underground": "Underground",
            "Undergrowth": "In Undergrowth",
            "Underwater": "Underwater",
            "UnderwaterVegetation": "In Underwater Vegetation",
            "Vegetation": "In Vegetation",
            "VsArthropods": "vs. Arthropods",
            "VsControlled": "vs. Controlled effects",
            "VsDarknessLightShadow": "vs. Darkness, Light or Shadow effects",
            "VsDemons": "vs. Demons",
            "VsDiseases": "vs. Diseases",
            "VsEmotion": "vs. Emotion effects",
            "VsMagic": "vs. Magical effects",
            "VsMental": "vs. Mental effects",
            "VsPlants": "vs. Plants",
            "VsProne": "vs. Prone effects",
            "VsShoveOrTrip": "vs. Shove or Trip",
            "VsSleeping": "vs. sleeping targets",
            "Water": "In Water",
            "WaterOrMud": "In Water or Mud",
            "Weave": "To Weave",
            "Wilderness": "In Wilderness",
            "Woodworking": "Woodworking"
        },
        "SpecificLore": {
            "Architecture": "Architecture Lore",
            "Demon": "Demon Lore",
            "Herbalism": "Herbalism Lore",
            "Warfare": "Warfare Lore"
        },
        "SpecificRule": {
            "Acrobat": {
                "AcrobatDedication": {
                    "Note": "Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain."
                },
                "Contortionist": {
                    "Note": "Whenever you successfully @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escape} using Acrobatics, the creature you Escaped from is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} against the next attack you make against it before the end of your next turn."
                }
            },
            "Actions": {
                "OneAction": "One Action",
                "Prompt": "Select the number of actions",
                "ThreeActions": "Three Actions",
                "TwoActions": "Two Actions"
            },
            "ActivatedItem": "{item} activated",
            "AdjustDegreeOfSuccess": {
                "Athletics": {
                    "Climb": {
                        "SuccessBetter": "If you roll a success on an Athletics check to Climb you get a critical success instead."
                    }
                },
                "RecallKnowledge": {
                    "SuccessBetterAdditionalInformation": "When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a Recall Knowledge check, at the GM's discretion you might gain even more additional information or context than normal."
                },
                "Squeeze": {
                    "CriticalFailureSuccessBetter": "When you roll a critical failure on a check to Squeeze, you get a failure instead, and when you roll a success, you get a critical success instead."
                },
                "Survival": {
                    "SenseDirection": {
                        "SuccessBetter": "If you roll a success on an Survival check to Sense Direction you get a critical success instead."
                    }
                }
            },
            "AdoptedAncestry": {
                "Prompt": "Select a common ancestry."
            },
            "AdvancedGeneralTraining": {
                "Prompt": "Select a 7th-level or lower general feat."
            },
            "AerialPiledriver": {
                "CriticalFailureText": "You fall @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}, and the target is no longer grabbed or restrained by you.",
                "FailureText": "You lose your grip on the target, and it is no longer grabbed or restrained by you.",
                "SuccessText": "The target lands @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}."
            },
            "AftermathFeats": {
                "DormantEruptionToggle": "You've Used Thermal Eruption Today",
                "StoneFistLabel": "Stone Fist"
            },
            "Aid": {
                "Prompt": "Choose the bonus from Aid."
            },
            "Alchemist": {
                "AdvancedAlchemy": "Advanced Alchemy",
                "AlchemicalAssessment": {
                    "Note": "If have the formula for the item you're identifying, and you roll a critical failure, you get a failure instead."
                },
                "AlchemicalCrossbow": {
                    "Prompt": "Choose a bomb to add to the crossbow."
                },
                "Alchemy": {
                    "IdentifyAlchemy": "You can automatically identify alchemical items that you have the formula for."
                },
                "BlowgunPoisoner": {
                    "CriticalNote": "If you critically succeed at a blowgun Strike using a poisoned dart, the target's initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.",
                    "StealthNote": "In addition, if you make a blowgun Strike while @UUID[Compendium.sf2e.conditions.Item.iU0fEDdBp3rXpTMC]{Hidden} or @UUID[Compendium.sf2e.conditions.Item.VRSef5y1LmL2Hkjf]{Undetected}, you don't automatically become @UUID[Compendium.sf2e.conditions.Item.1wQY3JYyhMYeeV2G]{Observed}. Instead, immediately attempt a @Check[stealth|against:perception] check against the Perception DC of the target. If you succeed, you don't become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected)."
                },
                "DebilitatingBomb": {
                    "AttackRollNote": "The target must succed at a @Check[fortitude|against:alchemist], or suffer one of the following effects: dazzled, deafened, off-guard, or take a -5 foot status penalty to Speeds. @UUID[Compendium.sf2e.feat-effects.Item.VTJ8D23sOIfApEt3]{Effect: Debilitating Bomb}",
                    "GreaterAttackRollNote": "The target must succed at a @Check[fortitude|against:alchemist], or suffer one of the following effects: clumsy 1, dazzled, deafened, enfeebled 1, off-guard, stupefied 1, or take a –10-foot status penalty to Speeds. @UUID[Compendium.sf2e.feat-effects.Item.VTJ8D23sOIfApEt3]{Effect: Debilitating Bomb}",
                    "SpeedPenalty": {
                        "Label": "Status penalty to Speeds"
                    },
                    "TrueAttackRollNote": "The target must succed at a @Check[fortitude|against:alchemist], or suffer one of the following effects: clumsy 1, dazzled, deafened, enfeebled 2, off-guard, stupefied 2, or take a –15-foot status penalty to Speeds. @UUID[Compendium.sf2e.feat-effects.Item.VTJ8D23sOIfApEt3]{Effect: Debilitating Bomb}"
                },
                "ExpandedSplash": {
                    "Note": "The splash damage affects all creatures within 10 feet of the target instead of 5 feet."
                },
                "ImprovedInvigoratingElixir": {
                    "Description": "Add the listed conditions to those you can choose for an invigorating elixir you create to counteract:",
                    "Label": "Improved Invigorating Elixir",
                    "Mental": {
                        "Label": "Mental Invigoration",
                        "Conditions": "@UUID[Compendium.sf2e.conditions.Item.yblD8fOR1J8rDwEQ]{Confused}, controlled, @UUID[Compendium.sf2e.conditions.Item.sDPxOjQ9kx2RZE8D]{Fleeing}, @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened}, @UUID[Compendium.sf2e.conditions.Item.6uEgoh53GbXuHpTF]{Paralyzed}, @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed}."
                    },
                    "Physical": {
                        "Label": "Physical Invigoration",
                        "Conditions": "@UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded}, @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened}, @UUID[Compendium.sf2e.conditions.Item.4D2KBtexWXa6oUMR]{Drained}, @UUID[Compendium.sf2e.conditions.Item.6uEgoh53GbXuHpTF]{Paralyzed}, @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed}"
                    }
                },
                "ResearchField": {
                    "AdvancedVials": "Advanced Vials",
                    "Bomber": {
                        "FieldBenefit": "When throwing an alchemical bomb with the splash trait, you can choose to deal splash damage to only your primary target instead of the usual splash area.",
                        "FieldVials": {
                            "RollOptionLabel": "Field Vials — Alter Versatile Vials Damage"
                        },
                        "GreaterFieldDiscovery": "You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash."
                    },
                    "Chirurgeon": {
                        "FieldVials": {
                            "Description": "Your versatile vials can be used to heal a living creature @Damage[(ternary(gte(@item.level,18),4,ternary(gte(@item.level,12),3,ternary(gte(@item.level,4),2,1))))d6[healing]] Hit Points. A creature can drink the vial for this benefit, or you can throw the vial at a willing creature within 20 feet as an Interact action to heal that creature. In either case, a vial used this way loses the acid and splash traits and gains the coagulant and healing traits, plus the elixir trait if a creature drinks it."
                        }
                    },
                    "FieldBenefit": "Field Benefit",
                    "FieldVials": "Field Vials",
                    "Mutagenist": {
                        "FieldBenefit": {
                            "Description": "When you use a mutagen, you gain a number of temporary Hit Points equal to your Intelligence modifier (minimum 0) plus half your level. These temporary Hit Points last for 1 minute or until the mutagen's duration expires, whichever comes first. You can't gain temporary HP from drinking a mutagen again for 1 minute."
                        },
                        "FieldVials": {
                            "Description": "You can drink the contents of one your versatile vials to suppress the drawback you take from one mutagen currently affecting you for 1 minute. A vial used this way loses the acid, bomb, and splash traits and gains the elixir trait. If you have more than one drawback due to @UUID[Compendium.sf2e.feats.Item.jSkJIWPfSZZzvYzq]{Combine Elixirs} or a similar ability, drinking the vial suppresses one drawback of your choice."
                        }
                    },
                    "Prompt": "Select a research field.",
                    "Toxicologist": {
                        "FieldBenefit": {
                            "RollOptionLabel": "Toxicologist — Deal acid damage instead of poison"
                        },
                        "FieldVials": {
                            "Description": "You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial's initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn."
                        }
                    }
                },
                "SupremeInvigoratingElixir": {
                    "Description": "For the purposes of counteracting effects with invigorating elixirs, treat your level as though it were 2 higher. Add the listed conditions to those you can choose for an invigorating elixir you create to counteract: @UUID[Compendium.sf2e.conditions.Item.dTwPJuKgBQCMxixg]{Petrified}, @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned}. You can also choose a disease regardless of what, if any, conditions it imposes."
                },
                "UncannyBombs": {
                    "Note": "You automatically succeed at the flat check when targeting a @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} creature."
                },
                "VersatileVials": "Versatile Vials"
            },
            "AldoriDuelist": {
                "AldoriSwordlord": {
                    "Note": "Whenever you successfully Strike a creature with an Aldori dueling sword, you gain 5 temporary Hit Points (or 10 temporary Hit Point on a critical success) that last for 1 round. @UUID[Compendium.sf2e.feat-effects.Item.eJyyBqrXLOE4R9JI]{Effect: Aldori Swordlord (Temporary Hit Points)}."
                },
                "DuelistsEdge": {
                    "Note": "You can immediately Interact to draw your Aldori dueling sword."
                },
                "SwordlordExile": {
                    "ToggleLabel": "Swordlord Exile — First hit with Aldori dueling sword this round"
                }
            },
            "AlkenstarAgent": {
                "LooseCannon": {
                    "Note": {
                        "CriticalFailure": "The firearm misfires and also explodes. It becomes @UUID[Compendium.sf2e.conditions.Item.6dNUvdb1dhToNDj3]{Broken}, and it deals its normal weapon damage to all creatures in a @Template[burst|distance:20] centered on the firearm, with a @Check[reflex|against:class|basic]. This damage includes any from the weapon's fundamental and property runes.",
                        "Failure": "The firearm misfires, but it doesn't cause the other critical failure effects."
                    }
                }
            },
            "AllowedDrops": {
                "OneHandedWeapon": "one-handed weapon",
                "ShieldOneBulk": "shield with a Bulk of 1 or less"
            },
            "Anadi": {
                "SpiderOrHybridForm": "In Spider or Hybrid Form",
                "WebHunter": {
                    "ToggleLabel": "Web Hunter — Increase tremorsense range"
                },
                "WebWalker": {
                    "Others": "Against other snaring",
                    "Webbing": "Against webbing"
                }
            },
            "AncestralParagon": {
                "Prompt": "Select a 1st-level ancestry feat."
            },
            "AncientElf": {
                "Prompt": "Select a multiclass dedication feat."
            },
            "Android": {
                "ConsistentSurge": "You can use Nanite Surge with a frequency of once per 10 minutes, rather than once per hour.",
                "OffensiveSubroutine": "You can choose to activate Nanite Surge when you attempt an attack roll, instead of when you attempt a skill check. If you do, you gain a +1 status bonus to the triggering attack roll.",
                "ProtectiveSubroutine": "You can choose to activate Nanite Surge when you attempt a saving throw, instead of when you attempt a skill check. If you do, you gain a +2 status bonus to the triggering saving throw."
            },
            "AnimalForm": {
                "Ape": "Ape",
                "Bat": "Bat",
                "Bear": "Bear",
                "Bull": "Bull",
                "Canine": "Canine",
                "Cat": "Cat",
                "Centipede": "Centipede",
                "Crab": "Crab",
                "Crocodile": "Crocodile",
                "Deer": "Deer",
                "Frog": "Frog",
                "Orca": "Orca",
                "Seal": "Seal",
                "Shark": "Shark",
                "Snake": "Snake",
                "Toad": "Toad",
                "Wolf": "Wolf"
            },
            "AnimalSkin": {
                "BracersOfArmor": "Animal Skin w/ Bracers of Armor",
                "ExplorersClothing": "Animal Skin w/ Explorer's Clothing",
                "MageArmor": "Animal Skin w/ Mage Armor"
            },
            "Animist": {
                "ChanneledProtection": {
                    "Prompt": "Was the required spell at least 7th rank?"
                },
                "RoaringHeart": {
                    "Prompt": "How many successfully shoved creatures?"
                }
            },
            "ApocalypseRider": {
                "StealDeath": {
                    "RollOptionLabel": "Steal Death — You and your mount are within 10 feet."
                },
                "ToWar": {
                    "RollOptionLabel": "To War! — Foe was damaged by the apocalypse mount."
                }
            },
            "AquaticCombat": {
                "FireNote": "You can't cast fire spells or use actions with the fire trait underwater.",
                "RangedNote": "Ranged attacks made by an underwater creature or against an underwater target have their range increments halved."
            },
            "Archfiend": {
                "FiendEternal": {
                    "RollOptionLabel": "Fiend Eternal — Recall Knowledge or Gather Information"
                }
            },
            "Ardande": {
                "CausticNectar": {
                    "Note": "On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}."
                },
                "PotentNectar": {
                    "PersistentDamage": "Persistent Acid Damage",
                    "SplashDamage": "Acid Splash Damage"
                }
            },
            "ArtokussFire": {
                "Note": "Your Alchemist's Fire deals an additional 1d4 persistent fire damage, and creatures must make two successful flat checks to end the condition (or one check, if they had assisted recovery that reduces the flat check to DC 10). Your enhanced fire burns underwater, and water does not help to end the persistent damage."
            },
            "AscendedCelestial": {
                "AegisForTheInnocent": {
                    "HalveAuraToggle": "Aegis for the Innocent — Halve aura radius"
                },
                "CelestialArmaments": {
                    "Note": "When you critically hit a target with the weapon, the target must succeed at a @Check[fortitude|against:class-spell] or be @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for [[/r 1d4 #rounds]]{1d4 rounds}."
                },
                "CelestialRebirth": {
                    "SpellDescriptionAlteration": "When you cast a spell with the healing trait that doesn't target you, you regain @Damage[(@item.rank)d6[healing]] Hit Points."
                },
                "ChannelDivineSpark": {
                    "Note": "Each time that you damage a creature with a melee Strike, you can attempt to @UUID[Compendium.sf2e.actions.Item.7blmbDrQFNfdT731]{Shove} or @UUID[Compendium.sf2e.actions.Item.ge56Lu1xXVFYUnLP]{Trip} that creature as a free action."
                },
                "Dedication": {
                    "NimbusToggle": "Ascended Celestial — Nimbus of Light",
                    "RollTwiceToggle": "Ascended Celestial — Roll twice on Will save"
                },
                "ScouringSpark": {
                    "DamageReceivedNote": "Any creature that damages you with an unarmed melee attack or a non-reach melee weapon takes @Damage[3d6[fire]] damage.",
                    "DoubleDamageNote": "The damage from this feat is doubled against creatures with the aberration, fiend, or undead trait."
                }
            },
            "Assassin": {
                "Assassinate": {
                    "Note": "If you hit, your mark takes an additional @Damage[(6d6[precision])[@item.system.damage.damageType]] damage with a @Check[fortitude|against:class-spell|basic] save. If the mark critically fails, it dies unless its level is higher than yours."
                }
            },
            "AssuredIdentification": {
                "CursedItem": "If you would misidentify a cursed item because you roll a success, you simply can't identify it."
            },
            "Automaton": {
                "ArcaneLocomotion": {
                    "Prompt": "Select a movement type."
                },
                "AutomatonArmament": {
                    "Prompt": "Select an unarmed strike."
                },
                "CoreCannon": {
                    "AttackNote": "You need to manually apply your highest Potency rune to this attack roll.",
                    "CriticalHit": "On a critical hit, the target takes @Damage[10[persistent,fire]] damage. Your core cannon does not add critical specialization effects.</p>"
                },
                "EnergyBeam": {
                    "CriticalHit": "On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects."
                },
                "EnhanceableFeats": {
                    "ArcaneCamouflage": "Arcane Camouflage",
                    "ArcaneCommunication": "Arcane Communication",
                    "ArcaneEye": "Arcane Eye",
                    "ArcaneLocomotion": "Arcane Locomotion",
                    "ArcanePropulsion": "Arcane Propulsion",
                    "ArcaneSafeguards": "Arcane Safeguards",
                    "ArcaneSlam": "Arcane Slam",
                    "AstralBlink": "Astral Blink",
                    "AutomatonArmament": "Automaton Armament",
                    "AutomatonLore": "Automaton Lore",
                    "CoreAttunement": "Core Attunement",
                    "CoreRejuvenation": "Core Rejuvenation",
                    "EnergyBeam": "Energy Beam",
                    "EnlargedChassis": "Enlarged Chassis",
                    "IntegratedArmament": "Integrated Armament",
                    "LesserAugmentation": "Lesser Augmentation",
                    "MagicalResistance": "Magical Resistance",
                    "RainOfBolts": "Rain of Bolts",
                    "ReinforcedChassis": "Reinforced Chassis"
                },
                "Enhancement": {
                    "ArcaneLocomotionClimbSpeed": "Gain a climb speed",
                    "ArcaneLocomotionIncreaseSpeed": "Increase speeds",
                    "ArcaneLocomotionSwimSpeed": "Gain a swim speed",
                    "AugmentationPrompt": "Select a feat to augment.",
                    "EnhancementPrompt": "Select an enhancement.",
                    "MagicalResistanceAll": "Gain additional resistances",
                    "MagicalResistanceIncrease": "Enhance existing resistance"
                },
                "HunterAutomaton": {
                    "ToggleLabel": "Running on all fours"
                },
                "MagicalResistance": {
                    "Prompt": "Select a type of energy damage."
                }
            },
            "Avenger": {
                "Slay": {
                    "Note": "If you hit, the target takes an extra @Damage[(4d6[precision])[@item.system.damage.damageType]] damage with a @Check[fortitude|against:class|basic|traits:incapacitation] save. If the target critically fails, they die."
                }
            },
            "AvengingRunelord": {
                "ShiningRunes": {
                    "Note": "You are @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} until the beginning of your next turn."
                }
            },
            "AwakenedAnimal": {
                "LateAwakener": {
                    "Prompt": "Choose an awakened animal heritage"
                },
                "NaturalSenses": {
                    "Prompt": "Choose a sense appropriate to your kind of animal"
                },
                "SwimmingAnimal": {
                    "Prompt": "Choose if you are an aquatic or water-dwelling animal",
                    "WaterDwelling": "Water-dwelling"
                }
            },
            "Azarketi": {
                "PhosphorescentSpots": "Phosphorescent Spots"
            },
            "Barbarian": {
                "Animal": {
                    "Ankylosaurus": "Ankylosaurus",
                    "Ant": "Ant",
                    "Ape": "Ape",
                    "Bat": "Bat",
                    "Bear": "Bear",
                    "Bird": "Bird",
                    "Brontosaurus": "Brontosaurus",
                    "Bull": "Bull",
                    "Cat": "Cat",
                    "Crab": "Crab",
                    "Crocodile": "Crocodile",
                    "Deer": "Deer",
                    "Frog": "Frog",
                    "Orca": "Orca",
                    "Prompt": "Select an animal.",
                    "Scorpion": "Scorpion",
                    "Seal": "Seal",
                    "Shark": "Shark",
                    "Snake": "Snake",
                    "Spider": "Spider",
                    "Tyrannosaurus": "Tyrannosaurus",
                    "Wasp": "Wasp",
                    "WebNote": "<p>The spider's web attack deals no damage, but the target takes a –10-foot circumstance penalty to its Speeds for 1 round on a hit.</p><p>@UUID[Compendium.sf2e.feat-effects.Item.tCMVyxQhzYCjBQtK]</p><p>If a target is hit a second time by the same character's web attack while they have this penalty, they're instead @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} until they succeed at a check to @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escape} against your class DC.</p>",
                    "Wolf": "Wolf"
                },
                "Bloodrager": {
                    "BloodRage": "Blood Rage",
                    "SpellMiss": "Apply @Damage[ternary(gte(@actor.level,13),8,ternary(gte(@actor.level,7),4,2))] damage from Rage to that spell, even on a failure."
                },
                "ComeAndGetMe": {
                    "IncomingDamage": "If a creature hits you, that creature is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} to you until the end of your next turn.",
                    "Name": "Come and Get Me",
                    "TemporaryHitPoints": "When you strike a creature who hit you in the last round, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. @UUID[Compendium.sf2e.feat-effects.Item.CYmipBeliNuymENB]{Effect: Come and Get Me (Temporary Hit Points)}"
                },
                "Decay": {
                    "ToggleLabel": "Rotting Rage"
                },
                "Dragon": {
                    "NormalRageDamage": "Deal normal rage damage",
                    "Prompt": "Select a dragon.",
                    "ToggleLabel": "Draconic Rage"
                },
                "Elemental": {
                    "ElementalEvolutionLabel": "Elemental Rage Damage"
                },
                "FuriousFinish": {
                    "Note": "After this Strike, your Rage immediately ends, and you are @UUID[Compendium.sf2e.conditions.Item.HL2l2VRSaQHu9lUw]{Fatigued} until you rest for at least 10 minutes.",
                    "Prompt": "Select the number of rounds remaining in your Rage."
                },
                "Giant": {
                    "Prompt": "Select an energy type for Raging Resistance."
                },
                "Instinct": {
                    "Drops": "Level 1 barbarian class feature",
                    "Prompt": "Select an instinct."
                },
                "InuredToAlchemy": {
                    "CriticalSuccess": "Each critical success reduces the stage by 3 for an alchemical poison, drug, or addiction.",
                    "CriticalSuccessVirulent": "Each critical success reduces the stage by 2 for a virulent alchemical poison, drug, or addiction.",
                    "Success": "Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2",
                    "SuccessVirulent": "Each of your successful saving throws against a virulent alchemical poison, a drug, or an addiction reduces the stage by 1"
                },
                "Ligneous": {
                    "ToggleLabel": "Wooden Rage"
                },
                "OversizedThrow": {
                    "Label": "Oversized Throw"
                },
                "RenewedVigor": {
                    "Prompt": "Did you make an attack action this turn?"
                },
                "Spirit": {
                    "NegativeDamage": "Void Damage",
                    "PositiveDamage": "Vitality Damage",
                    "ToggleLabel": "Spirit Rage"
                },
                "SpiritsInterference": {
                    "Note": "You must succeed at a @Check[flat|dc:5|showDC:all] or the attack misses with no effect."
                },
                "Superstition": {
                    "RagingResistance": {
                        "Prompt": "Select associated magical traditions.",
                        "ResistanceLabels": {
                            "ArcaneAndOccult": "Arcane and Occult spells",
                            "ArcaneAndPrimal": "Arcane and Primal spells",
                            "DivineAndOccult": "Divine and Occult spells",
                            "DivineAndPrimal": "Divine and Primal spells"
                        },
                        "Traditions": {
                            "ArcaneAndOccult": "Arcane and Occult",
                            "ArcaneAndPrimal": "Arcane and Primal",
                            "DivineAndOccult": "Divine and Occult",
                            "DivineAndPrimal": "Divine and Primal"
                        }
                    },
                    "TargetingCaster": "Witnessed target casting a spell"
                }
            },
            "Bard": {
                "DiscordantVoice": {
                    "Label": "Discordant Voice"
                },
                "Muse": {
                    "Enigma": "Enigma",
                    "Maestro": "Maestro",
                    "Polymath": "Polymath",
                    "Prompt": "Select a muse.",
                    "Warrior": "Warrior"
                },
                "TriumphantInspiration": {
                    "Note": "With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast."
                }
            },
            "BastionOfBlasphemies": {
                "Background": {
                    "ArtCollector": {
                        "Prompt": "Have you chosen this artwork before?"
                    },
                    "BloodedByTheDead": {
                        "BolsterTheBlood": {
                            "Label": "Bolster the Blood"
                        },
                        "BolsterTheFury": {
                            "Label": "Bolster the Fury"
                        },
                        "BolsterTheMind": {
                            "Label": "Bolster the Mind",
                            "Note": "You treat your level as 2 higher than it is to determine the effects of mental effects with the incapacitation trait utilized against you."
                        }
                    },
                    "CurseMarked": {
                        "ToggleLabel": "Curse-Marked — Cursed"
                    }
                }
            },
            "Beastkin": {
                "AnimalSenses": {
                    "Prompt": "Select a sense available to your inherent animal."
                },
                "Senses": {
                    "EcholocationImprecise": "Echolocation (Imprecise) 30 feet",
                    "EcholocationPrecise": "Improve your echolocation to precise",
                    "Scent": "Scent (Imprecise) 30 feet",
                    "TremorsenseImprecise": "Tremorsense (Imprecise) 30 feet",
                    "TremorsensePrecise": "Improve your tremorsense to precise"
                }
            },
            "BeastLord": {
                "ChosenWard": {
                    "DefenseToggle": "Chosen Ward — Apply bonus to AC and Reflex saves",
                    "FortuneToggle": "Chosen Ward — Apply Reflex saves fortune effect"
                },
                "CreatureOfMyth": {
                    "Description": "Your specialized united companion grows with unparalleled power and strength, becoming a creature of myth. It gains the following effect.",
                    "BalefulBody": {
                        "Description": "Your united companion's blood is boiling, its mechanical fluid is acidic, or its insides are otherwise destructive to the touch. Choose acid, fire, or poison. If your united companion would take damage from a melee attack, it deals @Damage[floor(@actor.level / 2)]{half your level} in damage of the chosen type to the creature that made the melee attack. By spending a Mythic Point when you Command your united companion, your united companion can spew its corrosive power as a 2-action activity to deal @Damage[14d6|options:area-damage|shortLabel] damage of the chosen type in a @Template[type:cone|distance:15] or @Template[type:line|distance:30] (@Check[reflex|against:class-spell|basic|options:area-effect] save against your class DC or spell DC, whichever is higher).",
                        "Label": "Baleful Body"
                    },
                    "ChimericHeads": {
                        "Description": "Your united companion sprouts an extra head which gives it extra eyes and allows it to make additional attacks with related unarmed attacks. Your united companion gains all-around vision. By spending a Mythic Point when you Command your united companion, your united companion can make two Strikes with its unarmed attacks as a single action, each using its current multiple attack penalty. Both Strikes must have the same target. If both attacks hit, combine their damage, and then add any other applicable effects. This counts as one attack when calculating your united companion's multiple attack penalty. Your united companion must have a head and at least one unarmed attack that uses its mouth or head (such as a beak, jaws, or mandible attack) to select this.",
                        "Label": "Chimeric Heads"
                    },
                    "EnergyAegis": {
                        "Description": "Your united companion is protected from hazardous energy. Your united companion becomes immune to your choice of acid, cold, electricity, or fire. Your companion gains a +1 status bonus to AC and saves that originate from creatures with the listed trait and to effects and spells with the listed trait. By spending a Mythic Point when you Command your united companion, your united companion can take a single action with the concentrate trait to extend these same benefits to all creatures who are adjacent to it until the beginning of your next turn.",
                        "Label": "Energy Aegis"
                    },
                    "MagnificentFlight": {
                        "Description": "Your united companion grows wings or learns some other method of flight. Your united companion gains a Fly speed equal to its Speed and it gains the mount special ability. If your united companion already had the mount special ability or a Fly speed equal to its Speed, it instead increases its Speed by 10 feet. By spending a Mythic Point when you Command your united companion, your united companion can, as a two-action activity, Fly up to twice its speed and make a single unarmed melee attack at any point along the way.",
                        "Label": "Magnificent Flight"
                    },
                    "ProtectiveSkin": {
                        "Description": "Your united companion is hardened by the infused magic of otherworldly powers. Its maximum Hit Points increase by 30 but it gains a weakness of 10 to either cold iron or silver. By spending a Mythic Point when you Command your united companion, your united companion gains fast healing equal to your level for 1 minute.",
                        "Label": "Protective Skin"
                    }
                },
                "WeAreOne": {
                    "OffGuardToggle": "We Are One — Make target Off-Guard against your Strike"
                }
            },
            "Blackjacket": {
                "NothingPersonal": {
                    "ToggleLabel": "Nothing Personal — First weapon Strike against impediment"
                }
            },
            "BlessingOfDefiance": {
                "Prompt": "Choose one saving throw."
            },
            "BlinkCharge": {
                "Note": {
                    "CriticalFailure": "On a critical failure, the Strike deals no damage and you take @Damage[(ceil((@actor.flags.system.blinkCharge - 4)/2))d8[force]] damage.",
                    "Failure": "On a failure, the Strike deals no damage, but the target takes @Damage[(ceil((@actor.flags.system.blinkCharge - 4)/2))d8[force]] damage."
                }
            },
            "BloodlettingKukri": {
                "Note": "If the target didn't already have persistent bleed damage when you scored the critical hit, you also gain [[/r 1d8]] temporary Hit Points."
            },
            "BodyParts": {
                "Arms": "Arms",
                "Bones": "Bones",
                "Head": "Head",
                "Joints": "Joints",
                "Legs": "Legs",
                "Muscles": "Muscles",
                "Prompt": "Select a body part.",
                "Torso": "Torso",
                "Wrists": "Wrists"
            },
            "BonusLabel": {
                "NegativeOne": "-1",
                "NegativeFour": "-4",
                "NegativeThree": "-3",
                "NegativeTwo": "-2",
                "PlusFour": "+4",
                "PlusOne": "+1",
                "PlusThree": "+3",
                "PlusTwo": "+2"
            },
            "BottledOmen": {
                "Label": "Use your omen"
            },
            "BountyHunterDedication": {
                "GatherInfoHuntedPrey": "To Gather Information regarding hunted prey"
            },
            "BrevicNoble": {
                "Garess": "Garess",
                "Lebeda": "Lebeda",
                "Lodovka": "Lodovka",
                "Medvyed": "Medvyed",
                "Orlovsky": "Orlovsky",
                "Prompt": "Select a Brevic lineage.",
                "Surtova": "Surtova"
            },
            "BreathWeapon": {
                "Shape": {
                    "Cone": {
                        "Label": "Cone",
                        "Description": "Your eidolon exhales a blast of destructive energy. Your eidolon deals @Damage[((ceil(@actor.level/2))d6)[@actor.flags.system.breathweapon.breathDamage]|options:area-damage] damage to all creatures in a @Template[cone|distance:30], with a basic Reflex save against your spell DC."
                    },
                    "Line": {
                        "Label": "Line",
                        "Description": "Your eidolon exhales a blast of destructive energy. Your eidolon deals @Damage[((ceil(@actor.level/2))d6)[@actor.flags.system.breathweapon.breathDamage]|options:area-damage] damage to all creatures in a @Template[line|distance:60], with a basic Reflex save against your spell DC."
                    }
                },
                "Cooldown": "Your eidolon then can't use their Breath Weapon again for the next [[/r 1d4 #rounds]]{1d4 rounds}.",
                "Scaling": "At 3rd level and every 2 levels thereafter, the damage increases by 1d6."
            },
            "BrokenChain": {
                "ReleaseMe": {
                    "BonusToggle": "Release Me! — Apply melee Strike bonus"
                },
                "UltimatumOfLiberation": {
                    "BonusIncreaseToggle": "Ultimatum of Liberation — Increase save bonus to +3"
                },
                "YouCantKillAnIdea": {
                    "IdeaformToggle": "Become an ideaform"
                }
            },
            "CampfireChronicler": {
                "OfferStory": {
                    "ChoiceLabels": {
                        "BaseBenefit": "Armor Class and Will saves",
                        "FlickeringStories": "Gain the concealed condition",
                        "IlluminatingStories": "Bonus to Recall Knowledge checks",
                        "RagingStories": "Additional melee fire damage"
                    }
                }
            },
            "CapeOfJustice": {
                "Toggle": "Target is your designated offender"
            },
            "CatharticMage": {
                "EmotionalState": {
                    "Activation": "Catharsis Activation",
                    "Fallout": "Emotional Fallout",
                    "Fervor": "Emotional Fervor",
                    "Focus": "Focus Spell",
                    "Prompt": "Select a catharsis emotion.",
                    "Trigger": "Catharsis Trigger"
                },
                "Anger": {
                    "Activation": "If you're @UUID[Compendium.sf2e.conditions.Item.kWc1fhmv9LBiTuei]{Grabbed}, @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized}, or @UUID[Compendium.sf2e.conditions.Item.VcDeM8A5oI6VqhbM]{Restrained}, you can attempt to @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escape}. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level.",
                    "Description": "Your destructive wrath allows you to harm your foes but causes you pain in the process.",
                    "Fallout": "You become @UUID[Compendium.sf2e.conditions.Item.HL2l2VRSaQHu9lUw]{Fatigued} until you Settle your Emotions.",
                    "Fervor": "When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's rank. Spell: @UUID[Compendium.sf2e.spells.Item.jsWthW1Qy6tg3SwD]{Draw Ire}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.UGJzJRJDoonfWqqI]{Athletic Rush}",
                    "Label": "Anger",
                    "Trigger": "An enemy deals damage to you. You can't use this reaction if you're @UUID[Compendium.sf2e.conditions.Item.HL2l2VRSaQHu9lUw]{Fatigued}."
                },
                "Awe": {
                    "Activation": "If you're @UUID[Compendium.sf2e.conditions.Item.AdPVz7rbaVSRxHFg]{Fascinated} or @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied}, you can attempt an additional save to end the effect if it allowed a save.",
                    "Description": "Your powerful sense of wonderment can be infectious and distracting.",
                    "Fallout": "You become @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until you Settle your Emotions.",
                    "Fervor": "When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes fascinated with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: @UUID[Compendium.sf2e.spells.Item.0qaqksrGGDj74HXE]{Revealing Light}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.zul5cBTfr7NXHBZf]{Dazzling Flash} (doesn't require a religious symbol)",
                    "Label": "Awe",
                    "Trigger": "You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs."
                },
                "Dedication": {
                    "Activation": "Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute.",
                    "Description": "Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to.",
                    "Fallout": "Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus.",
                    "Fervor": "Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's rank in addition to the spell's effects. These temporary HP last for 1 minute. Spell: @UUID[Compendium.sf2e.spells.Item.yHujiDQPdtXW797e]{Spirit Link}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.rQYob0QMJ0I1U2sU]{Protector's Sacrifice}",
                    "Label": "Dedication",
                    "Trigger": "Your emotional focus takes damage from an enemy while within 30 feet of you."
                },
                "Fear": {
                    "Activation": "Increase your frightened value by 1, to a maximum of @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 4}.",
                    "Description": "You let your fear fuel you, rather than consume you, but it burns your endurance.",
                    "Fallout": "You are @UUID[Compendium.sf2e.conditions.Item.sDPxOjQ9kx2RZE8D]{Fleeing} for 2 rounds, running from the source of the frightened condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout.",
                    "Fervor": "You don't take the status penalty from the frightened condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: @UUID[Compendium.sf2e.spells.Item.4koZzrnMXhhosn0D]{Fear}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.DU5daB09xwfE1y38]{Waking Nightmare}",
                    "Label": "Fear",
                    "Trigger": "An enemy makes you @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened}."
                },
                "Hatred": {
                    "Activation": "You can Step or Stride. You must end this movement closer to your emotional focus.",
                    "Description": "Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest.",
                    "Fallout": "You become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 2}.",
                    "Fervor": "Your emotional focus is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} to you and takes a –2 status penalty to saves against your spells. You're off-guard to your emotional focus and take a –2 status penalty to saves against it. Spell: @UUID[Compendium.sf2e.spells.Item.TaaMEYdZXQXF0Sks]{Blood Vendetta}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.0H1ozccQGGFLUwFI]{Cry of Destruction}",
                    "Label": "Hatred",
                    "Trigger": "You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up)"
                },
                "Joy": {
                    "Activation": "Reduce the value of any @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened} or @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied} condition you have by 1 and end any persistent mental damage you have.",
                    "Description": "Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned.",
                    "Fallout": "You become @UUID[Compendium.sf2e.conditions.Item.HL2l2VRSaQHu9lUw]{Fatigued} until you Settle your Emotions.",
                    "Fervor": "You gain a +1 status bonus to Performance checks and to the spell attack rolls of emotion spells, and enemies take a –1 status penalty to saves against your emotion spells. Spell: @UUID[Compendium.sf2e.spells.Item.tlSE7Ly8vi1Dgddv]{Laughing Fit}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.gwOYh5zMVZB0HNcT]{Unimpeded Stride}",
                    "Label": "Joy",
                    "Trigger": "You critically succeed on an attack roll or save, or an enemy critically fails on a save against you."
                },
                "Love": {
                    "Activation": "If either you or your emotional focus is @UUID[Compendium.sf2e.conditions.Item.yblD8fOR1J8rDwEQ]{Confused} or @UUID[Compendium.sf2e.conditions.Item.9qGBRpbX9NEwtAAr]{Controlled}, one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save.",
                    "Description": "You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back.",
                    "Fallout": "You're @UUID[Compendium.sf2e.conditions.Item.AdPVz7rbaVSRxHFg]{Fascinated} with your emotional focus for 1 minute.",
                    "Fervor": "You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: @UUID[Compendium.sf2e.spells.Item.szIyEsvihc5e1w8n]{Soothe}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.YGRpHU5yxw73mls8]{Soothing Words}",
                    "Toggle": "You cast a spell to benefit your emotional focus",
                    "Label": "Love",
                    "Trigger": "Your emotional focus takes damage from an enemy while within 30 feet of you."
                },
                "Misery": {
                    "Activation": "You gain a number of temporary Hit Points equal to your level. They last for 1 minute.",
                    "Description": "To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering.",
                    "Fallout": "You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell rank.",
                    "Fervor": "You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. Spell: @UUID[Compendium.sf2e.spells.Item.R8bqnYiThB6MYTxD]{Phantom Pain}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.xn0V2HDrmDWNzPEt]{Savor the Sting}",
                    "Label": "Misery",
                    "Trigger": "You gain persistent damage from a foe."
                },
                "Pride": {
                    "Activation": "The critical failure becomes a failure.",
                    "Description": "All is well as long as you appear well, but you get caught up in the moment and lose track of what's important.",
                    "Fallout": "You momentarily lose track of what's real, becoming @UUID[Compendium.sf2e.conditions.Item.yblD8fOR1J8rDwEQ]{Confused} for 1 round. Spell: @UUID[Compendium.sf2e.spells.Item.j8vIoIEWElvpwkcI]{Mirror Image}",
                    "Fervor": "Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: @UUID[Compendium.sf2e.spells.Item.UKsIOWmMx4hSpafl]{Dizzying Colors}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.Q25JQAgnJSGgFDKZ]{Veil of Confidence}",
                    "Label": "Pride",
                    "Trigger": "You critically fail on an attack roll or saving throw."
                },
                "Remorse": {
                    "Activation": "You Step or Stride. You must end this movement closer to the triggering ally.",
                    "Description": "You attempt to overcome your failings, but your guilt stays with you.",
                    "Fallout": "Your emotional weight crushes you, leaving you @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} until you Settle your Emotions.",
                    "Fervor": "Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's rank, or double the spell's rank if the ally is at 0 Hit Points. Spell: @UUID[Compendium.sf2e.spells.Item.kIwA7kwp5E0AC3yM]{Warrior's Regret}",
                    "Focus": "@UUID[Compendium.sf2e.spells.Item.rhJyqB9g3ziImQgM]{Healer's Blessing}",
                    "Label": "Remorse",
                    "Trigger": "An ally within 30 feet drops to 0 Hit Points."
                }
            },
            "CelestialResistance": {
                "Prompt": "Select a type of energy associated with your bloodline."
            },
            "Centaur": {
                "MentorOfLegends": {
                    "Description": "In addition to its normal effects, the spell also grants temporary Hit Points equal to half your level. You can't cast this spell on yourself."
                }
            },
            "Champion": {
                "AuraOfFaith": {
                    "Toggle": "First Strike against an unholy creature this round"
                },
                "BladeAllyRune": "Select a property rune for your blade ally.",
                "BlessedSwiftness": {
                    "RollOptionLabel": "Defending against a reaction triggered by your movement"
                },
                "DivineSmite": {
                    "Label": "Divine Smite"
                },
                "ExaltedGreatness": {
                    "Grandeur": "Any _revealing light_ created by your Flash of Grandeur lasts for 1 minute.",
                    "Iniquity": "The damage dealt to enemies other than the triggering creatures increases by @Damage[(ternary(gte(@actor.level,19),6,ternary(gte(@actor.level,16),5,ternary(gte(@actor.level,12),4,ternary(gte(@actor.level,9),3,ternary(gte(@actor.level,5),2,1))))))[spirit]] damage (apply this after you halve the damage).",
                    "Justice": "The penalty for allies from your exalted reaction is –2 instead of –5.",
                    "Label": "Exalted Greatness",
                    "Liberation": "You and all affected allies can attempt to break free, not just the triggering ally.",
                    "Obedience": "The damage dealt to creatures other than the triggering creature who refuse to drop @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} increases to half the damage the triggering creature would take (roll the damage only once for all affected creatures).",
                    "Redemption": "The resistance granted by your exalted reaction is not reduced."
                },
                "ExaltedReaction": {
                    "Desecration": "Each enemy in your champion's aura takes a –1 status penalty to attack rolls against you until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.Ef63SlxSKlZmHosM]{Effect: Exalted Reaction (Desecrator)}",
                    "Grandeur": "In addition to the enemy affected by Flash of Grandeur, each other enemy in your champion's aura is affected by the _revealing light_ spell for 1 round.",
                    "Iniquity": "Each enemy in your champion's aura other than the triggering creature takes half the damage you deal to the triggering enemy.",
                    "Justice": "Each ally in your champion's aura with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.",
                    "Liberation": "In addition to the ally affected by Liberating Step, you and all other allies in your champion's aura can Step as a free action. You and your allies gain the benefit even if the ally who benefited from Liberating Step can't move",
                    "Obedience": "Each enemy in your champion's aura other than the triggering creature must also either drop @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} or take mental damage (each enemy chooses). These creatures take only minimum damage (typically @Damage[(ternary(gte(@actor.level,19),6,ternary(gte(@actor.level,16),5,ternary(gte(@actor.level,12),4,ternary(gte(@actor.level,11),3)))))[mental]] damage), and the effects they take can't be adjusted by anything that changes your Iron Command. For instance, the Iron Repercussions feat couldn't turn the damage into persistent mental damage for creatures other than the triggering creature.",
                    "Redemption": "If the enemy refuses, you can choose to grant the resistance to yourself and all allies in your champion's aura, including the triggering ally. If you do, the resistance is reduced by 2 for all @UUID[Compendium.sf2e.feat-effects.Item.GFLiTESBmoyQ3sLx]{Effect: Exalted Reaction (Redemption)}"
                },
                "EvilDamage": "Spirit Damage",
                "GreaterSecurity": {
                    "Description": "While the companion shield is in effect, if your shield is raised, the ally with the companion shield gets the same bonus to AC your shield grants, and you can trigger Shield Block if that ally would meet the trigger. This uses your shield's statistics and applies damage to your shield.",
                    "RollOptionLabel": "Greater Security — Champion has their shield raised"
                },
                "GruesomeStrike": {
                    "Note": "The target must succeed at a @Check[fortitude|against:class] save against your class DC or be @UUID[Compendium.sf2e.conditions.Item.4D2KBtexWXa6oUMR]{Drained 1}."
                },
                "IronRepercussions": {
                    "Description": "Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal @Damage[(ternary(gte(@actor.level,19),6,ternary(gte(@actor.level,16),5,ternary(gte(@actor.level,12),4,ternary(gte(@actor.level,9),3,ternary(gte(@actor.level,5),2,1))))))d6[persistent,mental]] instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged."
                },
                "Mercy": {
                    "Body": {
                        "Label": "Mercy of the Body"
                    },
                    "Grace": {
                        "Label": "Mercy of Grace"
                    },
                    "Mind": {
                        "Label": "Mercy of the Mind"
                    }
                },
                "NegativeDamage": "Void Damage",
                "OathOfTheSlayer": {
                    "RollOptionLabel": "Oath of the Slayer — Double additional damage"
                },
                "OngoingSelfishness": {
                    "Description": "After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance. @UUID[Compendium.sf2e.feat-effects.Item.seOQfjfjrDyK6rCo]{Effect: Ongoing Selfishness}"
                },
                "RangedReprisal": {
                    "Description": "You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion's aura. You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike."
                },
                "RelentlessReaction": {
                    "Grandeur": "The enemy also takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]|traits:holy] damage, and it can't recover from this persistent damage while affected by the _revealing light_ from your Flash of Grandeur.",
                    "Iniquity": "An enemy damaged by the initial reaction's damage also takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]|traits:unholy] damage.",
                    "Liberation": "You punish those who ensnare your allies. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]] damage",
                    "LiberationHoly": "You punish those who ensnare your allies. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]|traits:holy] damage",
                    "LiberationUnholy": "You punish those who ensnare your allies. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]|traits:unholy] damage",
                    "ObedienceRedemption": "If the enemy refuses, it takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]] damage",
                    "ObedienceRedemptionHoly": "If the enemy refuses, it takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]|traits:holy] damage",
                    "ObedienceUnholy": "If the enemy refuses, it takes @Damage[(@actor.abilities.cha.mod)[persistent,spirit]|traits:unholy] damage"
                },
                "RetributiveStrike": "Retributive Strike",
                "Security": {
                    "Description": "You can cast _shields of the spirit_ using 2 actions instead of 1. If you do, you can choose one ally in your champion's aura to gain a spirit shield that accompanies it. For 1 minute, that ally gains the benefits of _shields of the spirit_, even while the ally isn't in your champion's aura and even if your shield isn't raised. If you create another companion shield, any previous one ends."
                },
                "TargetReaction": "Target triggered your champion reaction",
                "UnimpededStep": {
                    "Description": "Your ally's movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. If you have the exalted reaction benefit, this applies to everyone who Steps."
                },
                "WeightOfGuilt": {
                    "Description": "Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it @UUID[Compendium.sf2e.conditions.e1XGnhKNSQIm5IXg]{Stupefied 2} for the same duration."
                }
            },
            "ChangeShape": {
                "Anadi": "You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to @UUID[Compendium.sf2e.actions.Item.aBQ8ajvEBByv45yz]{Cast a Spell} with somatic components, weave silk or webbing, or simple @UUID[Compendium.sf2e.actions.Item.pvQ5rY2zrtPI614F]{Interact} actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.",
                "Beastkin": "You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.",
                "Kitsune": "You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the @UUID[Compendium.sf2e.actions.Item.AJstokjdG6iDjVjE]{Impersonate} use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.",
                "Tanuki": "You can transform into a mundane raccoon dog, using the statistics of @UUID[Compendium.sf2e.spells.Item.gfPjmG6Fe6D3MFjl]{Pest Form}. This is a specific raccoon dog form that's the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the @UUID[Compendium.sf2e.actions.Item.AJstokjdG6iDjVjE]{Impersonate} use of Deception. You lose any unarmed Strikes you gained from a tanuki heritage or ancestry feat in this form. You can remain in your raccoon dog form indefinitely, and you can shift back to your tanuki form by using this action again.",
                "Werecreature": "You transform into your hybrid or animal shape. Your equipment transforms with you and continues to provide bonuses, but your animal shape cannot use weapons, shields, or other held items and cannot use manipulate actions. You gain a movement speed, unarmed attacks, and potentially other abilities based on your werecreature type. These unarmed attacks are in the brawling group. You can Dismiss the effect to return to your humanoid shape, and you resume your humanoid shape automatically if you're reduced to 0 Hit Points.",
                "Yaoguai": "You transform to or from your true yaoguai form into a humanoid alternate form, which is a common Medium humanoid ancestry prevalent where you were born (typically human). This form is the same apparent age and body type as your yaoguai form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the @UUID[Compendium.sf2e.actions.Item.AJstokjdG6iDjVjE]{Impersonate} use of Deception. You can remain in your humanoid form indefinitely, but you revert to your yaoguai form after 1 hour of unconsciousness or 1 minute after death."
            },
            "CharmOfResistance": {
                "Greater": "Charm of {damageType} Resistance (Greater)",
                "Major": "Charm of {damageType} Resistance (Major)",
                "Standard": "Charm of {damageType} Resistance"
            },
            "ChelaxianScion": {
                "NobleHouse": {
                    "Charthagnion": {
                        "Label": "Charthagnion",
                        "WeaponFamiliarity": "Charthagnion Weapon Familiarity"
                    },
                    "Elliendo": {
                        "Label": "Elliendo",
                        "WeaponFamiliarity": "Elliendo Weapon Familiarity"
                    },
                    "Henderthane": {
                        "Label": "Henderthane",
                        "WeaponFamiliarity": "Henderthane Weapon Familiarity"
                    },
                    "Jeggare": {
                        "Label": "Jeggare",
                        "WeaponFamiliarity": "Jeggare Weapon Familiarity"
                    },
                    "Leroung": {
                        "Label": "Leroung",
                        "WeaponFamiliarity": "Leroung Weapon Familiarity"
                    },
                    "Narikopolus": {
                        "Label": "Narikopolus",
                        "WeaponFamiliarity": "Narikopolus Weapon Familiarity"
                    },
                    "Prompt": "Choose a Noble House.",
                    "Sarini": {
                        "Label": "Sarini",
                        "WeaponFamiliarity": "Sarini Weapon Familiarity"
                    },
                    "Thrune": {
                        "Label": "Thrune",
                        "WeaponFamiliarity": "Thrune Weapon Familiarity"
                    }
                },
                "RollOptionLabel": "Target is a Chelaxian citizen or devil"
            },
            "ChromaticArmor": {
                "Acid": "Orange (Acid)",
                "Electricity": "Yellow (Electricity)",
                "Fire": "Red (Fire)",
                "Force": "Violet (Force)",
                "Mental": "Indigo (Mental)",
                "Poison": "Green (Poison)",
                "Prompt": "Select a color.",
                "Sonic": "Blue (Sonic)"
            },
            "Chronoskimmer": {
                "DestabilizeFailureLabel": "Destabilize timestream (Failure)",
                "DestabilizeSuccessLabel": "Destabilize timestream (Success)",
                "StabilizeLabel": "Stabilize timestream"
            },
            "ClanWeapon": {
                "ClanPistol": "Clan Pistol (Ancestry Feat)",
                "Label": "Clan Weapon",
                "Prompt": "Select a clan weapon."
            },
            "ClassFeatures": {
                "FortitudeExpertise": {
                    "animist": {
                        "Description": "Spiritual energy reinforces your body, making you more resilient. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "bard": {
                        "Description": "Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "commander": {
                        "Description": "Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "druid": {
                        "Description": "Adventures have made your physique more hardy. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "investigator": {
                        "Description": "Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "psychic": {
                        "Description": "Your mind holds your body to a subconscious mental image of yourself. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "swashbuckler": {
                        "Description": "Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert."
                    }
                },
                "Juggernaut": {
                    "barbarian": {
                        "Description": "Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead."
                    },
                    "gunslinger": {
                        "Description": "Your body has become accustomed to physical hazards and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead."
                    },
                    "inventor": {
                        "Description": "Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead."
                    },
                    "magus": {
                        "Description": "Your body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead."
                    },
                    "thaumaturge": {
                        "Description": "Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead."
                    }
                },
                "MagicalFortitude": {
                    "oracle": {
                        "Description": "Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "sorcerer": {
                        "Description": "Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "witch": {
                        "Description": "Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert."
                    },
                    "wizard": {
                        "Description": "Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert."
                    }
                },
                "PerceptionMastery": {
                    "barbarian": {
                        "Description": "Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master."
                    },
                    "bard": {
                        "Description": "You've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master."
                    },
                    "commander": {
                        "Description": "You've developed the ability to see a scenario from every side. Your proficiency rank for Perception increases to master."
                    },
                    "exemplar": {
                        "Description": "Through your adventures, you've developed keen awareness and attention to detail, the better to watch over your wards and keep an eye out for monsters and other threats. Your proficiency rank for Perception increases to master."
                    },
                    "gunslinger": {
                        "Description": "You've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master."
                    },
                    "investigator": {
                        "Description": "Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master."
                    },
                    "ranger": {
                        "Description": "You have highly developed acuity and attention to detail. Your proficiency rank for Perception increases to master."
                    },
                    "rogue": {
                        "Description": "You've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master."
                    },
                    "swashbuckler": {
                        "Description": "Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master."
                    },
                    "thaumaturge": {
                        "Description": "Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master."
                    }
                },
                "SimpleWeaponExpertise": {
                    "animist": {
                        "Description": "Training and magical assistance from your spiritual companions have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert."
                    },
                    "summoner": {
                        "Description": "Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert."
                    }
                },
                "Spellcaster": {
                    "animist": {
                        "Expert": "The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.",
                        "Legendary": "You are a near-perfect channel for the magical energies of the realms beyond. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.",
                        "Master": "Your affinity with the apparitions you bond to has further enhanced the potency of your magic. Your proficiency ranks for spell attack modifier and spell DC increase to master."
                    },
                    "bard": {
                        "Expert": "Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.",
                        "Legendary": "Your command of magic is the stuff of legends. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.",
                        "Master": "You pluck the threads of magic like the strings of a harp. Your proficiency ranks for spell attack modifiers and spell DCs increase to master."
                    },
                    "druid": {
                        "Expert": "Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.",
                        "Legendary": "You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.",
                        "Master": "Primal magic answers your command. Your proficiency ranks for spell attack modifier and spell DC increase to master."
                    },
                    "magus": {
                        "Expert": "Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for your spell attack modifier and spell DC increase to expert.",
                        "Master": "You fortify your spells with masterful prowess. Your proficiency ranks for your spell attack modifier and spell DC increase to master."
                    },
                    "oracle": {
                        "Expert": "The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.",
                        "Legendary": "You can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.",
                        "Master": "You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master."
                    },
                    "psychic": {
                        "Expert": "Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.",
                        "Legendary": "As your training reaches its peak, you understand not just your own mind, but the collective unconscious from which all psychic power stems. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.",
                        "Master": "You've gained access to the deepest corners of your own mind. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master."
                    },
                    "sorcerer": {
                        "Expert": "Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.",
                        "Legendary": "You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to legendary.",
                        "Master": "You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to master."
                    },
                    "summoner": {
                        "Expert": "As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for your spell attack modifier and spell DC statistics increase to expert.",
                        "Master": "Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack modifiers and spell DCs increase to master."
                    },
                    "witch": {
                        "Expert": "You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.",
                        "Legendary": "You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.",
                        "Master": "You've achieved mastery over your patron's magic. Your proficiency ranks for spell attack modifier and spell DC increase to master."
                    },
                    "wizard": {
                        "Expert": "Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.",
                        "Legendary": "You are a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.",
                        "Master": "You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master."
                    }
                },
                "SpellRepertoire": {
                    "bard": {
                        "PartOne": "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.",
                        "PartTwo": "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.",
                        "PartThree": "Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.",
                        "SpellSwapping": "As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime."
                    },
                    "oracle": {
                        "PartOne": "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn three 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.",
                        "PartTwo": "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select three 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.",
                        "PartThree": "Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.",
                        "SpellSwapping": "As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime."
                    },
                    "psychic": {
                        "PartOne": "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-level spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.",
                        "PartTwo": "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Psychic Spells per Day table), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.",
                        "PartThree": "Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.",
                        "SpellSwapping": "As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime."
                    },
                    "sorcerer": {
                        "PartOne": "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.",
                        "PartTwo": "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.",
                        "PartThree": "Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.",
                        "SpellSwapping": "As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime."
                    },
                    "SpellSwapping": "**Swapping Spells in Your Repertoire**",
                    "summoner": {
                        "PartOne": "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank spell of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.",
                        "PartThree": "Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa",
                        "PartTwo": "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Summoner Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level, you gain your second 2nd-rank spell, and so on. When you add spells, you might select a higher-rank version of a spell you already have so that you can cast a heightened version of that spell.",
                        "SpellSwapping": "As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out link spells. You can also swap out spells by retraining during downtime."
                    }
                },
                "WeaponExpertise": {
                    "champion": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert."
                    },
                    "investigator": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert."
                    },
                    "druid": {
                        "Description": "You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert."
                    },
                    "exemplar": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert."
                    },
                    "guardian": {
                        "Description": "Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert."
                    },
                    "kineticist": {
                        "Description": "You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increase to expert."
                    },
                    "magus": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert."
                    },
                    "necromancer": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert."
                    },
                    "oracle": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert."
                    },
                    "psychic": {
                        "Description": "Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert."
                    },
                    "runesmith": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert."
                    },
                    "sorcerer": {
                        "Description": "You've improved your combat skill. Your proficiency ranks for simple weapons and unarmed attacks increase to expert."
                    },
                    "swashbuckler": {
                        "Description": "You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency."
                    },
                    "thaumaturge": {
                        "Description": "You've learned the secret ways your weapons work most effectively. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert."
                    },
                    "witch": {
                        "Description": "Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert."
                    },
                    "wizard": {
                        "Description": "Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert."
                    }
                }
            },
            "Cleric": {
                "BattleHarbinger": {
                    "BattleFont": {
                        "Label": "Battle Font"
                    },
                    "DivineFont": "Instead of preparing @UUID[Compendium.sf2e.spells.Item.rfZpqmj0AIIdkVIs]{Heal} or @UUID[Compendium.sf2e.spells.Item.wdA52JJnsuQWeyqz]{Harm} spells with your divine font, you instead gain the battle font, which allows you to prepare battle aura spells. You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only @UUID[Compendium.sf2e.spells.Item.7ZinJNzxq0XF0oMx]{Bane} or @UUID[Compendium.sf2e.spells.Item.XSujb7EsSwKl19Uu]{Bless} in these slots. Any feats and effects that refer to a battle aura refers to these spells, regardless of whether they were cast with your standard spell slots or your divine font spell slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6. Your battle auras use your class DC instead of your spell DC."
                },
                "CastigatingWeapon": {
                    "Note": "After you deal spirit damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional spirit damage until the end of your turn. @UUID[Compendium.sf2e.feat-effects.Item.BTI4obxa5UmNltyU]{Effect: Castigating Weapon}"
                },
                "ChannelingBlock": {
                    "Description": "You pour divine energy into a desperate block. When you Shield Block, you can expend a harm or heal spell. Roll 1d8 for each rank of the spell, and increase the shield's Hardness by the total for this block."
                },
                "CommunalHealing": {
                    "Note": "When you cast the <em>heal</em> spell to heal a single creature, choose another willing living creature within range of your <em>heal</em> to regain @Damage[@item.rank[vitality,healing]|shortLabel] Hit Points."
                },
                "CompetitiveEdge": {
                    "RollOptionLabel": "Competitive Edge — Increase status bonus"
                },
                "CremateUndead": {
                    "Note": "When you use a <em>heal</em> spell to damage undead, each undead that takes damage also takes @Damage[(@item.rank)[persistent,fire]]."
                },
                "DeitysProtection": {
                    "Description": "After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the rank of the domain spell you cast."
                },
                "DirectedChannel": {
                    "ItemAlterationNote": "You can make the area a @Template[cone|distance:60] instead of an emanation."
                },
                "DivineFont": {
                    "Harmful": "Harmful",
                    "Healing": "Healing",
                    "Prompt": "Select a Divine Font."
                },
                "DivineRebuttal": {
                    "Note": "If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit). @UUID[Compendium.sf2e.feat-effects.Item.jMQi2kDirzGgddti]{Effect: Divine Rebuttal}"
                },
                "Doctrine": {
                    "AllowedDrops": "1st-level cleric class feature",
                    "Prompt": "Select a doctrine."
                },
                "EmblazonAntimagic": {
                    "WeaponNote": "If you critically hit with the weapon, you can attempt to counteract a spell on your target, using half your level, rounded up, as the counteract level. If you attempt to do so, the emblazoned symbol immediately disappears."
                },
                "EmblazonEnergy": {
                    "MatchingDomainPrompt": "Matching domain?"
                },
                "RaiseSymbol": {
                    "RollOptionLabel": "Wielding shield as a religious symbol"
                },
                "ReplenishmentOfWar": {
                    "Note": "When you damage a creature with a Strike using your deity's favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. @UUID[Compendium.sf2e.feat-effects.Item.BJc494USeyM011p3]{Effect: Replenishment of War}"
                },
                "RestorativeStrike": {
                    "Note": "You can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell's range, provided it's adjacent to the enemy you hit."
                },
                "SacredDefense": {
                    "ReligionDCThirty": "DC 30 Religion",
                    "ReligionDCForty": "DC 40 Religion"
                },
                "SacredGround": {
                    "Harmful": "A creature that remains in the area for the entire 10 minutes regains @Damage[(@actor.level)[void,healing]|traits:healing,void]{Hit Points} equal to your level. This activity has the healing and void traits and heals undead creatures (or other creatures with void healing).",
                    "Healing": "A creature that remains in the area for the entire 10 minutes regains @Damage[(@actor.level)[vitality,healing]|traits:healing,vitality]{Hit Points} equal to your level. This activity has the healing and vitality traits and heals living creatures."
                },
                "SapLife": {
                    "Note": "When you cast a <em>harm</em> spell and damage at least one living creature, you regain @Damage[(@item.rank)[healing]] Hit Points."
                },
                "SelectiveEnergy": {
                    "ItemAlterationNote": "You can designate up to 5 creatures in the area. They are not targeted by the spell."
                },
                "SharedReplenishment": {
                    "Note": "You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself."
                },
                "VoidSiphon": {
                    "Note": "Any living creature that critically fails its save against a <em>harm</em> spell you cast is @UUID[Compendium.sf2e.conditions.Item.4D2KBtexWXa6oUMR]{Drained 1}."
                }
            },
            "Commander": {
                "Banner": {
                    "Label": "Commander's Banner"
                },
                "GloriousBanner": {
                    "ToggleLabel": "Glorious Banner — Commander's banner in sight"
                },
                "ObservationalAnalysis": {
                    "RollOptionLabel": "Observational Analysis — Increase Combat Assessment bonus"
                },
                "Tactics": {
                    "CryHavoc": {
                        "ToggleLabel": "Cry Havoc — Participating squadmates"
                    },
                    "Prompt": "Select a tactic."
                }
            },
            "ConcertFrog": {
                "Conduct": {
                    "Blue": "Blue",
                    "Red": "Red",
                    "Yellow": "Yellow"
                }
            },
            "Conditions": {
                "Concealed": {
                    "Ignore": "You ignore the target's concealed condition."
                },
                "Sickened": {
                    "AllowEatOrDrink": "You can eat and drink things when you're sickened.",
                    "Reduce": {
                        "criticalSuccess": "When you critically succeed at a Fortitude save to reduce your @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened} value, you reduce it by 3.",
                        "success": "When you succeed at a Fortitude save to reduce your @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened} value, you reduce it by 2."
                    }
                }
            },
            "Conrasu": {
                "CeremonyEvenedHand": {
                    "Prompt": "Select an unarmed attack."
                },
                "RiteOfPassage": {
                    "Note": "When you use the Acrobatics skill to Balance on narrow surfaces or uneven ground within forests, and you roll a success, you get a critical success instead."
                }
            },
            "ContinualRecovery": {
                "Note": "When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives."
            },
            "Copaxi": {
                "AggressiveAntlersStrike": "Antlers",
                "RepurposeMysticPower": {
                    "Note": "Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell's rank, or equal to the level of the magical effect if it isn't a spell. These temporary Hit Points last until the end of your next turn."
                }
            },
            "Convergent": {
                "Tactics": "An ally with Convergent Tactics is within reach of the target."
            },
            "CorrosiveBody": {
                "Note": "The first time each round that you deal acid damage to a creature in this way, you gain temporary Hit Points. @UUID[Compendium.sf2e.spell-effects.Item.IUxQCyO3EXSkId5F]{Spell Effect: Corrosive Body (Temp HP)}",
                "Note9th": "The first time each round that you deal acid damage to a creature in this way, you gain [[/r 5d6 #Temporary Hit Points]]{5d6 temporary Hit Points}"
            },
            "Cover": {
                "Greater": "Greater",
                "Lesser": "Lesser",
                "Prompt": "Select a level of cover.",
                "Prone": "Prone",
                "Standard": "Standard"
            },
            "CriticalDeck": {
                "Effect": {
                    "Label": "Critical Effect"
                }
            },
            "CrystalKeeper": {
                "RollOptionLabel": "Damage from hazards associated with crystals"
            },
            "CrystalLuminescence": {
                "Enhanced": "Enhanced",
                "Normal": "Normal"
            },
            "DancingShield": {
                "Prompt": "Select the shield's AC bonus."
            },
            "DedicationCraftingEntry": {
                "FireworkTechnician": "Firework Technician",
                "Herbalist": "Herbalist",
                "Poisoner": "Poisoner",
                "Snarecrafter": "Snarecrafter",
                "TalismanDabbler": "Talisman Dabbler"
            },
            "Defending": {
                "FireSpell": "Defending against a fire spell"
            },
            "DeityAndCause": {
                "AllowedDrops": "1st-level champion class feature",
                "Prompt": "Select a champion's cause."
            },
            "DeviantAbilities": {
                "AwakenedPower": {
                    "AwakenedLabel": "Awakened",
                    "BlastingBeamsAgile": "Blasting Beams: Agile Strikes",
                    "BlastingBeamsLine": "Blasting Beams: 60-Foot Line",
                    "BoneSpikesPoison": "Bone Spikes: Poisoned",
                    "BoneSpikesReach": "Bone Spikes: Reach",
                    "BorrowedAbilityBorrowDefense": "Borrowed Ability: Borrow Defense",
                    "BorrowedAbilityLingeringLink": "Borrowed Ability: Lingering Link",
                    "ConsumeEnergyRange": "Consume Energy: Enhance Range",
                    "ConsumeEnergyStrikes": "Consume Energy: Enhance Strikes",
                    "DefensiveGrowthExplodingShield": "Defensive Growth: Exploding Shield",
                    "DefensiveGrowthStrongerShield": "Defensive Growth: Stronger Shield",
                    "DisperseIntoPetalsBlossomVortex": "Disperse Into Petals: Blossom Vortex",
                    "DisperseIntoPetalsExtendedFlight": "Disperse Into Petals: Extended Flight",
                    "DistantWanderingFly": "Distant Wandering: Flight",
                    "DistantWanderingQuick": "Distant Wandering: Quickened",
                    "DrainingTouchClumsyTouch": "Draining Touch: Clumsy Touch",
                    "DrainingTouchDrainSpirit": "Draining Touch: Drain Spirit",
                    "EerieFlickerCompress": "Eerie Flicker: Compress Flicker",
                    "EerieFlickerTerrify": "Eerie Flicker: Terrifying Form",
                    "EnervatingWailEnfeebling": "Enervating Wail: Enfeebling Wail",
                    "EnervatingWailSilent": "Enervating Wail: Silent Wail",
                    "FeedTheVoidFeedOnHeat": "Feed the Void: Feed on Heat and Light",
                    "FeedTheVoidFeedOnSpirit": "Feed the Void: Feed on Spirit",
                    "GhostlyGraspGrab": "Ghostly Grasp: Grab",
                    "GhostlyGraspPush": "Ghostly Grasp: Push",
                    "HighSpeedRegenerationRecovery": "High-Speed Regeneration: Emergency Regeneration",
                    "HighSpeedRegenerationSpeed": "High-Speed Regeneration: Speed Boost",
                    "IrradiatePoison": "Irradiate: Poison Damage",
                    "IrradiateRadiusIncrease": "Irradiate: Increase Radius",
                    "KineticDampeningSafeHaven": "Kinetic Dampening: Safe Haven",
                    "KineticDampeningWavelengthExpansion": "Kinetic Dampening: Wavelength Expansion",
                    "LightspeedAssaultFlankingAssault": "Lightspeed Assault: Flanking Assault",
                    "LightspeedAssaultTeleport": "Lightspeed Assault: Teleport",
                    "OverclockSensesFocus": "Overclock Senses: Focus",
                    "OverclockSensesReact": "Overclock Senses: React",
                    "Prompt": "Select an awakening for a deviant feat.",
                    "PropulsiveLeapSpeed": "Propulsive Leap: Speed Increase",
                    "PropulsiveLeapWeapon": "Propulsive Leap: Makeshift Weapon",
                    "ReleaseSporesSickening": "Release Spores: Sickening Smell",
                    "ReleaseSporesToxic": "Release Spores: Toxic Spores",
                    "RottenSlurryPersistent": "Rotten Slurry: Persistent",
                    "RottenSlurrySplash": "Rotten Slurry: Splash",
                    "SonicDashSlipstream": "Sonic Dash: Slipstream",
                    "SonicDashSonicBoom": "Sonic Dash: Sonic Boom",
                    "SproutFruitPlentiful": "Sprout Fruit: Plentiful",
                    "SproutFruitPotent": "Sprout Fruit: Potent",
                    "StormingBreathEscape": "Storming Breath: Speedy Escape",
                    "StormingBreathProne": "Storming Breath: Knock Prone",
                    "TectonicStompStone": "Tectonic Stomp: Stone Cover",
                    "TectonicStompStun": "Tectonic Stomp: Stun Foes",
                    "TitanSwingBleed": "Titan Swing: Bleed",
                    "TitanSwingProne": "Titan Swing: Knockback",
                    "UnleashTheBlightDebilitating": "Unleash The Blight: Debilitating",
                    "UnleashTheBlightInfectious": "Unleash The Blight: Infectious",
                    "UnstableGearshiftBlur": "Unstable Gearshift: Blur",
                    "UnstableGearshiftPhaseOut": "Unstable Gearshift: Phase Out",
                    "VineLashCone": "Vine Lash: 30-Foot Cone",
                    "VineLashConstrict": "Vine Lash: Constrict"
                },
                "BoneSpikes": {
                    "ReachLabel": "Extend bone spikes",
                    "StrikeLabel": "Bone Spike"
                },
                "Dragon": {
                    "EnergyPrompt": "Select an energy associated with your dragon abilities."
                },
                "Label": "Deviant Ability",
                "Prompt": "Select a deviant feat.",
                "TitanSwing": {
                    "NoteFifteenFeet": "The target is pushed back 15 feet.",
                    "NoteFiveFeet": "The target is pushed back 5 feet.",
                    "NoteProne": "You push the target back double the normal distance and knock it @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
                    "NoteTenFeet": "The target is pushed back 10 feet."
                }
            },
            "Dhampir": {
                "Adhyabhau": {
                    "SaveNote": "When you roll a success on a Will save against an emotion effect, you get a critical success instead."
                },
                "BloodlettingFangs": {
                    "AttackNote": "Your fangs Strike deals an additional @Damage[1d4[bleed]] on a critical hit."
                }
            },
            "Disarm": {
                "WeakenedGraspBonusLabel": "Disarm (vs. weakened grasp)"
            },
            "DivineAlly": {
                "AllowedDrops": "champion class feature",
                "Prompt": "Select a divine ally."
            },
            "DivineIntercessions": {
                "HeiFeng": {
                    "MinorCurse": {
                        "ConsumedAlcohol": "Consumed Alcohol"
                    }
                },
                "Lamashtu": {
                    "MinorBoon": {
                        "DFourLabel": "1d4 (finesse, agile)",
                        "DSixLabel": "1d6",
                        "LamashtusMutation": "Lamashtu's Mutation"
                    }
                }
            },
            "DraconicAcolyte": {
                "ChannelDraconicEssence": {
                    "InSpace": "Spectral Dragon is in your space"
                }
            },
            "DragonDisciple": {
                "Prompt": "Select a dragon.",
                "ScalesOfTheDragon": {
                    "BracersOfArmor": "Scales of the Dragon w/ Bracers of Armor",
                    "ExplorersClothing": "Scales of the Dragon w/ Explorer's Clothing",
                    "MageArmor": "Scales of the Dragon w/ Mage Armor"
                }
            },
            "Dragonblood": {
                "BreathOfTheDragon": {
                    "Cone": {
                        "Fortitude": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[cone|distance:15], dealing @Damage[ceil(@actor.level/2)d4[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[fortitude|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Reflex": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[cone|distance:15], dealing @Damage[ceil(@actor.level/2)d4[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[reflex|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Will": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[cone|distance:15], dealing @Damage[ceil(@actor.level/2)d4[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[will|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}."
                    },
                    "Line": {
                        "Fortitude": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[line|distance:30], dealing @Damage[ceil(@actor.level/2)d4[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[fortitude|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Reflex": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[line|distance:30], dealing @Damage[ceil(@actor.level/2)d4[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[reflex|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Will": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[line|distance:30], dealing @Damage[ceil(@actor.level/2)d4[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[will|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}."
                    }
                },
                "FormidableBreath": {
                    "Cone": {
                        "Fortitude": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[cone|distance:30], dealing @Damage[ceil(@actor.level/2)d6[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[fortitude|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Reflex": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[cone|distance:30], dealing @Damage[ceil(@actor.level/2)d6[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[reflex|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Will": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[cone|distance:30], dealing @Damage[ceil(@actor.level/2)d6[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[will|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}."
                    },
                    "Line": {
                        "Fortitude": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[line|distance:60], dealing @Damage[ceil(@actor.level/2)d6[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[fortitude|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Reflex": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[line|distance:60], dealing @Damage[ceil(@actor.level/2)d6[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[reflex|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}.",
                        "Will": "Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a @Template[line|distance:60], dealing @Damage[ceil(@actor.level/2)d6[@actor.flags.system.dragonblood.damageType]|options:area-damage] damage. Each creature in the area must attempt a @Check[will|against:class-spell|basic]. You can't use this ability again for [[/r 1d4 #Recharge this ability]]{1d4 rounds}."
                    }
                },
                "HeartOfEarth": {
                    "RollOptionLabel": "Heart of Earth — Use precise tremorsense"
                },
                "LingeringBreath": {
                    "Description": "When you use Breath of the Dragon, the area of your breath becomes difficult terrain for 1 minute. In addition, a creature who fails or critically fails its saving throw takes @Damage[2d6[persistent,@actor.flags.system.dragonblood.damageType]] damage of the same type"
                },
                "ScalyHide": {
                    "BracersOfArmor": "Scaly Hide w/ Bracers of Armor",
                    "ExplorersClothing": "Scaly Hide w/ Explorer's Clothing",
                    "MageArmor": "Scaly Hide w/ Mage Armor"
                }
            },
            "Dragonet": {
                "DragonetBreath": {
                    "Description": {
                        "Base": "You have developed your magical breath. You expel the dragonet breath associated with your heritage. Dragonet Breath gains the traits listed in parentheses, and the DC is your class DC or spell DC, whichever is higher. After you use Dragonet Breath, you can't use it again for [[/r 1d4 #Recharge Dragonet Breath]]{1d4 rounds}.",
                        "FeyDragonet": "**Fey Dragonet** (arcane, poison) You breathe a @Template[type:cone|distance:15] of euphoric gas. Each creature in the area must succeed at a @Check[fortitude|against:class-spell|options:area-effect,inflicts:stupefied|traits:arcane,poison] save or become @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} for 1 round.",
                        "HomingDrake": "**Homing Drake** (acid) You expel a @Template[type:line|distance:30] of caustic spittle that deals @Damage[(ceil(@actor.level/2))d4[acid]|options:area-damage] damage with a @Check[reflex|against:class-spell|basic|options:area-effect,damage:material:silver|traits:acid] save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.",
                        "HouseDrake": "**House Drake** (arcane, mental) You breathe out a cloud of silver mist in a @Template[type:cone|distance:15] that deals @Damage[(ceil(@actor.level/2))d4[mental]|options:area-damage] damage with a @Check[will|against:class-spell|options:area-effect|traits:arcane,mental] save. It counts as silver for the purpose of weaknesses. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.",
                        "PearlDragonet": "**Pearl Dragonet** (arcane, curse) You breathe a @Template[type:cone|distance:15] of golden mist that alters the luck of creatures caught in it. Each time you use Dragonet Breath, decide if it gives good luck or bad luck. Any creature affected by your Dragonet Breath becomes temporarily immune to it for 1 hour. If your breath gives good luck, each creature in the area gains a +1 status bonus to its next attack roll or skill check before the start of your next turn. If your breath gives bad luck, each creature in the area must attempt a @Check[will|against:class-spell|options:area-effect|traits:arcane,curse] save. A creature that fails its save takes a –1 status penalty to its next attack roll or skill check before the start of your next turn. On a critical failure, the creature must instead roll twice and take the worse result on the check; this is a misfortune effect.",
                        "TidepoolDragonet": "**Tidepool Dragonet** (fire) You breathe a @Template[type:line|distance:15] of superheated gas that deals @Damage[(ceil(@actor.level/2))d4[fire]|options:area-damage] damage with a @Check[reflex|against:class-spell|basic|options:area-effect|traits:fire] save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. You can use your breath underwater even though it has the fire trait. If you do, it gains the water trait and emerges as a @Template[type:cone|distance:20] of boiling water."
                    },
                    "PearlDragonet": {
                        "BadLuck": "Bad Luck",
                        "GoodLuck": "Good Luck"
                    }
                },
                "FeyDragonet": {
                    "WingColor": "Fey Dragonet — Wings match environment"
                }
            },
            "DragonForm": {
                "DragonBreath": {
                    "cone": {
                        "fortitude": "You exhale deadly magical energy in a @Template[type:cone|distance:30], dealing @Damage[10d6|options:area-damage] damage to each creature in the area with a @Check[fortitude|basic|options:area-effect] against your spell DC. Once activated, Dragon Breath can't be used again for [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}.",
                        "reflex": "You exhale deadly magical energy in a @Template[type:cone|distance:30], dealing @Damage[10d6|options:area-damage] damage to each creature in the area with a @Check[reflex|basic|options:area-effect] against your spell DC. Once activated, Dragon Breath can't be used again for [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}.",
                        "will": "You exhale deadly magical energy in a @Template[type:cone|distance:30], dealing @Damage[10d6|options:area-damage] damage to each creature in the area with a @Check[will|basic|options:area-effect] against your spell DC. Once activated, Dragon Breath can't be used again for [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}."
                    },
                    "line": {
                        "fortitude": "You exhale deadly magical energy in a @Template[type:line|distance:100], dealing @Damage[10d6|options:area-damage] damage to each creature in the area with a @Check[fortitude|basic|options:area-effect] against your spell DC. Once activated, Dragon Breath can't be used again for [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}.",
                        "reflex": "You exhale deadly magical energy in a @Template[type:line|distance:100], dealing @Damage[10d6|options:area-damage] damage to each creature in the area with a @Check[reflex|basic|options:area-effect] against your spell DC. Once activated, Dragon Breath can't be used again for [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}.",
                        "will": "You exhale deadly magical energy in a @Template[type:line|distance:100], dealing @Damage[10d6|options:area-damage] damage to each creature in the area with a @Check[will|basic|options:area-effect] against your spell DC. Once activated, Dragon Breath can't be used again for [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}."
                    }
                }
            },
            "Driving": "Driving",
            "Druid": {
                "DruidicOrder": {
                    "Prompt": "Select a druidic order."
                },
                "PristineWeapon": {
                    "DescriptionAlteration": "<p>Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes @Damage[1d6[bleed]] damage as the primal energies within your weapon slow its natural healing.</p>",
                    "Note": "If the target has a weakness to cold iron or silver, it also takes @Damage[1d6[bleed]] damage."
                },
                "VerdantWeapon": {
                    "DescriptionAlteration": "<p>When holding the imprinted seed, you can use an Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. The verdant weapon can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form.</p>"
                }
            },
            "DubiousKnowledge": {
                "Note": "When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don't have any way to differentiate which is which."
            },
            "Duel": {
                "Dueling": "Dueling"
            },
            "Dandy": {
                "DoYouKnowWhoIAm": {
                    "City": "City",
                    "Metropolis": "Metropolis"
                },
                "IvyPlayhouseStrike": {
                    "Note": "The target becomes @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until the end of your next turn."
                }
            },
            "Dwarf": {
                "BlastResistance": {
                    "RollOptionLabel": "Blast Resistance — Saving against dazzled or deafened"
                },
                "DeathWardenDwarf": {
                    "Note": "If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead."
                },
                "DwarvenClan": {
                    "Aringeld": "Clan Aringeld",
                    "Breakiron": "Clan Breakiron",
                    "Firecask": "Clan Firecask",
                    "Gelderon": "Clan Gelderon",
                    "Grimmark": "Clan Grimmark",
                    "Ironfist": "Clan Ironfist",
                    "Molgrade": "Clan Molgrade",
                    "Oriddus": "Clan Oriddus",
                    "Prompt": "Select a dwarven clan.",
                    "Runebinder": "Clan Runebinder",
                    "Stonefist": "Clan Stonefist",
                    "Tolorr": "Clan Tolorr",
                    "Vanderholl": "Clan Vanderholl"
                },
                "ElementalHeart": {
                    "Prompt": "Pick the type of your Elemental Heart"
                },
                "ForgeBlessedShot": {
                    "Note": "Ignore your target's @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} condition, as well as your target's lesser, standard, and greater cover."
                },
                "HeroesCall": {
                    "DescriptionAlteration": "If you Cast the Spell when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level."
                },
                "KneelForNoGod": {
                    "Note": "When you roll a success against a divine effect, you get a critical success instead."
                },
                "MountainStrategy": {
                    "Note": "If any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has one of the listed traits. @UUID[Compendium.sf2e.feat-effects.Item.O7OO1kWFEFv6vl3E]{Effect: Mountain Strategy (Critically Hit)}"
                },
                "RockRunner": {
                    "Note": "When you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead."
                },
                "SpacewyrmSlayer": {
                    "Label": "Spacewyrm Slayer (Dragon)"
                },
                "SparkFist": {
                    "Note": "Each time you succeed on a fist Strike, you take @Damage[(1+@weapon.system.runes.striking)[fire]]{fire damage}."
                },
                "StrongBloodedDwarf": {
                    "Note": "Your successful saving throws against a poison reduce its stage by 2 (or 1 for a virulent poison). Each critical success reduces its stage by 3 (or 2 for a virulent poison)."
                },
                "TombWatchersGlare": {
                    "Note": "When you critically hit an undead creature, they are @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round"
                },
                "VengefulHatred": {
                    "Prompt": "Choose an ancestral foe."
                }
            },
            "EldritchArcher": {
                "ArrowOfDeath": {
                    "Note": "On a critical hit, the target must also succeed at a @Check[fortitude|against:class-spell|traits:death,incapacitation] saving throw, or be immediately slain."
                },
                "EnchantingArrow": {
                    "Note": "On a critical hit, the target also becomes @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}."
                },
                "IncorporealShot": {
                    "Label": "Incorporeal Shot — Target Wearing Armor"
                }
            },
            "Elementalist": {
                "Sorcerer": {
                    "ElementalFocusPrompt": {
                        "Advanced": "Replace your advanced bloodline spell with the advanced elemental focus spell?",
                        "Initial": "Replace your initial bloodline spell with the initial elemental focus spell?"
                    }
                },
                "Wizard": {
                    "ElementalSchool": {
                        "Prompt": "Choose which element your elemental school follows."
                    }
                },
                "Philosophy": {
                    "ElementalCycle": "Elemental Cycle",
                    "InnerSea": "Inner Sea Elementalism",
                    "Prompt": "Choose an elemental philosophy."
                }
            },
            "Elf": {
                "AgelessPatience": {
                    "Note": "You don't treat a natural 1 as worse than usual on this check; you get a critical failure only if your result is 10 lower than the DC."
                },
                "Atavism": {
                    "Prompt": "Select an elf heritage."
                },
                "BrightnessSeeker": {
                    "Label": "Call Upon the Brightness",
                    "Prompt": "Select the outcome of your Augury.",
                    "Weal": "Weal",
                    "WealAndWoe": "Weal and Woe",
                    "Woe": "Woe"
                },
                "DemonbaneWarrior": {
                    "Note": "If your actions force a demon to take damage from its sin vulnerability, increase that damage by @Damage[2[untyped]]"
                },
                "UnwaveringMien": {
                    "Note": "Treat your saving throws against effects that would cause you to fall asleep as one degree of success better."
                },
                "Woodcraft": {
                    "Note": "When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead."
                }
            },
            "EntuColony": {
                "EntuSporeCaps": {
                    "Note": "You deal @Damage[(ternary(gte(@actor.level,17),5,ternary(gte(@actor.level,13),4,ternary(gte(@actor.level,9),3,2))))[poison]] to any creature that has you grabbed or an adjacent creature that hits you with an attack."
                },
                "MyceliumArmor": {
                    "RollOptionLabel": "Mycelium Armor — Extra poison damage"
                }
            },
            "EnvenomCompanion": {
                "RollOptionLabel": "Envenom Companion — First hit of the round",
                "DamageNote": "A creature that is damaged by this poison must attempt a @Check[fortitude|traits:poison] save. On a failure, it's also @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 round."
            },
            "Equipment": {
                "AlchemistGoggles": {
                    "RollOptionLabel": "Failed Strike with an alchemical bomb"
                },
                "AmphisbaenaHandwraps": {
                    "TwinVenomStrikeLabel": "Amphisbaena Handwraps — Twin Venom Strike"
                },
                "ArachnidHarness": {
                    "ClimbWithAllLimbs": "Climb with all limbs"
                },
                "ArmbandsOfAthleticism": {
                    "GreaterNote": "Whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +10-foot item bonus to the distance you move.",
                    "Note": "Whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move."
                },
                "Banner": {
                    "CommandersBanner": "Magical Commander's Banner"
                },
                "BismuthArmor": {
                    "Note": "If the attack misses, the spell reflects toward the caster, who becomes @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round."
                },
                "BlackScorpionStingmace": {
                    "BlackScorpionVenomNote": "<p>On a critical hit, the target is exposed to black scorpion venom.</p>\n<p><strong>Black Scorpion Venom</strong> (poison)</p>\n<p><strong>Saving Throw</strong> @Check[fortitude|dc:36]</p>\n<p><strong>Maximum Duration</strong> 6 rounds</p>\n<p><strong>Stage 1</strong> @Damage[2d12[poison]] damage and @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 2} (1 round)</p>\n<p><strong>Stage 2</strong> @Damage[3d12[poison]] damage, clumsy 2, and @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} (1 round)</p>\n<p><strong>Stage 3</strong> @Damage[4d12[poison]] damage, @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 4}, and @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 2} (1 round).</p>"
                },
                "BloodDrinkerBlade": {
                    "Label": "Blood-Drinker Blade — Drink Life"
                },
                "BoastfulHunter": {
                    "BoredLabel": "The Boastful Hunter is Bored",
                    "InsultedLabel": "The Boastful Hunter is Insulted",
                    "MisfireNote": "All attacks with an insulted <em>boastful hunter</em> incur a @Check[flat|dc:5] misfire chance until the weapon is appeased."
                },
                "Bomb": {
                    "Choice": "Type of Bomb",
                    "Type": {
                        "Greater": "Greater",
                        "Lesser": "Lesser",
                        "Major": "Major",
                        "Moderate": "Moderate"
                    }
                },
                "BonebloomRose": {
                    "ToggleLabel": "Bonebloom Rose — At least 1 temporary Hit Point left"
                },
                "BracersOfDevotion": {
                    "BlessedArmamentToggle": "Bracers of Devotion — Bonus against Disarm",
                    "BlessedShieldToggle": "Bracers of Devotion — Blessed shield raised"
                },
                "BravosBrew": {
                    "Greater": {
                        "FearLabel": "Greater Bravo's Brew (Vs. Fear)"
                    },
                    "Lesser": {
                        "FearLabel": "Lesser Bravo's Brew (Vs. Fear)"
                    },
                    "Moderate": {
                        "FearLabel": "Moderate Bravo's Brew (Vs. Fear)"
                    }
                },
                "BroadleafShield": {
                    "Cold": "Brown (Cold)",
                    "Fire": "Green (Fire)",
                    "Poison": "Orange (Poison)",
                    "Void": "Pink (Void)"
                },
                "CaressOfTheGreatSerpent": {
                    "SerpentsKiss": "Serpent's Kiss"
                },
                "ChaliceOfJustice": {
                    "SipOfJustice": {
                        "Note": "Whenever you critically hit an unholy creature with the <em>chalice of justice</em>, the creature is @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} for 1 round."
                    }
                },
                "ChannelProtectionAmuletLabel": "Channel Protection",
                "ChaplainsCudgel": {
                    "BowToAHigherPowerLabel": "Chaplain's Cudgel — Bow to a Higher Power",
                    "CastTwoActionSpellLabel": "Cast a divine spell that takes two or more actions"
                },
                "ChimeraFlail": {
                    "BurstingBreathUsedLabel": "Chimera Flail — Bursting Breath Used",
                    "ChargingHornsLabel": "Chimera Flail — Charging Horns",
                    "ChargingHornsUsedLabel": "Chimera Flail — Charging Horns Used",
                    "DragonHeadDamagePrompt": "Select a dragon head damage type.",
                    "GoatLabel": "Goat",
                    "LionLabel": "Lion",
                    "PouncingWhirlLabel": "Chimera Flail — Pouncing Whirl",
                    "PouncingWhirlUsedLabel": "Chimera Flail — Pouncing Whirl Used",
                    "StrideHalfLabel": "Chimera Flail — Stride at least half your Speed"
                },
                "ClandestineCloak": {
                    "RollOptionLabel": "Clandestine Cloak — Pull up the Hood"
                },
                "CloakOfWavesAndClouds": {
                    "CutAirAndSea": "Cut Air and Sea"
                },
                "CommandersSignet": {
                    "General": {
                        "EffectLabel": "Effect: General's Signet",
                        "Label": "General's Signet"
                    }
                },
                "Confabulator": {
                    "RollOptionLabel": "Performance with confabulator instrument"
                },
                "ConstrictingMeteor": {
                    "CoilingChainLabel": "Constricting Meteor — Coiling Chain"
                },
                "CoyoteCloak": {
                    "GreaterNote": "If you critically succeed at your Survival check to Subsist, you can feed four times as many additional creatures.",
                    "Note": "If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures."
                },
                "DaredevilBoots": {
                    "TumbleThroughLabel": "{item} (Tumble Through)"
                },
                "DazzlingRosary": {
                    "Note": "The target is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the beginning of your next turn."
                },
                "DeckOfDestiny": {
                    "MatchingSuitPrompt": "Is the drawn card's suit related the check?",
                    "WealOrWoePrompt": "Select Weal or Woe."
                },
                "DragonEye": {
                    "Addendum": "When you cast _breathe fire_ at 3rd-rank or higher, creatures in the spell's area must attempt a @Check[will|basic] save instead of a basic Reflex save, and in addition to taking the spell's normal damage on a failure, they're @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}. This adds the emotion, fear, and mental traits to the spell."
                },
                "DrakeRifle": {
                    "CriticalSpecialization": "A drake rifle does not add critical specialization effects.",
                    "Note": {
                        "Acid": "On a hit, the target becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}",
                        "Cold": "On a hit, the target takes a -10-foot status penalty to their Speeds for 1 minute (@UUID[Compendium.sf2e.equipment-effects.Item.s79LDAwEZex6sy14]{Effect: Drake Rifle (Cold)})",
                        "Electricity": "On a hit, the target becomes @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} and @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} for [[/r 1d4 #rounds]]{1d4 rounds}",
                        "Fire": "On a hit, the target is pushed 10 feet away from you, and if it's on the ground, it falls @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}",
                        "Poison": "On a hit, the target becomes @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} and @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 minute"
                    }
                },
                "DruidsCrown": {
                    "AntlersLabel": "Antlers",
                    "FlowersLabel": "Flowers",
                    "LeavesLabel": "Leaves"
                },
                "EagleEyeElixir": {
                    "Greater": {
                        "SecretLabel": "Greater Eagle Eye Elixir (To Find Secret Doors or Traps)"
                    },
                    "Lesser": {
                        "SecretLabel": "Lesser Eagle Eye Elixir (To Find Secret Doors or Traps)"
                    },
                    "Major": {
                        "SecretLabel": "Major Eagle Eye Elixir (To Find Secret Doors or Traps)"
                    },
                    "Moderate": {
                        "SecretLabel": "Moderate Eagle Eye Elixir (To Find Secret Doors or Traps)"
                    }
                },
                "EggCreamFizz": {
                    "ChocolateLabel": "Chocolate",
                    "StrawberryLabel": "Strawberry",
                    "VanillaLabel": "Vanilla"
                },
                "EnergizingLattice": {
                    "Note": "If your Strike fails, but doesn't critically fail, the target still takes half the @Damage[6d6[force]]{force damage}.",
                    "RollOptionLabel": "Energizing Lattice — Release energy"
                },
                "Erraticannon": {
                    "Note": "Each time you attack with the weapon, roll to determine the damage type of the Strike. @UUID[Compendium.sf2e.equipment-effects.Item.wmrINlK6twqfbJjo]{Effect: Erraticannon}"
                },
                "Fearcutter": {
                    "Note": "When you critically hit a creature with the unholy trait with <em>Fearcutter</em>, the target becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}."
                },
                "FightersFork": {
                    "FluidLengthLabel": "Fighter's Fork — Fluid Length"
                },
                "FinalScalecloak": {
                    "EmbodyTheStormLabel": "Final Scalecloak — Embody the Storm"
                },
                "FulminationFang": {
                    "LightningRodResistanceLabel": "Fulmination Fang — Lightning Rod Resistance"
                },
                "FuryCocktail": {
                    "AnimalisticLabel": "Animalistic",
                    "DoubleLabel": "Double",
                    "MournfulLabel": "Mournful",
                    "SkepticalLabel": "Skeptical",
                    "TitanicLabel": "Titanic",
                    "WyrmhideLabel": "Wyrmhide"
                },
                "GlacierHammer": {
                    "ToggleLabel": "Glacier Hammer — Grow Icicles"
                },
                "GoldenGreaves": {
                    "ToggleLabel": "Golden Greaves — Increase Fortitude and Reflex DC"
                },
                "HeadbandsOfTranslocation": {
                    "ToggleLabel": "Headbands of Translocation — Aiding ally with paired headband"
                },
                "HolyWater": {
                    "Note": "Can damage only creatures with the unholy trait."
                },
                "HumbugPocket": {
                    "ConcealAnObjectLabel": "Humbug Pocket (Conceal an Object in the Pocket)"
                },
                "HuntersBow": {
                    "ToggleLabel": "Hunter's Bow — Target can't see you"
                },
                "HydraHeadClub": "Hydra Head Club — Reactive Snap",
                "InstinctCrown": {
                    "QuickTemperedToggle": "Instinct Crown — Quick Tempered"
                },
                "IrisOfTheSky": {
                    "RollOptionLabel": "Iris of the Sky - Sear the Sky"
                },
                "LieutenantsSash": {
                    "ToggleLabel": "Lieutenant's Sash — Bonus to AC and saves against reactions"
                },
                "LionsShield": {
                    "LionsBiteLabel": "Lion's Bite",
                    "LionsHeadLabel": "Lion's Head"
                },
                "Manacles": {
                    "WristsNote": "You must succeed at a @Check[flat|dc:5|name:Manacles|showDC:all] any time you use a manipulate action or else that action fails."
                },
                "MantisEmbrace": {
                    "CrushingEmbraceLabel": "Crushing Embrace"
                },
                "MantleOfTheTikbalang": {
                    "IllusoryThrashLabel": "Mantle of the Tikbalang — Illusory Thrash"
                },
                "MaskOfTheMantis": {
                    "VernaisIreLabel": "Vernai's Ire"
                },
                "MindsLightCirclet": {
                    "LightToggle": "Mind's Light Circlet — You have at least 1 Focus Point"
                },
                "NosoiCharm": {
                    "PerformanceLabel": "Nosoi Charm (Play an instrument, orate or sing)",
                    "RequestLabel": "Nosoi Charm (Request)"
                },
                "PhantomShroud": {
                    "StrikeLabel": "Ghostly Hand"
                },
                "PharasminVisor": {
                    "PierceTheNight": "Pierce the Night",
                    "RevealTheUnseen": "Reveal the Unseen",
                    "SeeThroughDeath": "See Through Death"
                },
                "PreyMutagen": {
                    "TimelyDodge": {
                        "GreaterDescription": "You dart aside, gaining a +3 circumstance bonus to AC, then Step after the Strike resolves.",
                        "MajorDescription": "You dart aside, gaining a +4 circumstance bonus to AC, then Step after the Strike resolves.",
                        "ModerateDescription": "You dart aside, gaining a +2 circumstance bonus to AC, then Step after the Strike resolves."
                    }
                },
                "RhinoShot": {
                    "CriticalSuccess": "The target must critically succeed at a @Check[fortitude|dc:19|name:Rhino Shot|traits:conjuration,consumable,magical|showDC:all] save or be knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
                    "Label": "Rhino Shot",
                    "Success": "The target must succeed at a @Check[fortitude|dc:19|name:Rhino Shot|traits:conjuration,consumable,magical|showDC:all] save or be knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}."
                },
                "RobeOfTheArchmagi": {
                    "VsArcaneSpells": "{item} (vs. Arcane Spells)"
                },
                "RootBoots": {
                    "GripGround": "Root Boots — Grip the Ground",
                    "WoodenSurfaceLabel": "Root Boots — Wooden Surface"
                },
                "SashOfBooks": {
                    "Label": "Sash of Books",
                    "Note": "Regardless of the result, you gain a +1 circumstance bonus to attack rolls against the creature and to your AC and saving throws against attacks and effects from the creature for 1 minute. @UUID[Compendium.sf2e.equipment-effects.Item.P3lpqXMd5FbUF57c]{Effect: Sash of Books (Bonus)}"
                },
                "ScaldingGauntlet": {
                    "Basic": "A creature you grab or restrain while wearing the gauntlets must succeed at a @Check[fortitude|dc:26|options:damaging-effect,inflicts:sickened|showDC:all] save or take @Damage[2d6[persistent,fire]] damage and be @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the pain; it's temporarily immune to being sickened by <em>scalding gauntlets</em> for 1 hour.",
                    "Greater": "A creature you grab or restrain while wearing the gauntlets must succeed at a @Check[fortitude|dc:28|options:damaging-effect,inflicts:sickened|showDC:all] save or take @Damage[2d6[persistent,fire]] damage and be @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the pain; it's temporarily immune to being sickened by <em>scalding gauntlets</em> for 1 hour.",
                    "Major": "A creature you grab or restrain while wearing the gauntlets must succeed at a @Check[fortitude|dc:32|options:damaging-effect,inflicts:sickened|showDC:all] save or take @Damage[3d6[persistent,fire]] damage and be @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the pain; it's temporarily immune to being sickened by <em>scalding gauntlets</em> for 1 hour.",
                    "True": "A creature you grab or restrain while wearing the gauntlets must succeed at a @Check[fortitude|dc:36|options:damaging-effect,inflicts:sickened|showDC:all] save or take @Damage[4d6[persistent,fire]] damage and be @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} from the pain; it's temporarily immune to being sickened by <em>scalding gauntlets</em> for 1 hour."
                },
                "ScapularOfShields": {
                    "CriticalImmunityLabel": "Activate Scapular of Shields to gain critical immunity.",
                    "ResistAllLabel": "Activate Scapular of Shields to gain resistance to all damage."
                },
                "ScreamingPinion": {
                    "TranscendentShot": "Screaming Pinion — Transcendent Shot"
                },
                "SerpentDagger": {
                    "Note": "When you critically succeed at an attack roll with the <em>serpent dagger</em>, the target becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} unless it succeeds at a @Check[fortitude|dc:19] save."
                },
                "ShardOfSelfDestruction": {
                    "Note": "You also take @Damage[1d6[bleed]] damage."
                },
                "ShawlOfSeasons": {
                    "BenefitToggleLabel": "Shawl of Seasons — Change of Seasons",
                    "CurrentSeasonToggleLabel": "Shawl of Seasons — Benefit matches season"
                },
                "SoothingToddy": {
                    "AmarettoLabel": "Amaretto",
                    "LimoncelloLabel": "Limoncello",
                    "WhiskeyLabel": "Whiskey"
                },
                "Sparkler": {
                    "CriticalHitNote": "On a critical hit, you cause the target to become @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.",
                    "StrikeLabel": "Sparkler"
                },
                "SpellguardShield": {
                    "RollOptionLabel": "Block spell that targets you"
                },
                "SplitheadBow": {
                    "HealingLabel": "Splithead Bow — Healing"
                },
                "TacticiansHelm": {
                    "ReactiveStrikeNote": "On a successful @UUID[Compendium.sf2e.actions.Item.KAVf7AmRnbCAHrkT]{Reactive Strike}, add one charge: @UUID[Compendium.sf2e.equipment-effects.Item.nLwtvyLZZTZgFmKq]{Effect: Tactician's Helm Charges}"
                },
                "TalentedTapShoes": {
                    "Note": "When you succeed or critically succeed at a Reflex save to avoid a damaging effect, you can Stride half your Speed as a reaction."
                },
                "TalonstrikeBlade": {
                    "DefenseOfLiberty": "Defense of Liberty"
                },
                "ThreePillaredYangNa": {
                    "ToggleLabel": "Three-Pillared Yang Na — Third Blessing"
                },
                "ToothyKnife": {
                    "ToggleLabel": "Toothy Knife — Adjust for assisted recovery"
                },
                "TrustyHelmet": {
                    "HunkerDownLabel": "Trusty Helmet — Hunker Down"
                },
                "UnholyPlate": {
                    "Note": "On a critical hit with the horns, the target must succeed at a @Check[fortitude|dc:30|showDC:all|options:inflicts:drained] or become @UUID[Compendium.sf2e.conditions.Item.4D2KBtexWXa6oUMR]{Drained 1} (or @UUID[Compendium.sf2e.conditions.Item.4D2KBtexWXa6oUMR]{Drained 2} on a critical failure)."
                },
                "UnholyWater": {
                    "Note": "Can damage only creatures with the holy trait."
                },
                "WalkingCauldron": {
                    "ToggleLabel": "Walking Cauldron — Animated"
                },
                "WemmuthTrinket": {
                    "Description": "Creatures who fail or critically fail their Reflex saves also take @Damage[(@item.rank)[piercing]]."
                },
                "ZuhrasGloves": {
                    "WallOfMetalLabel": "Wall of Metal is Active"
                }
            },
            "EternalLegend": {
                "DeathFromAbove": {
                    "Label": "Death from Above",
                    "Note": "The target dealt damage by your Strike must succeed at a @Check[fortitude|against:class] or become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}."
                },
                "Dedication": {
                    "AdjustmentToggle": "Eternal Legend — Apply adjustment against condition"
                },
                "FinishTheirStory": {
                    "Note": "The target dies instantly."
                }
            },
            "Exemplar": {
                "CompliantGold": {
                    "ExtraReachToggle": "Compliant Gold — Weapon already had reach."
                },
                "DestinedVictory": {
                    "Label": "Destined Victory",
                    "Note": "Whenever an enemy successfully Strikes you with a melee weapon, you gain a +2 status bonus to your AC against the next attack from that enemy before the start of your next turn.",
                    "OnlyYouAndI": {
                        "Note": "Whenever the enemy misses you with a Strike, you heal @Damage[(1d8+5)[healing]] Hit Points."
                    }
                },
                "DivineSpark": {
                    "Label": "Divine Spark",
                    "SparkTranscendence": {
                        "Reminder": "To use this action, your divine spark must be empowering the chosen ikon and you must have the ikon ready to use."
                    }
                },
                "EnergizedSpark": {
                    "Label": "Energized Spark"
                },
                "Epithet": {
                    "BornOfTheBonesOfTheEarth": {
                        "CriticalSpecialization": "When you critically succeed on a Strike and the target of the critical hit is standing on a surface of earth or stone, the target is driven down and mired in the ground. The target is @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} and must succeed at an @UUID[Compendium.sf2e.actions.Item.SkZAQRkLLkmBQNB9]{Escape} attempt against your class DC to end the immobilization. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), has a burrow speed, or could otherwise escape without effort.",
                        "Description": "When you Spark Transcendence while standing on a surface of earth or stone, you can choose to shatter the surface in a @Template[type:emanation|distance:10], making it difficult terrain. You are not affected by this difficult terrain.",
                        "Label": "Born of the Bones of the Earth"
                    },
                    "CriticalSpecializationToggle": "Use epithet critical specialization effect",
                    "DancerInTheSeasons": {
                        "CriticalSpecialization": "When you critically succeed on a Strike, you can Step as a free action.",
                        "Description": "When you Spark Transcendence, you gain temporary Hit Points equal to half your level as you are reinvigorated by the changing of the seasons; these temporary Hit Points last until the start of your next turn."
                    },
                    "HealerOfTheWorld": {
                        "Description": "After you Spark Transcendence, choose any number of willing or @UUID[Compendium.sf2e.conditions.Item.fBnFDH2MTzgFijKf]{Unconscious} creatures in a @Template[type:emanation|distance:30]. Each of these creatures that's dying loses the @UUID[Compendium.sf2e.conditions.Item.yZRUzMqrMmfLu0V1]{Dying} condition and remains unconscious at 0 Hit Points, and each one that isn't dying gains 10 temporary Hit Points that last until the start of your next turn. This is a healing vitality effect."
                    },
                    "Label": "Epithet",
                    "OfVerseUnbroken": {
                        "CriticalSpecialization": "When you critically succeed on a Strike, haunting melodies play around the target, making them @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} unless they succeed on a @Check[will|against:exemplar] save against your class DC.",
                        "Description": "When you Spark Transcendence, your divine spark releases a sublime song that harmonizes with your allies. Until the start of your next turn, any of your allies that starts their turn within 30 feet of you can hum to Sustain one of their effects that can be sustained. This is a free action triggered by the ally's turn beginning. Your song then ends, and that ally can't benefit from this ability again for 10 minutes. This is an auditory and mental effect."
                    },
                    "PeerlessUnderHeaven": {
                        "Description": "After you Spark Transcendence, your impeccable battle form strikes fear. An enemy of your choice within 30 feet must succeed at a @Check[will|against:exemplar|traits:emotion,fear,mental,visual] save against your class DC or be @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}. That creature is then temporarily immune to this effect for 10 minutes. This is an emotion, fear, mental, and visual effect.",
                        "GrievousToggle": "Peerless Under Heaven — Gain Grievous Rune critical specialization"
                    },
                    "PlundererOfTheHivesRiches": {
                        "CriticalSpecialization": "When you critically succeed at a Strike, the taste of honey fills your mouth as you plunder part of your foe's vitality for yourself, gaining temporary Hit Points equal to half the creature's level that last for 1 minute.",
                        "Description": "When you Spark Transcendence, a mass of buzzing insects fill the air around you, granting you @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealment} until the beginning of your next turn."
                    },
                    "RestlessAsTheTide": {
                        "CriticalSpecialization": "When you critically succeed on a Strike, water blasts the target and those nearby. This deals bludgeoning splash damage equal to the number of weapon damage dice to the target and all creatures within 10 feet of it. This effect has the water trait.",
                        "Description": "When you Spark Transcendence, you can Step, your body carried along by a surging tide. If your transcendence affected an enemy, you can instead move that enemy 5 feet in a direction of your choice unless it succeeds at a @Check[fortitude|against:exemplar] save against your class DC. If you move an enemy who started out adjacent to you, you can Step into the space it vacated."
                    },
                    "TeacherOfHeroes": {
                        "Description": "After you Spark Transcendence, you can attempt to Recall Knowledge about one enemy you can see as a free action and instantly transmit any knowledge you gain as a result to every ally within 60 feet. The first piece of knowledge you gain when Recalling Knowledge in this way is always the enemy's immunities. If the enemy has no immunities, you learn its greatest resistance; if it also possesses no resistances, you learn its greatest weakness; if it possesses none of the above, you learn its lowest saving throw."
                    },
                    "TheBrave": {
                        "Description": "Your body carries you forward, allowing you to Stride up to half your Speed in a straight line toward one enemy of your choice as a free action. Once you have used this ability on a given enemy, you can't use it against that enemy again for 10 minutes."
                    },
                    "TheCunning": {
                        "Description": "After you Spark Transcendence, you can @UUID[Compendium.sf2e.actions.Item.GkmbTGfg8KcgynOA]{Create a Diversion} or @UUID[Compendium.sf2e.actions.Item.QNAVeNKtHA0EUw4X]{Feint} as a free action."
                    },
                    "TheDeft": {
                        "Description": "When you Spark Transcendence, you can Interact as a free action to reload or draw a weapon ikon, either directly before or directly after your transcendence action. The weapon ikon must be a ranged weapon with the reload trait or a one-handed melee weapon with the thrown trait."
                    },
                    "TheLastRuler": {
                        "Description": "After you Spark Transcendence, you can exude an air of authority until the start of your next turn. If any enemy fails at an attack roll against you during this time, you can attempt an Intimidation check to [[/act demoralize]] that enemy as a free action as you rebuke it for its foolish attempt to stand against your authority."
                    },
                    "TheMournful": {
                        "Description": "After you Spark Transcendence, your act resonates with bittersweet poignancy, making one enemy of your choice within 30 feet who witnessed the act @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} as tears or memories dance in their eyes. This is an emotion and mental effect. The enemy remains dazzled until the start of your next turn, and then they are temporarily immune for 10 minutes."
                    },
                    "TheProud": {
                        "Description": "After you Spark Transcendence, you can boast to one enemy within 30 feet to draw its attention; this effect has the auditory, emotion, mental, and linguistic traits. Until the start of your next turn, the target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and it gains a +1 status bonus to these rolls when targeting you."
                    },
                    "TheRadiant": {
                        "Description": "After you Spark Transcendence, you inspire an ally within 30 feet to push on, restoring Hit Points equal to @Damage[(2*(1+@actor.level))[healing]]{2 + double your level}; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes."
                    },
                    "ThiefOfMoonlight": {
                        "Description": "After you Spark Transcendence, as a free action you can attempt a check to [[/act palm-an-object]] or to [[/act steal]] an item from an enemy within 30 feet. The relocated objects simply disappear and reappear in your hand."
                    },
                    "TrespasserInDeathsRealm": {
                        "CriticalSpecialization": "<p>When you critically succeed at a Strike, you pull your target closer to death from your stolen connection. The target must attempt a @Check[will|against:exemplar|traits:curse] saving against your class DC. On a failure, they become @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 minute. This has the curse trait.</p>",
                        "Description": "<p>When you Spark Transcendence, your divine spark draws part of death closer to you. Until the start of your next turn, any living enemy that starts it turns adjacent to you or enters a space adjacent to you takes @Damage[1d6[void]] damage.</p>"
                    },
                    "WhoseCryIsThunder": {
                        "CriticalSpecialization": "When you critically succeed on a Strike, the target must make a @Check[fortitude|against:exemplar|traits:sonic] saving throw against your class DC. On a failure, they are knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} and @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 minute. This is a sonic effect.",
                        "DamageNote": "The attacker takes @Damage[1d6[electricity]] damage",
                        "Description": "When you Spark Transcendence, you can choose to become electrically charged until the start of your next turn. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon while you're charged takes @Damage[1d6[electricity]] damage as lightning courses back to them. @UUID[Compendium.sf2e.feat-effects.Item.nP3k4N52NzrR3KKf]{Effect: Whose Cry is Thunder}"
                    }
                },
                "EternityIncineratingBlaze": {
                    "BurnOutOfTime": {
                        "Label": "Burn out of Time"
                    },
                    "Label": "Eternity-Incinerating Blaze",
                    "Note": "Whenever you score a critical hit with the imbued ikon, the target becomes @UUID[Compendium.sf2e.conditions.Item.3uh1r86TzbQvosxv]{Doomed 1} or increases its doomed condition by 1. If the target's maximum dying value is reduced to 0 by this ability, it immediately dies in a flash of spiritual fire that reduces its body to ash."
                },
                "GiftOfTheImmortalHerb": {
                    "ShedOfTheMortalSkin": {
                        "Label": "Shed the Mortal Skin"
                    }
                },
                "HurlAtTheHorizon": {
                    "Note": "The weapon's thrown distance is increased by 10 feet."
                },
                "Ikon": {
                    "BandsOfImprisonment": {
                        "Label": "Bands Of Imprisonment"
                    },
                    "BarrowsEdge": {
                        "Label": "Barrow's Edge",
                        "RollOptionLabel": "Barrows Edge — Target is below half HP"
                    },
                    "EyeCatchingSpot": {
                        "Label": "Eye-Catching Spot"
                    },
                    "FetchingBangles": {
                        "Label": "Fetching Bangles"
                    },
                    "GazeSharpAsSteel": {
                        "Label": "Gaze Sharp as Steel"
                    },
                    "GleamingBlade": {
                        "Label": "Gleaming Blade"
                    },
                    "HandsOfTheWildling": {
                        "Label": "Hands of the Wildling"
                    },
                    "HornOfPlenty": {
                        "Label": "Horn of Plenty"
                    },
                    "MirroredAegis": {
                        "Label": "Mirrored Aegis"
                    },
                    "MortalHarvest": {
                        "Label": "Mortal Harvest"
                    },
                    "NobleBranch": {
                        "Label": "Noble Branch"
                    },
                    "PeltOfTheBeast": {
                        "Label": "Pelt of the Beast",
                        "RollOptionLabel": "Pelt of the Beast — Attunement"
                    },
                    "Physical": {
                        "Existing": "Use an existing item in my inventory.",
                        "Grant": "Grant me a new item.",
                        "Prompt": "What item will be your ikon?",
                        "UnarmedOrWeapon": "Will your ikon be an unarmed attack or a weapon?"
                    },
                    "Prompt": "Select an ikon.",
                    "ScarOfTheSurvivor": {
                        "Label": "Scar of the Survivor"
                    },
                    "ShadowSheath": {
                        "Label": "Shadow Sheath",
                        "LoadNote": "You can spend 1 minute to load this weapon into the sheath."
                    },
                    "SkinHardAsHorn": {
                        "CrashAgainstMe": {
                            "Label": "Crash Against Me",
                            "Note": "If a creature attacking you using a weapon dealing the same damage type as your resistance misses you or hits you but deals no damage due to your resistance, the weapon clangs wildly off your skin. This painful reverberation makes the attacking enemy off-guard and gives it a –2 circumstance penalty to attacks with that weapon until the start of the enemy's next turn. @UUID[Compendium.sf2e.feat-effects.Item.sEWwGSuXxcTl020D]{Effect: Crash Against Me (Clang)}"
                        },
                        "Label": "Skin Hard As Horn"
                    },
                    "SkybearersBelt": {
                        "Label": "Skybearer's Belt"
                    },
                    "Starshot": {
                        "Label": "Starshot"
                    },
                    "ThousandLeagueSandals": {
                        "Label": "Thousand-League Sandals"
                    },
                    "TitansBreaker": {
                        "Label": "Titan's Breaker"
                    },
                    "UnarmedIkonToggle": "Attack with unarmed ikon",
                    "UnfailingBow": {
                        "Label": "Unfailing Bow"
                    },
                    "VictorsWreath": {
                        "Label": "Victor's Wreath"
                    }
                },
                "InfiniteBladesCelestialArrow": {
                    "HeavenRainsAnEnding": {
                        "Label": "Heaven Rains an Ending"
                    },
                    "Label": "Infinite Blades Celestial Arrow",
                    "Note": "Whenever you successfully Strike an enemy with your weapon ikon, up to two enemies adjacent to the target take @Damage[@item.system.damage.dice@item.system.damage.die[spirit]|options:exemplar-spirit-damage] damage as they are struck by duplicated missiles."
                },
                "MatedBirdsInPairedFlight": {
                    "Pair": "Two separate ikons.",
                    "Prompt": "How many ikons to imbue?",
                    "RejoinInFlight": {
                        "RollOptionLabel": "Rejoin in Flight — Additional weapon damage die"
                    },
                    "Single": "Single ikon with multiple copies."
                },
                "SevenColoredCosmicBridge": {
                    "Label": "Seven-Colored Cosmic Bridge",
                    "Note": "When you successfully Strike an enemy, you can choose to teleport to an unoccupied location within 10 feet as a free action."
                },
                "ShiftImmanence": {
                    "Note": "You can also Shift Immanence as a free action triggered when you roll initiative."
                },
                "Sunwrecker": {
                    "Label": "Sunwrecker",
                    "Note": "On a successful critical hit with the weapon, the weapon casts 2nd-rank darkness centered on the target of the attack."
                }
            },
            "ExemplaryFinisher": {
                "Battledancer": "You can Step as a free action immediately after the finisher.",
                "Braggart": "If the foe was temporarily immune to your @UUID[Compendium.sf2e.actions.Item.2u915NdUyQan6uKF]{Demoralize}, their temporary immunity ends.",
                "Fencer": "The foe is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until your next turn.",
                "Name": "Exemplary Finisher",
                "Rascal": "The foe takes a -10 circumstance penalty to its speed until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.fgz7lwg1xHsVW4dX]{Effect: Exemplary Finisher (Rascal)}",
                "Wit": "The foe takes a -2 circumstance penalty to attack rolls against you until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.cu10OjQUdY0a9gpj]{Effect: Exemplary Finisher (Wit)}"
            },
            "ExorcistDedication": {
                "SpiritDwelling": "Your Spirit Dwelling contains a spirit",
                "SpiritRemnant": "Spirit Remnant",
                "SpiritWisp": "Spirit Wisp",
                "SpiritsMercy": {
                    "Prompt": "Select the cost of your Spirit's Mercy",
                    "PromptLevel": "Select the level of your Spirit Remnant"
                }
            },
            "FamiliarSage": {
                "LightningRingsOvercharge": {
                    "Prompt": "Did the Familiar Sage cast a spell with the air or electricity trait this turn?"
                }
            },
            "FanesFourberie": {
                "Prompt": "Treat Cards as darts or daggers?"
            },
            "Feat": {
                "BespellStrikes": {
                    "Oracle": "You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the divine trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).",
                    "Requirements": "Your most recent action was to cast a non-cantrip spell",
                    "Sorcerer": "You siphon spell energy into one weapon you're wielding or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your bloodline's magical tradition if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).",
                    "Wizard": "You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage)."
                },
                "BurnIt": {
                    "Label": "Burn It!"
                },
                "CavaliersBanner": {
                    "Label": "Cavalier's Banner — against fear effects"
                },
                "CharmingLiar": {
                    "Note": "When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression."
                },
                "ClawdancerDedication": {
                    "FrenziedClaw": "Frenzied Claw",
                    "SpinningTalon": "Spinning Talon"
                },
                "DisturbingKnowledge": {
                    "CriticalFailure": "You get overly caught up in your own words and become @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}.",
                    "CriticalSuccess": "The target becomes @UUID[Compendium.sf2e.conditions.Item.yblD8fOR1J8rDwEQ]{Confused} for 1 round and @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}.",
                    "Failure": "The target is unaffected.",
                    "Success": "The target becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}."
                },
                "DuosAim": {
                    "Note": "Ignore the target's Concealed condition."
                },
                "Evangelize": {
                    "CriticalSuccess": "The target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} for 1 round.",
                    "Failure": "The target is unaffected.",
                    "Success": "The target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} for 1 round."
                },
                "ExperiencedProfessional": {
                    "Note": "If you're an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure."
                },
                "FastRecovery": {
                    "Note": "If you roll a success on a Fortitude save against an ongoing poison or disease, reduce its stage by 2, or by 1 if its virulent. If you roll a critical success, reduce its stage by 3, or by 2 if its virulent."
                },
                "FeyInfluence": {
                    "Anteater": "Anteater",
                    "CatSith": "Cat Sith",
                    "CursedBluebird": "Cursed Bluebird",
                    "Dryad": "Dryad",
                    "Faun": "Faun",
                    "Gremlin": "Gremlin",
                    "Monarch": "Monarch",
                    "Unicorn": "Unicorn"
                },
                "Forager": {
                    "Note": "While using Survival to Subsist, if you roll any result worse than a success, you get a success. You can also provide for multiple creatures."
                },
                "Greenwatcher": {
                    "Note": "Whenever you critically succeed on a Strike against a fey creature, the target is immediately subject to the effects of a @UUID[Compendium.sf2e.spells.Item.HRb2doyaLtaoCfi3]{Faerie Fire} spell. For the purposes of counteracting this effect, it's an innate 2nd-rank primal spell."
                },
                "IncredibleFamiliar": {
                    "Animist": "Your connection to your apparition and your mastery of spiritual magic reach a new threshold that allows you to channel even more power into the physical form you allow it to take on as your familiar. You can select a base of six familiar or master abilities each day, instead of four.",
                    "Thaumaturge": "By taking the best parts of each magical tradition, you've found a way to grant your familiar even more abilities than other familiars. You can select a base of six familiar or master abilities each day, instead of four.",
                    "Witch": {
                        "Description": "Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.",
                        "Special": "Add the bonus familiar abilities you gain for being a witch to this amount."
                    }
                },
                "IntensifiedElementStance": {
                    "RollOptionLabel": "Intensified Element Stance — Damage vs. Constructs"
                },
                "KnowItAll": {
                    "Bard": "When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).",
                    "Thaumaturge": "Having heard every rumor or story in the book, you know that if you've heard of something in the first place, you've probably heard about it at length. When you succeed at a check to Recall Knowledge, you gain additional information or context about the given topic. When you critically succeed at a check to Recall Knowledge, at the GM's discretion, you might gain even more additional information or context than normal."
                },
                "LegendaryCodebreaker": {
                    "Note": "If you Decipher Writing at the normal rate, and you roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document."
                },
                "LightningSwap": {
                    "Exemplar": "You have practiced quickly switching between combat styles and the equipment needed for them, especially if you wield more than one weapon ikon. You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon.",
                    "Fighter": "You have practiced quickly switching between combat styles and the equipment needed for them. You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon."
                },
                "PeerBeyond": {
                    "Note": "You can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present."
                },
                "QuickClimb": {
                    "Note": "You move 5 more feet on a success and 10 more feet on a critical success, up to your Speed."
                },
                "QuickSwim": {
                    "Note": "You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed."
                },
                "RiskySurgery": {
                    "Note": "When you Treat Wounds, you can deal @Damage[1d8[slashing]] damage to your patient just before applying the effects of the Treat Wounds. If you do, gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead."
                },
                "SkillMastery": {
                    "Investigator": "Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.",
                    "Rogue": "Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites.",
                    "Special": {
                        "Text": "You can select this feat up to five times.",
                        "Title": "Special"
                    }
                },
                "SkillfulTail": {
                    "Geniekin": "You were born with a tail, and with practice you've learned how to perform simple Interact actions with it, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.",
                    "Nephilim": "You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items."
                },
                "SolarRejuvenation": {
                    "Ghoran": "The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your @Damage[(floor(@actor.level/2)*@actor.abilities.con.mod)[healing]]{Constitution modifier × half your level}. You gain this benefit in addition to any healing from @UUID[Compendium.sf2e.actions.Item.1kGNdIIhuglAjIp9]{Treat Wounds}.",
                    "Leshy": "If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your @Damage[(floor(@actor.level/2)*@actor.abilities.con.mod)[healing]]{Constitution modifier × half your level}. You gain this benefit in addition to any healing from @UUID[Compendium.sf2e.actions.Item.1kGNdIIhuglAjIp9]{Treat Wounds}. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter."
                },
                "ThlipitContestantDedication": {
                    "Lash": "Lash"
                },
                "YoureNext": {
                    "Rogue": "After downing a foe, you menace another. Attempt to [[/act demoralize options=youre-next]] a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.",
                    "Swashbuckler": "After downing a foe, you promise another that you're coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to [[/act demoralize options=youre-next]] a single creature that you can see and that can see you. If you're legendary in Intimidation, you can use this as a free action with the same trigger.",
                    "Trigger": "You reduce an enemy to 0 Hit Points."
                }
            },
            "Fetchling": {
                "DeepFetchling": {
                    "Prompt": "Select a type of energy to resist."
                },
                "LightlessLitheness": {
                    "Note": "You can Step instead of Striding up to 5 feet."
                }
            },
            "Fighter": {
                "BrutalFinish": {
                    "Note": "You deal @Damage[(ternary(gte(@actor.level,18),2,1))@item.system.damage.die[@item.system.damage.damageType]] damage."
                },
                "DazingBlow": {
                    "Note": "If the Strike hits, the creature must attempt a @Check[fortitude|against:class|traits:incapacitation] save against your class DC; this is an incapacitation effect.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature is @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 2}.</p>\n<p><strong>Critical Failure</strong> The creature is @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 3}."
                },
                "DoubleSlice": {
                    "SecondAttackLabel": "Double Slice Second Attack"
                },
                "ResoundingBravery": {
                    "Prompt": "Against a fear effect?"
                }
            },
            "FighterWeaponMasteryLegend": {
                "Advanced": {
                    "axe": "Advanced Axes",
                    "bomb": "Advanced Bombs",
                    "bow": "Advanced Bows",
                    "brawling": "Advanced Brawling",
                    "club": "Advanced Clubs",
                    "crossbow": "Advanced Crossbows",
                    "dart": "Advanced Darts",
                    "firearm": "Advanced Firearms",
                    "flail": "Advanced Flails",
                    "hammer": "Advanced Hammers",
                    "knife": "Advanced Knives",
                    "pick": "Advanced Picks",
                    "polearm": "Advanced Polearms",
                    "shield": "Advanced Shields",
                    "sling": "Advanced Slings",
                    "spear": "Advanced Spears",
                    "sword": "Advanced Swords"
                },
                "SimpleMartial": {
                    "axe": "Simple & Martial Axes",
                    "bomb": "Simple & Martial Bombs",
                    "bow": "Simple & Martial Bows",
                    "brawling": "Simple & Martial Brawling",
                    "club": "Simple & Martial Clubs",
                    "crossbow": "Simple & Martial Crossbows",
                    "dart": "Simple & Martial Darts",
                    "firearm": "Simple & Martial Firearms",
                    "flail": "Simple & Martial Flails",
                    "hammer": "Simple & Martial Hammers",
                    "knife": "Simple & Martial Knives",
                    "pick": "Simple & Martial Picks",
                    "polearm": "Simple & Martial Polearms",
                    "shield": "Simple & Martial Shields",
                    "sling": "Simple & Martial Slings",
                    "spear": "Simple & Martial Spears",
                    "sword": "Simple & Martial Swords"
                }
            },
            "FireShield": {
                "DefendingAgainstWaterLabel": "Defending against a water effect"
            },
            "FireworkTechnician": {
                "GoblinJubilee": {
                    "ToggleLabel": "Goblin Jubilee — Expending 2 Versatile Vials"
                }
            },
            "Fleshwarp": {
                "CoatingOfSlime": {
                    "CriticalHit": "On a critical hit, the target takes @Damage[1d4[persistent,acid]] damage."
                },
                "LivingWeapon": {
                    "Prompt": "Select a part of your form to use as a weapon."
                },
                "MutateWeapon": {
                    "Accuracy": "Gain +1 status bonus to attacks",
                    "Bonus": "Select a bonus.",
                    "Reach": "Gain reach 10",
                    "Target": "Select one of your living weapons."
                }
            },
            "FollowTheExpert": {
                "Prompt": "Select expert's proficiency in skill."
            },
            "Formian": {
                "Mageslayer": {
                    "MageslayerClaw": "Mageslayer Claw",
                    "Note": {
                        "Title": "Mageslayer",
                        "Text": "A creature you Strike with your mageslayer claw must attempt a @Check[will|against:class-spell] save against the higher of your class DC or spell DC. On a failure, the creature becomes @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} for 1 minute (or @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} on a critical failure)."
                    }
                }
            },
            "FortificationLikeEffect": {
                "Fortification": "If your armor has a fortification or greater fortification rune, you roll only one flat check.",
                "Fourteen": "Each time you're critically hit, attempt a @Check[flat|dc:14|showDC:all]. On a success, it becomes a normal hit.",
                "Ten": "Each time you're critically hit, attempt a @Check[flat|dc:10|showDC:all]. On a success, it becomes a normal hit.",
                "Twelve": "Each time you're critically hit, attempt a @Check[flat|dc:12|showDC:all]. On a success, it becomes a normal hit."
            },
            "FrenziedRevelry": {
                "Note": "Whenever someone benefitting from this bonus critically succeeds at a saving throw against an enemy's mental effect, its revelry increases, granting it a +1 status bonus to attack rolls and damage rolls for 1 round. @UUID[Compendium.sf2e.spell-effects.Item.ldl1aU5ovTQMUHJ2]{Spell Effect: Frenzied Revelry (Critical)}"
            },
            "FulcrumLens": {
                "Crimson": {
                    "Strike": "Crimson Fulcrum Lens Strike"
                },
                "StatisticLabel": "Fulcrum Lens Spell Attack Roll"
            },
            "FuneralFlames": {
                "DismissLabel": "Dismiss Funeral Flames"
            },
            "GameHunterDedication": {
                "TargetHuntedPrey": "Target is your Hunted Prey (Animal, Beast, or Dragon Only)",
                "SuccessAttack": "When you succeed at a Strike against your hunted prey while it's off-guard, it must attempt a @Check[fortitude|against:class] save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes. @UUID[Compendium.sf2e.feat-effects.Item.eTosCwuCMf09fYYH]{Effect: Game Hunter (Failure)} @UUID[Compendium.sf2e.feat-effects.Item.lfbDqyKUMssoxUTZ]{Effect: Game Hunter (Critical Failure)}"
            },
            "Ganzi": {
                "Irrepressible": {
                    "SaveNote": "When you roll a success on a save against an emotion or fear effect, you get a critical success instead."
                },
                "Resistance": "Ganzi Resistance"
            },
            "GapTouched": {
                "GlitchShot": {
                    "Addendum": "You can use Glitching Memory at a range of 60 feet."
                }
            },
            "GeneralTraining": {
                "Prompt": "Select a 1st-level general feat."
            },
            "Genie": {
                "Faydhaan": "Faydhaan",
                "Ifrit": "Ifrit",
                "Jaathoom": "Jaathoom",
                "Jabali": "Jabali",
                "Janni": "Janni",
                "Prompt": "Select a Genie."
            },
            "Geomancer": {
                "AttunementShift": "Attunement Shift",
                "Dedication": {
                    "Label": "Geomancer Dedication"
                },
                "SpeakForTheGravelands": {
                    "GravelandsLabel": "Gravelands"
                },
                "TerrainAttunement": {
                    "Aquatic": "You gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. This effect lasts 1 round.",
                    "Arctic": "Enemies must attempt a @Check[fortitude] save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure).",
                    "Desert": "Enemies must attempt a @Check[fortitude] save. On a failure, they're @UUID[Compendium.sf2e.conditions.HL2l2VRSaQHu9lUw]{Fatigued} until they drink water or another potable liquid.",
                    "Forest": "Branches and vines reach out to get in your foes' way. Enemies must attempt a @Check[reflex] save. On a failure, they become @UUID[Compendium.sf2e.conditions.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 round (@UUID[Compendium.sf2e.conditions.i3OJZU2nk64Df3xm]{Clumsy 2} on a critical failure).",
                    "Gravelands": "You gain a +1 status bonus to saving throws against the spells and abilities of haunts and undead creatures for 1 round.",
                    "Label": "Terrain Attunement",
                    "Mountain": "You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round.",
                    "Plains": "You gain temporary Hit Points equal to the spell level for 1 round.",
                    "Sky": "You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall.",
                    "Swamp": "Affected foes take @Damage[(max(1,floor(@item.level/2)))[persistent,poison]] damage with a @Check[fortitude|basic] save.",
                    "Underground": "For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet."
                }
            },
            "Gfolian": {
                "FlameBelch": "Flame Belch"
            },
            "GhostScarfLit": "Ghost Scarf is shedding light",
            "Ghoul": {
                "FullySatiated": "Fully Satiated",
                "Satiated": "Satiated",
                "SickeningBite": {
                    "criticalSuccess": "When you critically hit a creature with your jaws, the creature is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}. This is a disease effect.",
                    "success": "You can end your satiation to make the target @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}"
                }
            },
            "Gnome": {
                "GrimInsight": {
                    "SaveNote": "When you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} to you until the end of your next turn."
                }
            },
            "Goblin": {
                "ChosenOfLamashtu": {
                    "Prompt": "Select a goblin heritage."
                },
                "CityScavenger": {
                    "EarnIncome": "City Scavenger — Earn Income"
                },
                "ExtraSquishy": {
                    "Note": "If you roll a success to Squeeze, you get a critical success instead."
                },
                "MutantGoblin": {
                    "Prompt": "Select a mutation.",
                    "Bioelectricity": {
                        "Label": "Bioelectricity",
                        "Description": "You gain a bioshock unarmed attack that deals 1d4 electricity damage. Your bioshock attack is in the shock group and has the finesse, nonlethal, and unarmed traits.",
                        "Bioshock": "Bioshock"
                    },
                    "Chromatophores": {
                        "Label": "Chromatophores",
                        "Description": "You become trained in Stealth. If you would automatically become trained in Stealth (from your background or class, for example), you instead become trained in a skill of your choice. You gain the @UUID[Compendium.sf2e.feats.Item.beyw5bdA5hkQbmaG]{Terrain Stalker} skill feat, except instead of a selected difficult terrain, you can use this feat while adjacent to or within areas of bright artificial light, such as a large neon sign or nightclub."
                    },
                    "ExtraLimbs": {
                        "Label": "Extra Limbs",
                        "Description": "You grow a second pair of arms. You can select the @UUID[Compendium.sf2e.feats.Item.EPeo604ByeeAx3AL]{All Hands on Deck} and @UUID[Compendium.sf2e.feats.Item.61txGmMLr22B93cU]{Double Draw} standardized ancestry feats."
                    },
                    "Flight": {
                        "Label": "Flight",
                        "Description": "You gain a fly Speed of 20 feet."
                    },
                    "Gills": {
                        "Label": "Gills",
                        "Description": "You gain a swim Speed of 25 feet and can breathe underwater for 1 minute at a time."
                    },
                    "LimitedTelepathy": {
                        "Label": "Limited Telepathy",
                        "Description": "You can communicate mentally with creatures within 15 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and it communicates no more information than normal speech would."
                    },
                    "MutantMagic": {
                        "Label": "Mutant Magic",
                        "Description": "You gain the @UUID[Compendium.sf2e.feats.Item.IEQmMRA1uMPb0rJo]{Ancestral Cantrip} (primal; @UUID[Compendium.sf2e.spells.Item.thAHF1zxNplLCJPO]{Caustic Blast}) standardized ancestry feat, except the spell doesn't have the manipulate trait as you hock the glob of acid from your mouth."
                    },
                    "Suckers": {
                        "Label": "Suckers",
                        "Description": "You gain a climb Speed of 20 feet."
                    }
                },
                "RecklessAbandon": {
                    "Note": "If you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead."
                },
                "ScaldingSpit": {
                    "BoilingSpit": "Boiling Spit"
                },
                "TankmeatGoblin": {
                    "Doomed": "Tankmeat Goblin (Doomed)",
                    "Wounded": "Tankmeat Goblin (Wounded)"
                },
                "TorchGoblin": {
                    "Note": "As long as you are suffering persistent fire damage, all your melee attacks against adjacent creatures deal an additional @Damage[1[fire]]{1 fire damage} per weapon damage die."
                },
                "Twitchy": {
                    "InitiativeToggle": "Twitchy — Opponent uses Deception or Diplomacy for initiative",
                    "TOTMToggle": "Twitchy — Defending against hazards"
                }
            },
            "Godling": {
                "DivineInvulnerability": {
                    "IncreasedResistanceToggle": "Divine Invulnerability — Increase resistance"
                },
                "DomainDamageDropdown": "Godling — Domain damage type",
                "StymieTheGods": {
                    "BonusToggle": "Stymie the Gods — Defending against an extraplanar creature"
                }
            },
            "GoldenBladeOfMzali": {
                "ElementalFormLabel": "You have cast elemental form using the Golden Blade of Mzali",
                "LitLabel": "Golden Blade of Mzali is lit",
                "PersistentDamageNote": "Unlike normal when taking two types of persistent damage, a creature needs only a single successful flat check to remove both the fire and bleed damage."
            },
            "GolemGrafter": {
                "ClayFist": {
                    "Label": "Clay Fist",
                    "Note": "When you make an unarmed Strike with your clay fist and hit, your target takes a -2 status penalty to saving throws against curse effects for 1 hour. @UUID[Compendium.sf2e.feat-effects.Item.bvk5rwYSoTtz8QGf]{Effect: Accursed Clay Fist}"
                }
            },
            "GreyGardener": {
                "Execution": {
                    "Note": "If you hit, your condemned foe takes an extra @Damage[(8d6[precision])[@item.system.damage.damageType]] damage with a @Check[fortitude|against:class-spell|basic] save. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die."
                },
                "HarshJudgement": {
                    "SeekCondemnedFoeLabel": "Harsh Judgement — Seek Condemned Foe"
                }
            },
            "Guardian": {
                "ArmorBreak": {
                    "ToggleLabel": "Armor Break — Reduce bulwark bonus"
                },
                "Bodyguard": {
                    "PenaltyNote": "The origin's penalty to their DCs from Taunt increases to –2 against you.",
                    "ToggleLabel": "Bodyguard — Increase penalty to DCs"
                },
                "EnergyInterceptor": {
                    "Addendum": "You can use Intercept Attack when an ally would take acid, cold, electricity, fire, or sonic damage, not only when they would take physical damage."
                },
                "PerfectProtection": {
                    "Label": "Perfect Protection"
                },
                "PunishingShove": {
                    "Note": "When you successfully Shove a creature, that creature takes @Damage[(@actor.abilities.str.mod + @actor.skills.athletics.rank*(@actor.skills.athletics.rank - 1))[bludgeoning]] damage (or @Damage[(2*(@actor.abilities.str.mod + @actor.skills.athletics.rank*(@actor.skills.athletics.rank - 1)))[bludgeoning]] damage on a critical success)."
                },
                "RaiseHaft": {
                    "ToggleLabel": "Raise Haft — Weapon already has the parry trait"
                },
                "Taunt": {
                    "Label": "Taunt",
                    "Note": "If you take a hostile action that includes at least one of the guardian's allies but doesn't include them, you also become @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn.",
                    "ToggleLabel": "Taunt — Apply penalty to DCs"
                }
            },
            "Gunslinger": {
                "FinalShot": {
                    "Note": "Regardless of your roll, after the attack you're @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn and @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}.",
                    "NoteFailure": "The weapon misfires."
                },
                "FleshWound": {
                    "ToggleLabel": "Flesh Wound — Reduce Strike damage"
                },
                "SwordAndPistol": {
                    "MeleeNote": "When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Reactive Strike. This benefit is lost if not used by the end of your next turn.",
                    "RangedNote": "When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} against your next melee attack with a one-handed melee weapon. This benefit is lost if not used by the end of your next turn.",
                    "RollOptionLabel": "Sword and Pistol — Enemy is within reach"
                },
                "Way": {
                    "Prompt": "Select a way.",
                    "Spellshot": "Way of the Spellshot (Archetype)"
                }
            },
            "HalfElf": {
                "EarnedGlory": {
                    "Note": "If you roll a critical failure when you Make an Impression on an elf, you get a failure instead."
                }
            },
            "Halfling": {
                "GuidingLuck": "You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.",
                "IncredibleLuck": {
                    "Base": "You can use Halfling Luck once per hour, rather than once per day.",
                    "GuidingLuck": "If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck.)",
                    "SharedLuck": "If you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day."
                },
                "Innocuous": {
                    "Note": "If you fail a Deception check to Create a Diversion, humanoid creatures aren't aware that you were trying to trick them unless you get a critical failure on your roll."
                },
                "KeenEyes": {
                    "Label": "Seek Hidden or Undetected Creature Within 30 Feet"
                },
                "SharedLuck": {
                    "Base": "You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it's worse than their first roll.",
                    "GuidingLuck": "You can't use Guiding Luck's effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally."
                },
                "SureFeet": {
                    "BalanceNote": "If you roll a success on an Acrobatics check to Balance, you get a critical success instead. You're not off-guard when you attempt to Balance.",
                    "ClimbNote": "If you roll a success on an Athletics check to Climb, you get a critical success instead. You're not off-guard when you attempt to Climb."
                }
            },
            "HarrowChosen": {
                "Misaligned": "Misaligned",
                "PartialMatch": "Partial Match",
                "Prompt": "Does your card match your alignment?",
                "TrueMatch": "True Match",
                "Unmatched": "Unmatched"
            },
            "HarrowCourt": {
                "BooksSuitPrompt": "Was the drawn card from Books?",
                "BrassDwarf": {
                    "ResistanceLabel": "Brass Dwarf Resistance",
                    "WeaknessLabel": "Brass Dwarf Weakness"
                },
                "Fiend": {
                    "ToggleLabel": "Repeating a non-strike action"
                }
            },
            "HarrowDeck": {
                "HarrowSuits": {
                    "Books": "Books",
                    "Crowns": "Crowns",
                    "Hammers": "Hammers",
                    "Keys": "Keys",
                    "Shields": "Shields",
                    "Stars": "Stars"
                },
                "Prompt": "Select a harrow suit."
            },
            "Harrowing": {
                "RerollLabel": "Rerolling roll using the Harrowing result"
            },
            "Hellbreaker": {
                "Dedication": {
                    "InitiativeNote": "When you roll initiative, you can attempt a [[/act recall-knowledge skill=devil-lore]], [[/act recall-knowledge skill=hellknight-lore]], or [[/act recall-knowledge skill=society]] check to @UUID[Compendium.sf2e.actions.Item.1OagaWtBpVXExToo]{Recall Knowledge} about one enemy you can see as a free action, if that skill would be applicable."
                }
            },
            "Hellknight": {
                "RevealBeasts": {
                    "Note": "Whenever you critically succeed at a check to Recall Knowledge against an animal, beast, fungus, or plant, that creature becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}."
                }
            },
            "HeroPointDeck": {
                "AncestralMight": {
                    "FirstBoostPrompt": "Select one of your ancestry boosts, or pick any if it only had free boosts.",
                    "SecondBoostPrompt": "Select another one of your ancestry boosts. Decline if it only had free boosts."
                },
                "AuraOfProtection": {
                    "SpellRankPrompt": "Select the rank of the spell you just cast."
                },
                "CalledFoe": {
                    "Note": "This effect lasts until the end of your next turn or until you critically hit the designated foe, whichever comes first."
                },
                "CriticalMoment": {
                    "Note": "If you still fail this check, you become @UUID[Compendium.sf2e.conditions.Item.3uh1r86TzbQvosxv]{Doomed 1}."
                },
                "DesperateSwing": {
                    "Note": "If the attack fails, you release your weapon, or drop @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} if you were using an unarmed attack or otherwise can't release your weapon."
                }
            },
            "Hobgoblin": {
                "AgonizingRebuke": {
                    "Note": "When you successfully Demoralize a foe, that foe takes @Damage[(ternary(gte(@actor.system.skills.intimidation.rank,4),3,ternary(gte(@actor.system.skills.intimidation.rank,3),2,1))d4)[mental]]{1d4 mental damage} at the start of each of its turns as long as it remains Frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4."
                },
                "CantorianReinforcement": {
                    "Note": "When you succeed at a saving throw against a disease or poison, you reduce the stage by 2 (or 1 for a virulent disease or poison), and when you critically succeed, you reduce the stage by 3 (or 2 for a virulent disease or poison)."
                },
                "WarConditioning": {
                    "Prompt": "Select a movement type."
                }
            },
            "HouseOfPerfection": {
                "Label": "House of Perfection",
                "Prompt": "Select a House of Perfection.",
                "UnblinkingFlame": "Unblinking Flame",
                "UnbreakingWaves": "Unbreaking Waves",
                "UnfoldingWind": "Unfolding Wind",
                "UntwistingIron": "Untwisting Iron"
            },
            "Human": {
                "VikingShieldbearer": {
                    "Prompt": "Select a weapon to become trained in."
                },
                "WitchWarden": {
                    "SaveNote": "If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead."
                }
            },
            "HumanoidForm": {
                "RollOptionLabel": "Human Form — Pass as Humanoid"
            },
            "HuntPrey": {
                "FirstHitDamage": "First Hit on Hunted Prey",
                "FirstHitSwitch": "Hitting Hunted Prey for the First Time This Round",
                "SeekHuntedPrey": "To Seek Hunted Prey",
                "TargetHuntedPrey": "Target is your Hunted Prey",
                "TrackHuntedPrey": "To Track Hunted Prey"
            },
            "Ifrit": {
                "Lavasoul": {
                    "MagmaSpike": "Magma Spike",
                    "MagmaSpikeCriticalSpecialization": "Instead of the normal critical specialization effect, the target takes @Damage[1d6[persistent,fire]] damage; you gain a bonus on this persistent damage equal to your item bonus to attack rolls on unarmed attacks."
                }
            },
            "Ijtikri": {
                "AllGrabberStance": {
                    "LashingLimb": "Lashing Limb"
                },
                "SacrificialShell": {
                    "RollOptionLabel": "Sacrificial Shell — Block Damage"
                }
            },
            "ImpeccableFlow": {
                "RollOptionLabel": "Impeccable Flow — You critically failed any check.",
                "Note": "If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a -1 status penalty to all checks for the remaining duration."
            },
            "InCombat": {
                "ToggleLabel": "In Combat"
            },
            "Inventor": {
                "BoostModulation": {
                    "Prompt": "Select an additional offensive boost"
                },
                "FullAutomation": {
                    "QuickenedAddendum": {
                        "Armor": "You're permanently quickened. You can use the extra action to Stride, Step, or use a form of movement provided by your innovation (such as Fly or Swim).",
                        "Construct": "You're permanently quickened. You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you choose to spend 2 actions to Command your construct).",
                        "Weapon": "You're permanently quickened. You can use the extra action to Strike with your innovation."
                    }
                },
                "Innovation": {
                    "Armor": {
                        "AllowedDrops": "level-zero unique armor",
                        "Prompt": "Select an armor innovation."
                    },
                    "Construct": {
                        "Prompt": "Select a construct innovation."
                    },
                    "MalfunctionDamage": "Malfunctioning Innovation",
                    "Prompt": "Select an innovation.",
                    "Weapon": {
                        "Prompt": "Select a weapon innovation."
                    }
                },
                "LockOn": {
                    "TwoActionsLegendary": "Two Actions (Legendary)"
                },
                "Modification": {
                    "Breakthrough": {
                        "AllowedDrops": "7th-level or lower inventor class feature",
                        "EnhancedResistancePrompt": "Select an initial modification to enhance.",
                        "Prompt": "Select a breakthrough modification."
                    },
                    "Initial": {
                        "AllowedDrops": "1st-level inventor class feature",
                        "Prompt": "Select an initial modification."
                    },
                    "InnovationCollapsed": "Innovation Collapsed",
                    "NonlethalBluntShot": "Nonlethal Blunt Shot",
                    "NonlethalModularHead": "Nonlethal Modular Head",
                    "NonlethalPacificationTools": "Nonlethal Pacification Tools",
                    "Revolutionary": {
                        "AllowedDrops": "15th-level or lower inventor class feature",
                        "EnhancedResistancePrompt": "Select an initial modification to enhance.",
                        "Prompt": "Select a revolutionary modification."
                    }
                },
                "OffensiveBoost": {
                    "Chill": "Chill (Cold)",
                    "Ignition": "Ignition (Fire)",
                    "Jolt": "Jolt (Electricity)",
                    "Label": "Offensive Boost",
                    "Momentum": "Momentum (Bludgeoning)",
                    "Prompt": "Select an offensive boost.",
                    "Saws": "Saws (Slashing)",
                    "Spike": "Spike (Piercing)",
                    "Vitriol": "Vitriol (Acid)"
                },
                "Overdrive": {
                    "CriticalFailure": "Whoops! Something explodes. You take @Damage[(ceil(@actor.level / 2))[@actor.flags.system.inventor.explode]|immutable|name:PF2E.SpecificRule.Inventor.Innovation.MalfunctionDamage] damage, and you can't use Overdrive again for [[/r 1d4 #Recharge Overdrive]]{1d4 rounds} as your gizmos reset.",
                    "CriticalSuccess": "Your gizmos go into a state of incredible efficiency called critical @UUID[Compendium.sf2e.feat-effects.Item.1XlJ9xLzL19GHoOL]{Overdrive}, adding great power to your attacks.",
                    "Failure": "Your gizmos whine concerningly and begin to smoke. Your Strikes deal 1 additional fire damage. @UUID[Compendium.sf2e.feat-effects.Item.1XlJ9xLzL19GHoOL]{Overdrive}",
                    "FireDamage": "Overdrive: Fire Damage",
                    "Success": "Your gizmos go into @UUID[Compendium.sf2e.feat-effects.Item.1XlJ9xLzL19GHoOL]{Overdrive}, adding power to your attacks."
                },
                "PersistentBoost": {
                    "Label": "Persistent Boost"
                },
                "Unstable": {
                    "FailureNote": "You can not use further unstable actions. As the innovation's creator, you can spend 10 minutes retuning your innovation and making adjustments to return it to functionality, at which point you can use unstable actions with that innovation again.",
                    "FlatCheck": {
                        "CriticalFailure": "The innovation becomes incapable of being used for further unstable actions, and you also take @Damage[(floor(@actor.level / 2))[@actor.flags.system.inventor.explode]|immutable|name:PF2E.SpecificRule.Inventor.Innovation.MalfunctionDamage] damage. @UUID[Compendium.sf2e.feat-effects.Item.olpkQDGDzmYZCvQH]{Effect: Unstable Check Failure}",
                        "Failure": "The innovation becomes incapable of being used for further unstable actions. @UUID[Compendium.sf2e.feat-effects.Item.olpkQDGDzmYZCvQH]{Effect: Unstable Check Failure}",
                        "Label": "Unstable Check"
                    },
                    "Note": "When you take an unstable action, attempt a @Check[flat|dc:resolve(ternary(lt(@actor.skills.crafting.rank,4),15,13))|options:unstable-check|name:PF2E.SpecificRule.Inventor.Unstable.FlatCheck.Label|showDC:all] immediately after applying its effects.",
                    "Stable": "Stable",
                    "UnstableFunction": {
                        "Label": "Enable Unstable Functions"
                    }
                }
            },
            "Investigator": {
                "CertainStratagem": {
                    "Note": "You deal half of your @Damage[(floor((@actor.level+3)/4)d6[precision])[@item.system.damage.damageType]|options:certain-stratagem]{Strategic Strike damage} to the target"
                },
                "DetectivesReadiness": {
                    "ClueInAddendum": "You can use Clue In to assist an ally's saving throw against creatures or effects that are related to the question at the heart of an open investigation."
                },
                "DeviseAStratagem": {
                    "Attack": "Attack Stratagem",
                    "Defensive": "Defensive Stratagem",
                    "Skill": "Skill Stratagem"
                },
                "JustTheFacts": {
                    "QuickenedAddendum": "You are permanently quickened and can use the extra action to Recall Knowledge."
                },
                "Methodology": {
                    "Prompt": "Select a methodology."
                },
                "PursueALead": {
                    "Label": "Pursue a Lead — Investigation Bonus"
                },
                "SharedStratagem": {
                    "Note": "The creature you hit is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} to a designated ally on the next attack the ally makes against the creature before the start of your next turn."
                }
            },
            "ItemStrike": "{item} Strike",
            "Izalgun": {
                "IntimidatingAthlete": {
                    "Note": "You can attempt an [[/act demoralize skill=athletics]]{Athletics} or Intimidation check to [[/act demoralize]] one creature within 30 feet."
                }
            },
            "Jotunborn": {
                "IivlarsBoundaryBreak": {
                    "DescriptionAddendum": "When you Sustain this spell, increase the distance you teleport to 15 feet."
                },
                "JotunsHeart": {
                    "ToggleLabel": "Jotun's Heart — Increase reach of weapon or fist"
                }
            },
            "KeepPace": {
                "BountyHunter": "When your hunted prey tries to bolt, you follow. You Stride up to your Speed, following your hunted prey and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to @UUID[Compendium.sf2e.actions.Item.H6v1VgowHaKHnVlG]{Burrow}, @UUID[Compendium.sf2e.actions.Item.pprgrYQ1QnIDGZiy]{Climb}, @UUID[Compendium.sf2e.actions.Item.cS9nfDRGD83bNU1p]{Fly}, or @UUID[Compendium.sf2e.actions.Item.c8TGiZ48ygoSPofx]{Swim} instead of Stride if you have the appropriate movement type.",
                "GameHunter": "Once you are upon your prey, they can't escape. @UUID[Compendium.sf2e.actions.Item.Bcxarzksqt9ezrs6]{Stride} up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to @UUID[Compendium.sf2e.actions.Item.H6v1VgowHaKHnVlG]{Burrow}, @UUID[Compendium.sf2e.actions.Item.pprgrYQ1QnIDGZiy]{Climb}, @UUID[Compendium.sf2e.actions.Item.cS9nfDRGD83bNU1p]{Fly}, or @UUID[Compendium.sf2e.actions.Item.c8TGiZ48ygoSPofx]{Swim} instead of Stride if you have the corresponding movement type.",
                "Trigger": "Your prey is within reach and attempts to move away from you."
            },
            "Kineticist": {
                "ConsumePower": {
                    "ResistanceToggle": "Consume Power — Resistance"
                },
                "DesertWind": {
                    "DamageToggle": "Desert Wind — Extra damage"
                },
                "ExtendedKinesis": {
                    "Proliferate": {
                        "Title": "Proliferate",
                        "Description": "You cause an existing element to expand. This works like the generate option, except that you can either create an equal quantity of the element in the same square as its source or in an adjacent square, or cause the element to expand to fill its square (making a flame bigger or turning a twig into a small tree, for example). After you proliferate an element, it reacts to the environment naturally—water you proliferated into thin air would splash back down, for example. This affects only natural forms of the element, not durable, crafted goods."
                    },
                    "Regulate": {
                        "Title": "Regulate",
                        "Description": "You change the temperature of an existing element, making it colder or warmer. This can snuff out a flame or turn water to ice or steam. After this change, the element cools or warms naturally unless you Sustain the impulse. An item that gets cold or hot enough (as determined by the GM) can be used as an improvised weapon that deals @Damage[1[cold]] damage or @Damage[1[fire]] damage in addition to the damage the GM determines for the improvised weapon."
                    },
                    "Sculpt": {
                        "Title": "Sculpt",
                        "Description": "Reshape an existing element into a small object of a design you choose. It looks crude and artificial on close examination. The sculpted element can be shaped into a functional short tool (or a long tool if your Base Kinesis can affect 1 Bulk or greater). It's too fragile and artificial to be used as a weapon or have any monetary value."
                    }
                },
                "ConductiveSphere": {
                    "RollOptionLabel": "Strike with metal object"
                },
                "GateAttenuator": "Gate Attenuator",
                "Impulse": {
                    "CriticalBlast": {
                        "Air": "Push the target up to 10 feet.",
                        "Earth": "If the target is on the ground, it's knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}; if it isn't on the ground, it descends up to 20 feet (you choose the distance).",
                        "Fire": "The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.",
                        "Label": "Critical Blast",
                        "Metal": "The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes @Damage[1d6[persistent,untyped]] damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.",
                        "Water": "The blast deals 2 splash damage per damage die of the blast, with the same damage type.",
                        "Wood": "If the target of the critical hit is adjacent to a surface, roots entangle it. The target is @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} and must spend an Interact action to attempt a @Check[athletics|dc:10] check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort."
                    },
                    "ElementalBlast": {
                        "Channel": "Channel",
                        "Label": {
                            "Air": "Elemental Blast (Air)",
                            "Earth": "Elemental Blast (Earth)",
                            "Fire": "Elemental Blast (Fire)",
                            "Metal": "Elemental Blast (Metal)",
                            "Water": "Elemental Blast (Water)",
                            "Wood": "Elemental Blast (Wood)"
                        },
                        "OneAction": "One Action",
                        "ShortLabel": "Blast",
                        "TwoActionBonus": "Two-Action Blast",
                        "TwoActions": "Two Actions"
                    },
                    "ImpulseJunction": {
                        "Air": "Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.",
                        "Earth": "Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.09oP0FBBAhXOS4JW]{Effect: Earth Impulse Junction}",
                        "Metal": "Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).",
                        "Title": "Impulse Junction",
                        "Water": "After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.",
                        "Wood": "You gain temporary Hit Points equal to your level that last until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.rCsmv66TzQhte4Gp]{Effect: Wood Impulse Junction}"
                    },
                    "Prompt": "Select an Impulse."
                },
                "KineticGate": {
                    "AllowedDropsLabel": "Kineticist class feat",
                    "DualGate": {
                        "Label": "Dual Gate",
                        "Rename": "Kinetic Gate ({elementOne}, {elementTwo})"
                    },
                    "ExpandThePortal": {
                        "Label": "Expand the Portal",
                        "Rename": "Gate's Threshold (Expand the Portal: {element})"
                    },
                    "ForkThePath": {
                        "Label": "Fork the Path",
                        "Rename": "Gate's Threshold (Fork the Path: {elementFork})"
                    },
                    "Junction": {
                        "Aura": "Aura",
                        "CriticalBlast": "Critical Blast",
                        "ElementalResistance": "Elemental Resistance",
                        "Impulse": "Impulse",
                        "ImpulseJunction": "Impulse Junction",
                        "Skill": "Skill"
                    },
                    "Prompt": {
                        "AuraSize": "Select a radius for your kinetic aura.",
                        "Element": "Select an element.",
                        "ExpandElement": "Select an element to expand.",
                        "Gate": "Select a kinetic gate.",
                        "Impulse": "Select an impulse feat.",
                        "Junction": "Select a gate junction.",
                        "Threshold": "Select a gate's threshold."
                    },
                    "SingleGate": "Single Gate"
                },
                "Overflow": {
                    "Description": "When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with @UUID[Compendium.sf2e.actions.Item.g8QrV39TmZfkbXgE]{Channel Elements}). You can use only one overflow impulse per round, even if you reactivate your kinetic gate.",
                    "Title": "Overflow"
                }
            },
            "Kobold": {
                "DraconicParagon": {
                    "KoboldBreath": {
                        "Addendum": "Creatures that critically fail their save against your Kobold Breath take @Damage[3d4[persistent,damage]]."
                    }
                },
                "DragonbloodParagon": {
                    "Dracomancer": "Dracomancer",
                    "KoboldBreath": {
                        "Label": "Kobold Breath",
                        "Note": "Creatures that critically fail their save against your Kobold Breath take @Damage[3d4[@actor.flags.system.draconicExemplar.damageType,persistent]]."
                    },
                    "StrongjawKobold": "Strongjaw Kobold",
                    "VenomtailKobold": "Venomtail Kobold"
                },
                "DragonsBreath": {
                    "DescriptionAlteration": "You channel your draconic exemplar's power into a gout of energy that manifests as a @Template[line|distance:60] or a @Template[cone|distance:30], dealing @Damage[ceil(@actor.level/2)d8[@actor.flags.system.draconicExemplar.damageType]|options:area-damage] damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1 hour."
                },
                "DragonsPresence": {
                    "Note": "When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead."
                }
            },
            "Label": {
                "DamageType": "Damage Type",
                "Enter": "Enter",
                "Exit": "Exit",
                "NonCantrip": "Non-Cantrip",
                "ResistanceType": "Resistance Type",
                "SecondAttempt": "Second Attempt",
                "ThirdAttempt": "Third Attempt",
                "WeaknessType": "Weakness Type"
            },
            "Lashunta": {
                "AscendantPsychic": {
                    "TelepathyRange": "Increase the range of your limited telepathy to 120 feet."
                },
                "DiplomaticRetreat": {
                    "ToggleLabel": "Diplomatic Retreat Target — DCs"
                },
                "Glowsilk": {
                    "LabelFungus": "Glowsilk Lashunta (fungus)"
                }
            },
            "LepidstadtSurgeon": {
                "Dedication": {
                    "StabilizeNote": "When you successfully Administer First Aid to stabilize a dying creature that doesn't yet have the @UUID[Compendium.sf2e.conditions.Item.Yl48xTdMh3aeQYL2]{Wounded} condition, it regains @Damage[(2d8 + 10*max(0,(@actor.system.skills.medicine.rank - 2)))[healing]] Hit Points.",
                    "StopBleedingNote": "When you successfully Administer First Aid to stop bleeding, the target rolls the flat check (with lowered DC for an assisted recovery) twice and takes the better result; this is a fortune effect. @UUID[Compendium.sf2e.feat-effects.Item.45nzYsMBTP6PIxDN]{Effect: Lepidstadt Surgeon Dedication (Stop Bleeding)}"
                }
            },
            "Leshy": {
                "Inexorable": {
                    "RollOptionLabel": "Inexorable — On home world"
                },
                "MoonflowerLeshy": {
                    "ToggleLabel": "You shed light"
                },
                "Seedpod": {
                    "Note": "On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a -10-foot circumstance penalty on the target's Speed for 1 round. @UUID[Compendium.sf2e.feat-effects.Item.wQDHpOKY3GZqvS2v]{Effect: Seedpod}"
                },
                "ThornedSeedpod": {
                    "Note": "When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing @Damage[1d4[persistent,piercing]] damage."
                }
            },
            "Lich": {
                "HandOfTheLich": {
                    "Note": "The creature is @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn unless it succeeds at a @Check[fortitude|against:spell] save against your spell DC."
                }
            },
            "LitAlicornLance": "Alicorn Lance is lit",
            "LitCandle": "Candle is lit",
            "LitCandlecap": "Candlecap is lit",
            "LitFirePoi": "Fire Poi is lit",
            "LitFulminatingSpear": "Fulminating Spear is lit",
            "LitItem": "{item} is lit",
            "LitTorch": "Torch is lit",
            "Lizardfolk": {
                "GuidedByTheStars": {
                    "Prompt": "Select saving throw or skill."
                },
                "ParthenogenicHatchling": {
                    "Note": "Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease."
                }
            },
            "LostInTheCrowd": {
                "CrowdSize": {
                    "Ten": "At least 10 creatures",
                    "Hundred": "At least 100 creatures"
                },
                "Prompt": "Select a crowd size."
            },
            "Madrosarai": {
                "ScorchingLifeblood": {
                    "Note": "Any adjacent creature that touches you, deals piercing or slashing damage to you, or hits you with a melee unarmed attack takes @Damage[3d6[fire]] damage."
                }
            },
            "MagicalExperiment": {
                "EnhancedSenses": "Enhanced Senses",
                "ResistantSkin": "Resistant Skin",
                "TouchTelepathy": "Touch Telepathy"
            },
            "MagicalShorthand": {
                "Note": "If you fail, you can try again after a week or after you gain a level, whichever is first."
            },
            "Magus": {
                "ArcaneCascade": {
                    "IncreaseDamage": "Increase Arcane Cascade damage",
                    "WeaponDamage": "Weapon Damage"
                },
                "HybridStudy": {
                    "Prompt": "Select a hybrid study."
                },
                "SparklingTarge": {
                    "DefendingLabel": "Defending against magic"
                },
                "Spellstrike": {
                    "RechargeNote": "You recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast."
                },
                "StarlitSpan": {
                    "Note": "While you're in @UUID[Compendium.sf2e.actions.Item.HbejhIywqIufrmVM]{Arcane Cascade} stance, your ranged attacks ignore any lesser cover your allies would grant to your target."
                },
                "StudiousSpells": {
                    "Addendum": "When you cast a studious spell, you can use @UUID[Compendium.sf2e.actions.Item.HbejhIywqIufrmVM]{Arcane Cascade} as a free action as your next action this turn."
                },
                "UnfurlingBrocade": {
                    "QiInfusedFabric": {
                        "Label": "Qi-Infused Fabric"
                    }
                },
                "UnsheathingTheSwordLight": {
                    "Note": "Countless copies of your sword, made of light, fall around you, dealing @Damage[(2*{item|flags.pf2e.rulesSelections.unsheathingTheSwordLight})[@item.system.damage.damageType]|options:area-damage,damage:material:cold-iron,damage:material:silver] damage to each creature within a @Template[type:emanation|distance:10] of the target, excluding you and the target of the Spellstrike."
                }
            },
            "MantleOfTheUnwaveringHeart": {
                "EvergreenVitality": "Evergreen Vitality",
                "GraspingBranch": "Grasping Branch",
                "OverwhelmingPerfume": "Overwhelming Perfume",
                "RollOptionLabel": {
                    "First": "Mantle of the Unwavering Heart — First ability",
                    "Second": "Mantle of the Unwavering Heart — Second ability"
                },
                "ToweringTrunk": "Towering Trunk",
                "UnyieldingWill": "Unyielding Will"
            },
            "Maraquoi": {
                "DiveBomb": {
                    "Note": "Your target is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} to this attack."
                }
            },
            "MarkForDeath": {
                "DeceiveMark": "To use Deception to Feint your Mark",
                "SeekMark": "To Seek your Mark",
                "TargetMark": "Target is Marked for Death"
            },
            "Marshal": {
                "DreadMarshalStance": {
                    "Note": "When you critically hit an enemy with a Strike, that enemy is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}.",
                    "Title": "Dread Marshal Aura"
                }
            },
            "MartialArtist": {
                "GrievousBlow": {
                    "Note": "This Strike ignores an amount of resistance to physical damage (or to a specific physical damage type) equal to your level."
                }
            },
            "MartialProficiency": {
                "AdvancedAthamaruWeapons": "Advanced Athamaru Weapons",
                "AdvancedAzarketiWeapons": "Advanced Azarketi Weapons",
                "AdvancedBowsAndCrossbows": "Advanced Bows and Crossbows",
                "AdvancedCatfolkWeapons": "Advanced Catfolk Weapons",
                "AdvancedConrasuWeapons": "Advanced Conrasu Weapons",
                "AdvancedDwarfWeapons": "Advanced Dwarven Weapons",
                "AdvancedElfWeapons": "Advanced Elven Weapons",
                "AdvancedFirearmsCrossbows": "Advanced Firearms & Crossbows",
                "AdvancedGeniekinWeapons": "Advanced Geniekin Weapons",
                "AdvancedGhoranWeapons": "Advanced Ghoran Weapons",
                "AdvancedGnomeWeapons": "Advanced Gnome Weapons",
                "AdvancedGoblinWeapons": "Advanced Goblin Weapons",
                "AdvancedGroup": {
                    "axe": "Advanced Axes",
                    "bomb": "Advanced Bombs",
                    "bow": "Advanced Bows",
                    "brawling": "Advanced Brawling",
                    "club": "Advanced Clubs",
                    "crossbow": "Advanced Crossbows",
                    "dart": "Advanced Darts",
                    "firearm": "Advanced Firearms",
                    "flail": "Advanced Flails",
                    "hammer": "Advanced Hammers",
                    "knife": "Advanced Knives",
                    "pick": "Advanced Picks",
                    "polearm": "Advanced Polearms",
                    "shield": "Advanced Shields",
                    "sling": "Advanced Slings",
                    "spear": "Advanced Spears",
                    "sword": "Advanced Swords"
                },
                "AdvancedHalflingWeapons": "Advanced Halfling Weapons",
                "AdvancedHobgoblinWeapons": "Advanced Hobgoblin Weapons",
                "AdvancedJotunbornWeapons": "Advanced Jotunborn Weapons",
                "AdvancedKholoWeapons": "Advanced Kholo Weapons",
                "AdvancedKoboldWeapons": "Advanced Kobold Weapons",
                "AdvancedLashuntaWeapons": "Advanced Lashunta Weapons",
                "AdvancedMerfolkWeapons": "Advanced Merfolk Weapons",
                "AdvancedMonasticWeaponry": "Advanced Monastic Weaponry",
                "AdvancedOrcWeapons": "Advanced Orc Weapons",
                "AdvancedPahtraWeapons": "Advanced Pahtra Weapons",
                "AdvancedRyphorianWeapons": "Advanced Ryphorian Weapons",
                "AdvancedSamsaranWeapons": "Advanced Samsaran Weapons",
                "AdvancedStudentOfArchery": "Advanced Student of Archery Weapon",
                "AdvancedSurkiWeapons": "Advanced Surki Weapons",
                "AdvancedTalphiWeapons": "Advanced Talphi Weapons",
                "AdvancedTenguWeapons": "Advanced Tengu Weapons",
                "AdvancedTripkeeWeapons": "Advanced Tripkee Weapons",
                "AdvancedTwoHandedMeleeWeapons": "Advanced Two-Handed Melee Weapons",
                "AdvancedVanaraWeapons": "Advanced Vanara Weapons",
                "AdvancedVishkanyaWeapons": "Advanced Vishkanya Weapons",
                "AdvancedWayangWeapons": "Advanced Wayang Weapons",
                "AquaticElfWeapons": "Aquatic Elf Weapons",
                "BayonetsAndReinforcedStocks": "Bayonets and Reinforced Stocks",
                "BountyHunterWeapons": "Bounty Hunter Tools of the Trade",
                "HandCrossbowGauntletBow": "Hand Crossbow & Gauntlet Bow",
                "HellknightBreastplate": "Hellknight Breastplate",
                "HellknightPlates": "Hellknight Half-Plate & Hellknight Plate",
                "MarineCombat": "Marine Combat",
                "MartialAthamaruWeapons": "Martial Athamaru Weapons",
                "MartialAzarketiWeapons": "Martial Azarketi Weapons",
                "MartialBombsFirearms": "Martial Bombs & Firearms",
                "MartialBowsAndCrossbows": "Martial Bows and Crossbows",
                "MartialCatfolkWeapons": "Martial Catfolk Weapons",
                "MartialCentaurWeapons": "Martial Centaur Weapons",
                "MartialConrasuWeapons": "Martial Conrasu Weapons",
                "MartialDuskwalkerWeapons": "Martial Duskwalker Weapons",
                "MartialDwarfWeapons": "Martial Dwarven Weapons",
                "MartialElfWeapons": "Martial Elven Weapons",
                "MartialFirearmsCrossbows": "Martial Firearms & Crossbows",
                "MartialGeniekinWeapons": "Martial Geniekin Weapons",
                "MartialGhoranWeapons": "Martial Ghoran Weapons",
                "MartialGnomeWeapons": "Martial Gnome Weapons",
                "MartialGoblinWeapons": "Martial Goblin Weapons",
                "MartialGroup": {
                    "axe": "Martial Axes",
                    "bomb": "Martial Bombs",
                    "bow": "Martial Bows",
                    "brawling": "Martial Brawling",
                    "club": "Martial Clubs",
                    "crossbow": "Martial Crossbows",
                    "dart": "Martial Darts",
                    "firearm": "Martial Firearms",
                    "flail": "Martial Flails",
                    "hammer": "Martial Hammers",
                    "knife": "Martial Knives",
                    "pick": "Martial Picks",
                    "polearm": "Martial Polearms",
                    "shield": "Martial Shields",
                    "sling": "Martial Slings",
                    "spear": "Martial Spears",
                    "sword": "Martial Swords"
                },
                "MartialHalflingWeapons": "Martial Halfling Weapons",
                "MartialHobgoblinWeapons": "Martial Hobgoblin Weapons",
                "MartialJotunbornWeapons": "Martial Jotunborn Weapons",
                "MartialKholoWeapons": "Martial Kholo Weapons",
                "MartialKoboldWeapons": "Martial Kobold Weapons",
                "MartialLashuntaWeapons": "Martial Lashunta Weapons",
                "MartialMerfolkWeapons": "Martial Merfolk Weapons",
                "MartialOniWeapons": "Martial Oni Weapons",
                "MartialOrcWeapons": "Martial Orc Weapons",
                "MartialPahtraWeapons": "Martial Pahtra Weapons",
                "MartialPolearmsAndSpears": "Martial Polearms & Spears",
                "MartialRyphorianWeapons": "Martial Ryphorian Weapons",
                "MartialSamsaranWeapons": "Martial Samsaran Weapons",
                "MartialStudentOfArchery": "Martial Student of Archery Weapon",
                "MartialSurkiWeapons": "Martial Surki Weapons",
                "MartialTalphiWeapons": "Martial Talphi Weapons",
                "MartialTenguWeapons": "Martial Tengu Weapons",
                "MartialTripkeeWeapons": "Martial Tripkee Weapons",
                "MartialTwoHandedMeleeWeapons": "Martial Two-Handed Melee Weapons",
                "MartialVanaraWeapons": "Martial Vanara Weapons",
                "MartialVishkanyaWeapons": "Martial Vishkanya Weapons",
                "MartialWayangWeapons": "Martial Wayang Weapons",
                "MinotaurWeapons": "Minotaur Weapons",
                "MonasticArchery": "Monastic Archery",
                "PeacekeeperHeavy": "Peacekeeper Heavy Armor",
                "PeacekeeperMedium": "Peacekeeper Medium Armor",
                "PeakeeperWeapons": "Peacekeeper Weapons",
                "PerformativeWeapons": "Gladiator Performative Weapons",
                "PirateWeapons": "Pirate Weapons",
                "SimpleBombsFirearms": "Simple Bombs & Firearms",
                "SimpleFirearmsCrossbows": "Simple Firearms & Crossbows",
                "SimpleMartialBows": "Simple & Martial Bows",
                "SimpleMartialTwoHandedMeleeWeapons": "Simple & Martial Two-Handed Melee Weapons",
                "VikingWeapons": "Viking Weapons"
            },
            "MechanicalSymbiosis": {
                "CriticalFailureNote": "You become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 2}",
                "FailureNote": "You become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}"
            },
            "MechanicalTorch": {
                "Label": "Mechanical Torch is lit",
                "LitCone": "Cone",
                "LitRadius": "Radius"
            },
            "Merfolk": {
                "ReefMerfolk": {
                    "CriticalSuccessNote": "You reduce the stage of the poison by 3.",
                    "SuccessNote": "You reduce the stage of the poison by 2.",
                    "VirulentCriticalSuccessNote": "You reduce the stage of the virulent poison by 2.",
                    "VirulentSuccessNote": "You reduce the stage of the virulent poison by 1."
                },
                "ShieldingWave": {
                    "Dry": "Dry",
                    "Wet": "Wet"
                }
            },
            "Mindmoppet": {
                "BrokenShell": "Shell is Broken"
            },
            "Minotaur": {
                "SiphonTorment": {
                    "Description": "The target creature gains temporary Hit Points equal to your level"
                }
            },
            "Modifier": {
                "Bonus": "Bonus",
                "Penalty": "Penalty"
            },
            "Monk": {
                "DodgingRoll": {
                    "StepIn": "Step into effect's area",
                    "StepOut": "Step out of effect's area"
                },
                "DragonRoar": {
                    "Label": "First attack vs. frightened creature"
                },
                "FiveGodsRam": {
                    "FailureNote": "You become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}.",
                    "FirstStrike": {
                        "Note": "You immediately push the target back 10 feet."
                    },
                    "RollOptionLabel": "Five-Gods Ram",
                    "SecondStrike": {
                        "Note": "You immediately knock the target @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]"
                    }
                },
                "OneInchPunch": {
                    "ThreeActionLabel": "One Inch Punch (Three Actions)",
                    "TwoActionLabel": "One Inch Punch (Two Actions)"
                },
                "QiSpells": {
                    "HeavensThunder": {
                        "RollOptionLabel": "Heaven's Thunder — Qi Blast"
                    }
                },
                "StunningFist": {
                    "Note": "The target must succeed at a @Check[fortitude|against:monk|name:Monk|traits:incapacitation|overrideTraits:true] save against your class DC or be @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} (or @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 3} on a critical failure)."
                },
                "WolfDrag": {
                    "Note": "If the attack succeeds, you knock the target @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}."
                }
            },
            "MortalHerald": {
                "DivinePresence": {
                    "OffGuardToggle": "Divine Presence — Make target Off-Guard"
                }
            },
            "MountainStance": {
                "BracersOfArmor": "Mountain Stance w/ Bracers of Armor",
                "ExplorersClothing": "Mountain Stance w/ Explorer's Clothing",
                "MageArmor": "Mountain Stance w/ Mage Armor"
            },
            "Moyishuu": {
                "Soulfeel": {
                    "Fury": "Fury",
                    "Joy": "Joy",
                    "Sorrow": "Sorrow",
                    "Wonder": "Wonder"
                }
            },
            "Multitalented": {
                "Prompt": "Select a multiclass dedication feat."
            },
            "Mummy": {
                "AccursedTouch": {
                    "Note": {
                        "Base": "While the creature is taking this persistent damage, it's also @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.",
                        "FourteenthLevel": "While the creature is taking this persistent damage, it's also @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.",
                        "TwentiethLevel": "While the creature is taking this persistent damage, it's also @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}."
                    }
                },
                "Terrain": {
                    "Arctic": "Arctic",
                    "Desert": "Desert",
                    "Mountain": "Mountain",
                    "Prompt": "Select a bound terrain.",
                    "Swamp": "Swamp"
                }
            },
            "MusicalShift": {
                "Double": {
                    "Label": "Double"
                },
                "Flat": {
                    "Label": "Flat",
                    "Note": "<p>Whenever the enemy critically fails at a Strike, saving throw, or skill check, they fall @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} in addition to other effects from the critical failure.</p>"
                },
                "Natural": {
                    "Label": "Natural"
                },
                "Prompt": "Select a Signature",
                "Quadruple": {
                    "Label": "Quadruple"
                },
                "Sharp": {
                    "Label": "Sharp",
                    "Note": "<p>Whenever an enemy takes piercing or slashing damage, they also take @Damage[2d6[bleed]] damage.</p>"
                },
                "Triple": {
                    "Label": "Triple"
                }
            },
            "Mythic": {
                "PointSpentPrompt": "Was a Mythic Point spent on this ability?"
            },
            "Nagaji": {
                "VenomSpit": {
                    "CriticalNote": "The target takes @Damage[(@weapon.system.damage.dice)[persistent,poison]]{persistent poison damage} equal to the number of weapon damage dice",
                    "HoodedNote": "The target is also @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.",
                    "StrikeLabel": "Venomous Spit"
                }
            },
            "Necromancer": {
                "FatalMethod": {
                    "Prompt": "Select a fatal method.",
                    "Puppeteer": {
                        "ThrallProliferation": {
                            "Addendum": "Once per round when you cast _create thrall_, you can create one additional thrall in range.",
                            "Label": "Thrall Proliferation"
                        }
                    },
                    "Reaper": {
                        "ThrallTeamwork": {
                            "Addendum": "Once per round after you cast _create thrall_, you can make a melee Strike as a free action against a creature within your melee reach that is adjacent to at least one of your thralls.",
                            "Label": "Thrall Teamwork"
                        }
                    }
                },
                "GrimFascination": {
                    "Prompt": "Select a grim fascination.",
                    "ThrallEnhancement": {
                        "Label": "Thrall Enhancement"
                    }
                }
            },
            "Nephilim": {
                "Pitborn": {
                    "AllowedDrops": "1st level Athletics skill feat"
                },
                "Proteankin": {
                    "Resistance": "Proteankin Resistance"
                }
            },
            "NidaleseHorselord": {
                "DefyChains": {
                    "DamageNote": {
                        "Level14": "You increase the amount of damage you take by @Damage[4d6[untyped]], and deal @Damage[4d6[spirit]] damage to the triggering fiend.",
                        "Level18": "You increase the amount of damage you take by @Damage[5d6[untyped]], and deal @Damage[5d6[spirit]] damage to the triggering fiend."
                    }
                }
            },
            "Notes": {
                "NoteLabel": "Note",
                "RequirementsNotMet": "The creature does not currently meet the requirements to use this ability."
            },
            "Numbers": {
                "Eight": "Eight",
                "Five": "Five",
                "Four": "Four",
                "Nine": "Nine",
                "One": "One",
                "Ordinals": {
                    "First": "First",
                    "Second": "Second",
                    "Third": "Third"
                },
                "Seven": "Seven",
                "Six": "Six",
                "Ten": "Ten",
                "Three": "Three",
                "Two": "Two",
                "Zero": "Zero"
            },
            "Obcisidaemon": {
                "ConsumeSoul": {
                    "EmpowerSpell": "Empower Spell",
                    "EmpowerWeapon": "Empower Weapon",
                    "Prompt": "Empower a Spell or Weapon?"
                }
            },
            "ObjectMemory": "Object Memory",
            "Oracle": {
                "ConduitOfVoidAndVitality": {
                    "HarmDescription": "You cast a 3-action <em>harm</em> spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains @Damage[(@actor.conditions.cursebound.value)d8[healing,void]|shortLabel:true] additional Hit Points; if the spell damages one or more creatures, then one creature harmed by this spell takes @Damage[(@actor.conditions.cursebound.value)d8[void]|shortLabel:true] additional damage.",
                    "HealDescription": "You cast a 3-action <em>heal</em> spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains @Damage[(@actor.conditions.cursebound.value)d8[healing,vitality]|shortLabel:true] additional Hit Points; if the spell damages one or more creatures, then one creature harmed by this spell takes @Damage[(@actor.conditions.cursebound.value)d8[vitality]|shortLabel:true] additional damage."
                },
                "CurseSeverity": {
                    "MajorToExtreme": "When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect. When affected by your extreme curse, you become @UUID[Compendium.sf2e.conditions.Item.3uh1r86TzbQvosxv]{Doomed 2} (or increase your doomed condition by 2 if you were already doomed). Once every 10 minutes, when you fail an attack roll, skill or Perception check, or saving throw, you can reroll it and use the second result. The reroll has the fortune trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act.",
                    "MinorToModerate": "If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell.",
                    "MinorToOffGuard": "You become @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} in addition to the effects of the minor curse.",
                    "ModerateToMajor": "Immediately after completing the casting of a revelation spell while you are affected by your moderate curse, your curse progresses to its major effect.",
                    "NoneToMinor": "Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations.",
                    "Overwhelmed": "Immediately after casting a revelation spell, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells"
                },
                "Cursebound": {
                    "IncreaseNote": "When you use a cursebound ability, you become @UUID[Compendium.sf2e.conditions.Item.zXZjC8HLaRoLR17U]{Cursebound 1}, or if you already were cursebound, you increase the value of your cursebound condition by 1.",
                    "MaximumNote": "You can't use a cursebound ability if you are already at your maximum @UUID[Compendium.sf2e.conditions.Item.zXZjC8HLaRoLR17U]{Cursebound} value."
                },
                "DiverseMystery": {
                    "Toggle": "Used Diverse Mystery cursebound spell"
                },
                "MeddlingFutures": {
                    "Note": "If you attempt to use a different action, you must succeed at a @Check[flat|dc:6] or the action is lost."
                },
                "Mystery": {
                    "Prompt": "Select a mystery."
                },
                "MysteryConduit": {
                    "Note": "When you cast a spell of 5th rank or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the cursebound trait."
                },
                "NudgeTheScales": {
                    "Death": "Death",
                    "Life": "Life"
                },
                "RevelInRetribution": {
                    "Label": "Revel in Retribution",
                    "Note": "Lashing out at a defenseless enemy invigorates you with the thrill of combat, granting you temporary Hit Points whenever you successfully hit with a Reactive Strike. The temporary Hit Points last for the spell's duration. @UUID[Compendium.sf2e.spell-effects.Item.rnkQKEwUxrGruE1e]{Spell Effect: Revel in Retribution (Temp HP)}",
                    "RollOptionLabel": "Using Reactive Strike"
                }
            },
            "Orc": {
                "HoldMark": {
                    "Axe": "Axe (Axe or Pick).",
                    "BurningSun": "Burning Sun",
                    "DeathsHead": "Death's Head",
                    "DefiledCorpse": "Defiled Corpse",
                    "EmptyHand": "Empty Hand",
                    "Prompt": "Choose your hold mark emblem.",
                    "Shield": "Shield (Hammer or Shield).",
                    "Torch": "Torch (Bomb or Knife)."
                },
                "OrcWarmask": {
                    "Gods": "The Gods",
                    "Land": "The Land",
                    "Magic": "Magic",
                    "Prompt": "Choose the source of your warmask's power.",
                    "Unknown": "The Unknown"
                }
            },
            "Orocoran": {
                "PlentifulBile": {
                    "CoatInBile": "Coat in Bile",
                    "Slitherskin": "Slitherskin",
                    "SpewAcidicBile": "Spew Acidic Bile"
                }
            },
            "Organsight": {
                "Organs": "Organsight (Organs)",
                "Skin": "Organsight (Skin)",
                "Success": "Organsight — Successful Medicine Check"
            },
            "OstilliHostDedication": {
                "VersatileMutation": {
                    "RollOptionLabel": "Split Ambient Damage Type"
                }
            },
            "OverwhelmingBlow": {
                "CriticalHit": "Critically hit with Overwhelming Blow"
            },
            "PackAttack": {
                "Label": "Target is Within Range of At Least Two Allies"
            },
            "Parry": {
                "Prompt": "Does your weapon have the parry trait?"
            },
            "PathfinderAgentDedication": {
                "ThoroughReports": "Thorough Reports"
            },
            "Pahtra": {
                "Oozebonded": {
                    "LabelEscape": "Oozebonded Pahtra (Escape)"
                }
            },
            "PlayingItem": "Playing {item}",
            "PFS": {
                "NarsensWeb": {
                    "RollOptionLabel": "Hiding behind a mask or disguise"
                }
            },
            "Poppet": {
                "Tsukumogami": {
                    "Ceramic": "Ceramic",
                    "Cloth": "Cloth or Wood"
                },
                "WashOut": {
                    "Note": "Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison."
                }
            },
            "PowderPunchStance": {
                "Label": "First melee strike this round",
                "Note": "The target is pushed back an additional 5 feet."
            },
            "PreciseStrike": {
                "Finisher": "Finisher"
            },
            "Prompt": {
                "Ability": "Select an ability.",
                "AdvancedMulticlassFeat": "Select a class feat up to half your character level.",
                "Alignment": "Select an alignment.",
                "Attribute": "Select an attribute.",
                "Benefit": "Select a benefit.",
                "Bonus": "Select a bonus.",
                "Cantrip": "Select a cantrip.",
                "CantripOrNonCantrip": "Select cantrip or non-cantrip spell.",
                "ClassDCAbilityScore": "Select the class DC's key attribute.",
                "ClassFeat": "Select a class feat.",
                "Color": "Select a Color.",
                "ConsciousMind": "Select a conscious mind.",
                "CreatureSize": "Select a creature size.",
                "DamageType": "Select a damage type.",
                "Defense": "Select a defense.",
                "DegreeOfSuccess": "Select the degree of success.",
                "Deity": "Select a deity.",
                "DeitysDomain": "Select a deity's domain.",
                "DieSize": "Select a die size.",
                "DifficultyClass": "Select a DC.",
                "DragonBreathWeapon": "Select a dragon's breath weapon.",
                "Effect": "Select an effect.",
                "Element": "Select an element.",
                "EnergyType": "Select an energy type.",
                "EquipmentVariety": "Select an item variety.",
                "EvolutionFeat": "Select a first evolution feat.",
                "Feat": "Select a feat.",
                "Feature": "Select a feature.",
                "FirstImplement": "Select a first implement.",
                "Form": "Select a form.",
                "Heritage": "Select a heritage.",
                "Immunity": "Select an immunity.",
                "Item": "Select an item.",
                "Lesson": "Select a lesson.",
                "Level": "Select a level.",
                "LevelOneAncestryFeat": "Select a 1st-level ancestry feat.",
                "LevelOneClassFeat": "Select a 1st-level class feat.",
                "LevelOneOrTwoClassFeat": "Select a 1st or 2nd-level class feat.",
                "Material": "Select a material.",
                "MovementType": "Select a movement type.",
                "PathToPerfection": "Select a path to perfection.",
                "Penalty": "Select a penalty.",
                "Persona": "Select a persona trait.",
                "PsiCantrip": "Select a psi cantrip.",
                "RangedWeapon": "Select a ranged weapon.",
                "Rank": "Select a rank.",
                "Resistance": "Select a resistance.",
                "Rune": "Select a Rune.",
                "Sanctification": "Select a sanctification.",
                "SavingThrow": "Select a saving throw.",
                "SecondAbility": "Select a second ability.",
                "SecondImplement": "Select a second implement.",
                "Sense": "Select a sense.",
                "Shield": "Select a shield.",
                "ShieldOrWeapon": "Select shield or weapon.",
                "Shillelagh": "Select a club or staff.",
                "Skill": "Select a skill.",
                "SkillFeat": "Select a skill feat.",
                "SkillTrained": "Select a trained skill.",
                "SkillUntrained": "Select an untrained skill.",
                "Spell": "Select a spell.",
                "SubconsciousMind": "Select a subconscious mind.",
                "ThirdImplement": "Select a third implement.",
                "Tradition": "Select a tradition.",
                "Trait": "Select a trait.",
                "UnarmedAttack": "Select an unarmed attack.",
                "UntamedForm": "Select a form effect.",
                "VersatileTrait": "Select a versatile damage type.",
                "Weakness": "Select a weakness.",
                "Weapon": "Select a weapon.",
                "WeaponDamageDice": "Select a number of weapon damage dice.",
                "WeaponGroup": "Select a weapon group.",
                "WeaponOrUnarmed": "Select a weapon or unarmed strike."
            },
            "Psychic": {
                "Amp": {
                    "AlternateAmp": "Alternate Amp",
                    "AmpHeightenedLabel": {
                        "AmpHeightenedEighth": "Amp Heightened (8th)",
                        "AmpHeightenedFifth": "Amp Heightened (5th)",
                        "AmpHeightenedFourth": "Amp Heightened (4th)",
                        "AmpHeightenedNinth": "Amp Heightened (9th)",
                        "AmpHeightenedPlusFour": "Amp Heightened (+4)",
                        "AmpHeightenedPlusOne": "Amp Heightened (+1)",
                        "AmpHeightenedPlusThree": "Amp Heightened (+3)",
                        "AmpHeightenedPlusTwo": "Amp Heightened (+2)",
                        "AmpHeightenedSecond": "Amp Heightened (2nd)",
                        "AmpHeightenedSeventh": "Amp Heightened (7th)",
                        "AmpHeightenedSixth": "Amp Heightened (6th)",
                        "AmpHeightenedTenth": "Amp Heightened (10th)",
                        "AmpHeightenedThird": "Amp Heightened (3rd)"
                    },
                    "AstralRain": "The area changes to a @Template[burst|distance:5], and you can Sustain the Spell up to 1 minute. The first time each round that you Sustain the Spell, you can move the burst up to 20 feet.",
                    "ContagiousIdea": "You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each rank heightened).",
                    "DancingBlade": {
                        "Base": "The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's Strike change from d6s to d10s. When you Cast or Sustain the spell, you can choose from the following options in addition to the standard ones.",
                        "Guard": {
                            "Text": "Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first.",
                            "Title": "Guard"
                        },
                        "Push": {
                            "Text": "(attack) The weapon attempts to Push its target, using your spell attack modifier instead of an Athletics check to determine the results of the Push.",
                            "Title": "Push"
                        }
                    },
                    "Daze": {
                        "Base": "Your spell cracks the target's mental defenses, leaving it susceptible to further psychic attack. The spell's damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}). The weakness applies before daze deals damage.",
                        "Heightened": "The spell's damage increases by 2d10, and the weakness on a failure or critical failure increases by 1."
                    },
                    "DetectMagic": {
                        "Base": "Your pulse of detection magic helps you gain a sense of nearby magic's strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of _detect magic_, you get the bonus against all of them.",
                        "Heightened": "The status bonus to saves against magic increases to +2."
                    },
                    "DistortionLens": "You can lock the lens in place, allowing it to affect creatures more strongly. The duration of the spell becomes 1 minute, but you cannot Sustain the spell to reposition the lens. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's area without those spaces counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.",
                    "EntropicWheel": "You gain two motes instead of one when you Cast the Spell and each time the wheel gains another mote.",
                    "Figment": "When you amp the spell, you can create a particularly distracting illusion as part of its normal effects. Choose an unoccupied square within the spell's range. The illusion in that square provides flanking for a single melee attack made before the beginning of your next turn. If you Sustain the spell, the details of the illusion change and shift to keep your enemies unsettled; the flanking illusion's duration extends until the beginning of your next turn and you can move it to any unoccupied square in the spell's range. The flanking illusion can't provide its benefit against any creature who has disbelieved the _figment_.",
                    "ForbiddenThought": "Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it's also @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}.",
                    "ForeseeThePath": "The spell has the same result on a failure as on a success (but still no effect on a critical failure). Each time you Sustain the Spell, you can choose an additional ally to target, granting them the same benefit as the initial target ally.",
                    "Frostbite": {
                        "Base": "You drain thermal energy at a distance, using what you plunder to replenish yourself. The orb deals 3d4 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.",
                        "Heightened": "The initial damage increases by 2d4 instead of 1d4. The weakness on a critical failure increases by 1."
                    },
                    "GhostlyShift": {
                        "Base": "Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you Stride, Burrow, Swim, or Fly, you can pass through one creature's space during that action without needing to attempt a check to @UUID[Compendium.sf2e.actions.Item.21WIfSu7Xd7uKqV8]{Tumble Through}, though you can't end your turn in its space. When you pass through a creature's space in this way, you deal 2d6 force damage to that creature, with a @Check[fortitude|basic] save.",
                        "Heightened": "Increase the damage dealt by phasing through a creature by 1d6."
                    },
                    "GlimpseWeakness": {
                        "Base": "The additional precision damage is 1d4+1.",
                        "Heightened": "The additional precision damage increases by 1d4+1."
                    },
                    "Guidance": {
                        "Base": "You can project a flash of insight to your ally in the nick of time to save them from failure. Amped _guidance_ doesn't cause a creature to become temporarily immune to _guidance_, and a creature can be targeted by amped _guidance_ even if it is temporarily immune to _guidance_.",
                        "BaseTwo": "You can cast an amped _guidance_ spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from _guidance_ would change the failure to a success or the critical failure to a normal failure. The bonus from _guidance_ applies retroactively to their check.",
                        "Heightened": "The bonus from the spell increases to +2."
                    },
                    "HologramCage": "Force walls make the cage's barrier physical as well as visual. Each 10-foot-by-10-foot section of the cage's wall has AC 10, Hardness equal to double the spell's rank, and HP equal to quadruple the spell's rank. The spell is disrupted if any of its walls would pass through a creature when you cast it.",
                    "HomingBeacon": "Choose one creature hit by the spell (if the spell has a spell attack roll) or that fails its save against the spell (if the spell requires a save). A psychic beacon emits from the creature's location, making it easier to notice the creature as the mind and attention of onlookers is subtly drawn to it. For 1 minute, if the target would be @UUID[Compendium.sf2e.conditions.Item.zJxUflt9np0q4yML]{Invisible}, it's instead merely @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed}, and if it would be concealed, it's no longer concealed.",
                    "Ignition": {
                        "Base": "You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage plus 1 fire splash damage. When using amped _ignition_ as a melee attack, increase the damage dice of the initial damage from d10s to d12s. You are not harmed by splash damage from amped _ignition_.",
                        "Heightened": "Instead of using _ignition_'s normal heightened entry, the initial damage increases by 1d10 (1d12 for melee) and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4."
                    },
                    "ImaginaryWeapon": {
                        "Base": "You form multiple force weapons to lash out at multiple foes. You can target two creatures, making an attack against each. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls.",
                        "Heightened": "The damage increases by 2d6 instead of 1d6."
                    },
                    "InertialBarrier": "You or one target of the spell gains resistance to physical damage equal to 2 + the spell's rank until the start of your next turn.",
                    "MentalBalm": "You or one ally within 30 feet gains a +2 status bonus to Will saves against emotion effects for 1 minute. You can also have the amped psi cantrip attempt to counteract one effect imposing the frightened condition on yourself or the chosen ally, or an effect imposing the stupefied condition that has a duration of 1 hour or less. If you successfully counteract the effect, you remove only the frightened and stupefied conditions, not any other part of the effect.",
                    "Message": {
                        "Base": "Your telepathic message allows you to coordinate your actions while you pass on information. The target of the message can immediately spend its reaction to Step or Stride.",
                        "Heightened": "The target of the message can choose to [[/act shove]], Strike, or [[/act trip]] with its reaction instead."
                    },
                    "MindsLightCirclet": "You transfer some of the magical luminescence from the mind's light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20-foot radius (and dim light to the next 20 feet) and can't be @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed}. If the creature is @UUID[Compendium.sf2e.conditions.Item.zJxUflt9np0q4yML]{Invisible}, it's concealed while alight, rather than being @UUID[Compendium.sf2e.conditions.Item.VRSef5y1LmL2Hkjf]{Undetected}.",
                    "OmnidirectionalScan": {
                        "Base": "Your scans are so minute that you can project your foe's likely strengths and weaknesses. You learn which of the target enemy's saving throws is highest and which is lowest, and you and all allies within 30 feet gain a +1 circumstance bonus to attacks and damage against the creature.",
                        "BaseTwo": "If you take the Aid reaction you prepared for and succeed at your roll, these bonuses increase to +2 on the attack you're Aiding. On a critical success, they increase to +3, or to +4 if you have legendary proficiency in spell attack modifier."
                    },
                    "PhaseBolt": {
                        "Base": "Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target—giving the impression it simply teleported itself into place. The target is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's rank. On a critical success, the target can't be affected by teleportation effects until the start of your next turn.",
                        "Heightened": "The bolt's damage increases by 2d4 instead of 1d4."
                    },
                    "RedistributePotential": {
                        "Base": "You can affect the flow of energy on a much grander scale. Instead of two 5-foot squares, you create two @Template[burst|distance:10]{10-foot bursts}. They still must be adjacent to one another and can overlap. A creature in both areas can still be affected by only one of your choice. The spell's damage increases to 6d6. The conditions last for 1 minute.",
                        "Heightened": "Increase the damage by 2d6 instead of 1d4."
                    },
                    "RemovePresence": "Choose one target of the spell or one creature in its area. If that enemy fails its save or the spell hits it, you become undetected by that creature, disappearing from its senses for 1 minute or until you use a hostile action. This is similar to being @UUID[Compendium.sf2e.conditions.Item.zJxUflt9np0q4yML]{Invisible}, but effects like see the unseen don't reveal you—you're affecting the target's mind, not its vision. _Truesight_ can still see through this illusion if the counteract check succeeds.",
                    "ShatterMind": "You increase the area of the spell to a @Template[cone|distance:30] or @Template[cone|distance:60], and the damage dice for the spell change to d10s. Creatures that fail are @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the start of your next turn (or @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} on a critical failure).",
                    "ShatterSpace": "You or one target of the spell are surrounded by a spiral of torn space. This is an aura, and you choose the radius of the emanation, up to 20 feet. A creature that starts its turn in the aura or enters the aura during its turn takes @Damage[(@item.level)d6[slashing]|options:area-damage] damage for every rank of the amped psi cantrip, with a @Check[reflex|basic|options:area-effect] save against your spell DC. If the creature critically fails, the torn space throws it off balance and it falls @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}. The aura lasts until the beginning of your next turn. You can choose whether the aura affects the creature emitting it.",
                    "Shield": {
                        "Base": "You create a layered barrier of three shields to improve your defenses. The duration increases to sustained up to 1 minute. The shield still lowers at the start of each of your turns, but you can raise it again when you Sustain the Spell.",
                        "BaseTwo": "When you Shield Block with this spell, one of the three layers breaks and you cease to gain the bonus to AC, but the spell doesn't end. You can keep using the spell until the final layer breaks; once it does, the spell ends and you can't cast shield or amped shield again for 10 minutes. You can choose to break additional layers when you Shield Block with this spell to improve your defenses. If you break two layers instead of one, increase the Hardness to 1-1/2 × the normal amount (7 at 1st rank, 15 at 3rd rank, 22 at 5th rank, 30 at 7th rank, and 37 at 9th rank). If you break all three layers, increase the Hardness to double the normal amount.",
                        "RollOptionLabel": "Shield (Amped) — Break layers to Shield Block"
                    },
                    "TargetOfPsychicIre": "Choose one target of the spell. Psychic phenomena turn themselves on the target—typically, objects fling themselves at the creature. At the beginning of each of the target's turns, it takes @Damage[(@item.level)d4[bludgeoning]] damage, with a @Check[reflex|against:occult|basic] save. The target remains marked by psychic ire for 3 rounds. The effect persists even if you fall @UUID[Compendium.sf2e.conditions.Item.fBnFDH2MTzgFijKf]{Unconscious} or leave the area.",
                    "TelekineticHand": {
                        "Base": "You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to @UUID[Compendium.sf2e.actions.Item.7blmbDrQFNfdT731]{Shove} the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again.",
                        "Heightened": "You can attempt to @UUID[Compendium.sf2e.actions.Item.Dt6B1slsBy8ipJu9]{Disarm} the creature instead of attempting to Shove it. If you knock an item out of the creature's grasp in this way, the _telekinetic hand_ immediately grabs it. Any effect of the _telekinetic hand_ on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped _telekinetic hand_."
                    },
                    "TelekineticProjectile": {
                        "Base": "You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage.",
                        "Heightened": "The damage increases by 2d6 instead of by 1d6."
                    },
                    "TelekineticRend": {
                        "Base": "Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1}.",
                        "Heightened": "Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area."
                    },
                    "TesseractTunnel": "Physical movement is no longer necessary to connect two points in space. When you cast _tesseract tunnel_, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can Dismiss the spell.",
                    "ThermalStasis": "The spell's duration becomes 1 minute.",
                    "Toggle": "Amp Psi Cantrips",
                    "VectorScreen": "Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast _telekinetic projectile_ to fire them at one creature as part of Dismissing the spell. Measure the range for the _telekinetic projectile_ from where the vector screen was, instead of from you.",
                    "WarpSpace": "Choose a square within 30 feet to which you have line of effect and line of sight. Determine your spell's line of effect and line of sight from there, as well as whether creatures have cover against the spell. The spell can exceed its normal range as measured from you, as long as it's within its normal range from the square you chose.",
                    "WarpStep": {
                        "Base": "Space contracts with hardly a thought, letting you Cast the Spell as a single action.",
                        "Heightened": "You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed (after applying the status bonus from _warp step_). This grants the spell the teleportation trait."
                    },
                    "WhisperingSteps": "Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to Stride up to half its Speed in a direction of your choosing; as this is forced movement, you can't force the creature to move into hazardous terrain, off a ledge, or the like. After it moves, the creature becomes temporarily immune to this amp for 24 hours."
                },
                "Mindshift": {
                    "Addendum": "You replace any save this action requires with a @Check[will|against:occult] save."
                },
                "OscillatingWave": {
                    "AddEnergy": "Add Energy",
                    "ConservationOfEnergyLabel": "Conservation of Energy",
                    "Mindshift": "Mindshift: Add/Remove Energy",
                    "RemoveEnergy": "Remove Energy"
                },
                "PsiCantripLabels": {
                    "Daze": "Daze",
                    "DetectMagic": "Detect Magic",
                    "DistortionLens": "Distortion Lens",
                    "Figment": "Figment",
                    "ForbiddenThought": "Forbidden Thought",
                    "Frostbite": "Frostbite",
                    "GlimpseWeakness": "Glimpse Weakness",
                    "Guidance": "Guidance",
                    "Ignition": "Ignition",
                    "ImaginaryWeapon": "Imaginary Weapon",
                    "Message": "Message",
                    "PhaseBolt": "Phase Bolt",
                    "Shield": "Shield",
                    "TelekineticHand": "Telekinetic Hand",
                    "TelekineticProjectile": "Telekinetic Projectile",
                    "TelekineticRend": "Telekinetic Rend",
                    "ThermalStasis": "Thermal Stasis",
                    "WarpStep": "Warp Step"
                },
                "SpellModification": {
                    "Daze": "You can _daze_ from a great distance. The range increases to 120 feet.",
                    "DeepRoots": "When you Cast a Spell that imposes the controlled condition or otherwise forces the target to take certain actions (such as @UUID[Compendium.sf2e.spells.Item.aIHY2DArKFweIrpf]{Command}), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes @Damage[(@item.level)d6[mental]] damage.",
                    "DetectMagic": "When you cast _detect magic_, you're aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn't make it clear which spell is on a creature, nor which of its items are magical.",
                    "Figment": "The range of _figment_ increases to 60 feet. When you Sustain the spell, you can move the apparent sound or vision up to 15 feet. You can then attempt to [[/act create-a-diversion]] as usual. Those creatures who disbelieved the illusion aren't affected by this diversion.",
                    "Frostbite": "The range of your _frostbite_ increases to 120 feet.",
                    "Guidance": "The range of _guidance_ increases to 120 feet.",
                    "Ignition": "When using _ignition_ as a ranged attack, increase the range to 60 feet. When using _ignition_ as a melee attack, your reach increases by 5 feet.",
                    "Message": "Your _message_ spell can travel up to 120 feet to reach the target, bending around walls and obstacles; this means you don't need a straight line of effect or line of sight to cast _message_ as long as you know the target's space and there is an unblocked path of 120 feet or less that can reach them. You can cast _message_ in a purely telepathic manner, causing the spell to lose the auditory trait.",
                    "PhaseBolt": "On a success, reduce the target's circumstance bonus to AC (if any) by 1 until the beginning of your next turn.",
                    "PsychicRapport": "After you Cast a Spell with the mental trait, until the start of your next turn, you gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks, and to Perception checks to [[/act sense-motive]].",
                    "Shield": "When you cast _shield_, you can choose a target ally within 30 feet to gain the benefits of the spell instead of you. The option to Shield Block with the spell is up to you and uses your reaction, not the target's.",
                    "StrainMind": "You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell rank of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain.",
                    "TelekineticHand": "Your _telekinetic hand_ can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd rank or higher, its maximum Bulk is 2. If the spell is heightened to 7th rank or higher, its maximum Bulk is 3.",
                    "TelekineticProjectile": "Increase the range of _telekinetic projectile_ to 60 feet.",
                    "ThoughtformSummoning": "Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to @UUID[Compendium.sf2e.actions.Item.21WIfSu7Xd7uKqV8]{Tumble Through} (though it can't end its turn in an occupied space).",
                    "WarpStep": "You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you _warp step_."
                },
                "UnleashPsyche": {
                    "DamageLabel": "Casting a spell from Psychic Spellcasting"
                }
            },
            "Ranger": {
                "AnimalCompanion": {
                    "HuntPreyAddendum": "When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one."
                },
                "DoublePrey": {
                    "HuntPreyAddendum": "When you use the Hunt Prey action, you can pick two creatures as your prey."
                },
                "FocusSpells": {
                    "GravityWeapon": {
                        "RollOptionLabel": "Gravity Weapon — First weapon Strike this round"
                    }
                },
                "HamstringingStrike": {
                    "Note": "If you hit your prey, the creature takes a -5-foot status penalty to Speed. If you critically hit your prey, the creature takes a -10-foot status penalty to Speed.\n@UUID[Compendium.sf2e.feat-effects.Item.ESnzqtwSgahLcxg2]{Effect: Hamstringing Strike}",
                    "Prompt": "Select a hit result."
                },
                "HuntersEdge": {
                    "FirstAttack": "First attack on hunted prey this round",
                    "Flurry": {
                        "Description": "Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile attack) on your second attack of the turn instead of –5, and –6 (–4 with an agile attack) on your third or subsequent attack of the turn, instead of –10.",
                        "Label": "Flurry"
                    },
                    "Outwit": {
                        "Description": "You gain a +1 circumstance bonus to AC against your prey's attacks and a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey.",
                        "Label": "Outwit"
                    },
                    "Precision": {
                        "Description": "The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.",
                        "Label": "Precision",
                        "ToggleLabel": "Precision — Hit against Hunted Prey"
                    },
                    "Prompt": "Select a hunter's edge."
                },
                "MasterfulCompanion": {
                    "HuntPreyAddendum": "When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter's edge, rather than just your original hunter's edge benefit."
                },
                "MasterfulHunter": {
                    "Flurry": "If you have master proficiency with your weapon, your multiple attack penalty for attacks against your hunted prey is –2 (–1 with an agile weapon) on your second attack of the turn, and –4 (–2 with an agile weapon) on your third and subsequent attacks of the turn.",
                    "Label": "Masterful Hunter",
                    "Outwit": "If you have master proficiency in Deception, Intimidation, Stealth, or the skill you use to Recall Knowledge about your prey, increase the circumstance bonus against the prey with that skill from +2 to +4. If you have master proficiency with your armor, increase the circumstance bonus to AC against the prey from +1 to +2.",
                    "Precision": "The second time in a round you hit your hunted prey, you also deal 1d8 precision damage. At 19th level, your second hit in a round against your hunted prey deals 2d8 precision damage, and your third hit in a round against your hunted prey deals 1d8 precision damage."
                },
                "SharedPrey": {
                    "HuntPreyAddendum": "When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter's edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again."
                },
                "TheHarderTheyFall": {
                    "CriticalSuccess": "On a critical success, your target takes @Damage[(ternary(gte(@actor.system.skills.athletics.rank,3),4,2))d8[bludgeoning]] damage.",
                    "Success": "On a success, your target takes @Damage[(ternary(gte(@actor.system.skills.athletics.rank,3),2,1))d8[bludgeoning]] damage."
                },
                "TripleThreat": {
                    "HuntPreyAddendum": "When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies."
                },
                "Vindicator": {
                    "BenefitsAddendum": "You gain a +1 status bonus to your spell attack rolls against your hunted prey, and they take a –1 status penalty to their saving throws against divine spells you cast.",
                    "SpellPenaltyAddendum": "Your hunted prey takes a status penalty to their saving throws against divine spells you cast.",
                    "Edge": "Vindication Edge",
                    "Interrogate": "Against same religion members or undead/werecreatures pretending"
                }
            },
            "RapidAdaptation": {
                "Prompt": "Does this character already have a swim speed?"
            },
            "Ratfolk": {
                "LabRat": {
                    "Note": "If you roll a success on your saving throw against an elixir or poison, you get a critical success instead."
                },
                "WarrenNavigator": {
                    "Note": "When you Sense Direction, you get a result one degree of success better than you rolled."
                }
            },
            "Raxilite": {
                "FloralShifter": {
                    "Flowering": "Flowering",
                    "Seeding": "Seeding"
                },
                "Inheritor": {
                    "Prompt": "Choose a field.",
                    "Bioengineer": "Bioengineer",
                    "Daredevil": "Daredevil",
                    "Emissary": "Emissary",
                    "Interstellar Pilot": "Interstellar Pilot",
                    "Physician": "Physician",
                    "Software Architect": "Software Architect"
                }
            },
            "RelicGift": {
                "DivineRetribution": {
                    "CriticalSuccess": "If the target is evil, it is also @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the start of your next turn on a critical hit.",
                    "Success": "If the target is evil, it is also @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the start of your next turn on a hit."
                }
            },
            "RemainingAir": {
                "AttackOrSpells": "If you attack or Cast any spells, you reduce your remaining air by 2 instead of 1 at the end of your turn.",
                "Label": "Remaining Air",
                "LoseOneRound": "You lose 1 round worth of air.",
                "Speak": "If you speak (including Casting a Spell) you lose all remaining air."
            },
            "ResonantReflection": {
                "Label": "Active Resonant Reflection",
                "ReflectionOfLife": {
                    "Description": "You gain fast healing 3 for 1 minute. This amount of fast healing increases by 1 for every 2 levels you have beyond 5th level</p>\n<p>@UUID[Compendium.sf2e.campaign-effects.Item.DOxl0FDd21VMDOMP]{Effect: Reflection of Life (Fast Healing)}.",
                    "Title": "Reflection of Life"
                },
                "ReflectionOfLight": {
                    "Description": "You cast @UUID[Compendium.sf2e.spells.Item.DyiD239dNS7RIxZE]{Holy Light} as an innate divine spell, heightened to a spell rank equal to half your level rounded up.",
                    "Title": "Reflection of Life"
                },
                "ReflectionOfStone": {
                    "Description": "You cast @UUID[Compendium.sf2e.spells.Item.2BV2yYPfVJ5zirZt]{Mountain Resilience} as an innate divine spell, heightened to a spell rank equal to half your level rounded up.",
                    "Title": "Reflection of Stone"
                },
                "ReflectionOfStorm": {
                    "Description": "You cast @UUID[Compendium.sf2e.spells.Item.4MOew29Z1oCX8O28]{Moment of Renewal} (self only) as an 8th-rank divine innate spell and regain 1 Focus Point.",
                    "Title": "Reflection of Storm"
                },
                "ReflectionOfWater": {
                    "Description": "You cast @UUID[Compendium.sf2e.spells.Item.zfn5RqAdF63neqpP]{Control Water} as a 5th-rank innate divine spell. The area of water you control increases by 10 feet in length and width for every 2 levels you have beyond 10th level.",
                    "Title": "Reflection of Water"
                }
            },
            "RevealingLight": {
                "Description": "A creature affected by _revealing light_ is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled}. If the creature was @UUID[Compendium.sf2e.conditions.Item.zJxUflt9np0q4yML]{Invisible}, it becomes @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} instead. If the creature was already concealed for any other reason, it is no longer concealed.",
                "Label": "Revealing Light"
            },
            "RivethunInvoker": {
                "InvokeOffense": {
                    "Label": "Invoke Offense"
                },
                "OneWithTheSpirits": {
                    "Label": "One with the Spirits — Deal spirit damage"
                }
            },
            "Rogue": {
                "Debilitation": {
                    "Bloody": {
                        "Label": "Bloody",
                        "Note": "The target takes @Damage[3d6[bleed]] damage."
                    },
                    "Clumsy": {
                        "Label": "Clumsy",
                        "Note": "The target becomes @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1}."
                    },
                    "Critical": {
                        "Label": "Critical",
                        "Note": "The target attempts a @Check[fortitude|against:rogue] save against your class DC with the following effects.<hr><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target is @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn.</p><p><strong>Failure</strong> The target is @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 2} until the end of your next turn.</p><p><strong>Critical Failure</strong> The target is @UUID[Compendium.sf2e.conditions.Item.6uEgoh53GbXuHpTF]{Paralyzed} until the end of your next turn.</p>"
                    },
                    "Enfeebled": {
                        "Label": "Enfeebled",
                        "Note": "The target becomes @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1}."
                    },
                    "Frightened": {
                        "Label": "Frightened",
                        "Note": "The target becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}."
                    },
                    "Label": "Debilitation",
                    "OffGuard": {
                        "Label": "Off-Guard",
                        "Note": "The target becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard}."
                    },
                    "PrecisionDamage": {
                        "Label": "Precision Damage",
                        "Note": "The target takes an additional 2d6 precision damage from your attacks. @UUID[Compendium.sf2e.feat-effects.Item.ZZXIUvZqqIxkMfYa]{Effect: Precise Debilitations}"
                    },
                    "PreventFlanking": {
                        "Label": "Prevent Flanking",
                        "Note": "The target can't flank or contribute to allies' flanking. @UUID[Compendium.sf2e.feat-effects.Item.JUgx48XHMz4QM4Ir]{Effect: Debilitation (No Flanking)}"
                    },
                    "PreventReactions": {
                        "Label": "Prevent Reactions",
                        "Note": "The target can't use reactions."
                    },
                    "PreventStep": {
                        "Label": "Prevent Step",
                        "Note": "The target can't Step"
                    },
                    "ReduceCover": {
                        "Label": "Reduce Cover",
                        "Note": "The target doesn't gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains a +2 circumstance bonus to AC only from greater cover or Taking Cover."
                    },
                    "SecondLabel": "Second Debilitation",
                    "SpeedPenalty": {
                        "Label": "Speed Penalty",
                        "Note": "The target takes a -10-foot status penalty to its Speeds. @UUID[Compendium.sf2e.feat-effects.Item.yBTASi3FvnReAwHy]{Effect: Debilitating Strike}"
                    },
                    "Stupefied": {
                        "Label": "Stupefied",
                        "Note": "The target is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}"
                    },
                    "Title": "Debilitation <span class=\"action-glyph\">f</span>",
                    "Trigger": "<strong>Trigger</strong> Your Strike hits an off-guard creature and deals damage.",
                    "Weakness": {
                        "Label": "Weakness (Vicious Debilitations)",
                        "Note": "The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. @UUID[Compendium.sf2e.feat-effects.Item.Rgt9hH3W1oh9dvku]{Effect: Vicious Debilitations}"
                    },
                    "WeaknessHeartless": {
                        "Label": "Weakness (Heartless Debilitations)",
                        "Note": "The target gains weakness 5 to bleed and poison damage. @UUID[Compendium.sf2e.feat-effects.Item.6LnICchGZRKYDANK]{Effect: Heartless Debilitations}"
                    }
                },
                "DistractingFeint": {
                    "Text": "While a creature is off-guard by your Feint, it also takes a -2 circumstance penalty to Perception checks and Reflex saves. @UUID[Compendium.sf2e.feat-effects.Item.7hRgBo0fRQBxMK7g]{Effect: Distracting Feint}"
                },
                "EldritchTrickster": {
                    "Prompt": "Select a spellcasting multiclass archetype."
                },
                "OverextendingFeint": {
                    "Note": "On a successful Feint, you can have the target take a -2 circumstance penalty to attack rolls against you instead of any other effects that would occur when you Feint. @UUID[Compendium.sf2e.feat-effects.Item.x7CjbOQZUgZKW16M]{Effect: Overextending Feint}"
                },
                "Racket": {
                    "Prompt": "Select a racket."
                },
                "TheHarderTheyFall": {
                    "CriticalSuccess": "On a critical success, your target takes @Damage[1d6[bludgeoning],(((@actor.flags.system.sneakAttackDamage.number)d(@actor.flags.system.sneakAttackDamage.faces))[precision])[bludgeoning]] damage.",
                    "Success": "On a success, your target takes @Damage[1d6[bludgeoning]] damage."
                },
                "TrainSkill": {
                    "Prompt": "Select a skill to become trained in."
                }
            },
            "Runelord": {
                "School": {
                    "Envy": "Envy",
                    "Gluttony": "Gluttony",
                    "Greed": "Greed",
                    "Lust": "Lust",
                    "Pride": "Pride",
                    "Prompt": "Select a Thassilonian school",
                    "Sloth": "Sloth",
                    "Wrath": "Wrath"
                }
            },
            "Ryphorian": {
                "BondedTandemFeint": {
                    "Note": "The target is also @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} to melee and ranged attacks that you or your bonded partner attempt against it until the end of your next turn."
                }
            },
            "SaveCriticalFailureToFailure": {
                "FailureHalfDamage": {
                    "Fortitude": "When you roll a failure on a Fortitude save against a damaging effect, you take half damage.",
                    "Reflex": "When you roll a failure on a Reflex save against a damaging effect, you take half damage.",
                    "Will": "When you roll a failure on a Will save against a damaging effect, you take half damage."
                }
            },
            "SaveSuccessToCriticalSuccess": {
                "Fortitude": "When you roll a success on a Fortitude save, you get a critical success instead.",
                "Reflex": "When you roll a success on a Reflex save, you get a critical success instead.",
                "Will": "When you roll a success on a Will save, you get a critical success instead."
            },
            "ScionOfDomora": {
                "GuardiansEmbrace": {
                    "PhysicalAttackLabel": "Guarding Against a Physical Attack",
                    "ProtectionLabel": "Gain Resistance to Physical Attack"
                },
                "SpiritualFlurryNote": "Targets become @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the end of your current turn."
            },
            "SeasonOfGhosts": {
                "Background": {
                    "Bickering": "Bickering",
                    "Bitter": "Bitter",
                    "CloseKnit": "Close Knit",
                    "Family": "Family",
                    "FamilyPrompt": "Select your family dynamic",
                    "Foundling": "Foundling",
                    "FoundlingPrompt": "Select your relationship with Willowshore",
                    "Mysterious": "Mysterious",
                    "NoAdjustment": "No Adjustment",
                    "Outgoing": "Outgoing",
                    "Prompt": "Select an adjustment to your background",
                    "Typical": "Typical"
                }
            },
            "Seasons": {
                "Fall": "Fall",
                "Prompt": "Select the current season",
                "Spring": "Spring",
                "Summer": "Summer",
                "Winter": "Winter"
            },
            "ShadowSignet": {
                "Note": "If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC."
            },
            "Shillelagh": {
                "DamageDiceLabel": "Shillelagh (increased damage)",
                "RollOptionLabel": "Increase Shillelagh's damage dice to 3"
            },
            "Shisk": {
                "PiercingQuills": {
                    "Note": "Your quills unarmed attack deals @Localize[PF2E.PersistentDamage.Bleed1d4.success] on a critical hit."
                },
                "Quills": "Quills"
            },
            "Shoony": {
                "EsteemedVisitor": {
                    "Note": "While you are in a settlement, when you roll a critical failure on a Diplomacy check to Gather Information or Make an Impression, you get a failure instead."
                },
                "FishseekerShoony": {
                    "Note": "If you roll a success on an attempt to Grab an Edge, you get a critical success instead; if you roll a critical failure, you get a failure instead."
                }
            },
            "ShroudMoss": {
                "AssumeShapeTargetLabel": "Attacking the creature it stole this shape from"
            },
            "SisterOfTheGoldenErinys": {
                "FiendishBrand": {
                    "EffectNote": "You must succeed at a @Check[flat|dc:5] or the spell is disrupted.",
                    "StrikeNote": "Anytime you cast a holy spell while the bleed damage persists, you must succeed at a DC 5 flat check or the spell is disrupted. @UUID[Compendium.sf2e.feat-effects.Item.vG11WE95sDmDcip4]{Effect: Fiendish Brand}"
                }
            },
            "SixthPillar": {
                "SixthPillarMastery": {
                    "AttackNote": "Whenever you succeed at an unarmed Strike against an opponent, they have a -1 status penalty to saves against your spells until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.DX6v0lcI2uA99Yjv]{Effect: Sixth Pillar Mastery}",
                    "SpellNote": "Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn."
                }
            },
            "SkilledClimber": {
                "Label": "Climbing Cavern Wall or Tree"
            },
            "SkillFeat": {
                "RecognizeSpell": {
                    "RollOptionLabel": "Critical success on Recognize Spell"
                },
                "ScareToDeath": {
                    "CriticalFailure": "The target is unaffected.",
                    "CriticalSuccess": "The target must attempt a @Check[fortitude|against:intimidation] save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2} and is @UUID[Compendium.sf2e.conditions.Item.sDPxOjQ9kx2RZE8D]{Fleeing} for 1 round. The critical failure effect has the death trait.",
                    "Failure": "The target becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}.",
                    "Success": "The target becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2}."
                }
            },
            "SkillMastery": {
                "ExpertPrompt": "Select a skill to become expert in.",
                "MasterPrompt": "Select a skill to become master in."
            },
            "Skittermander": {
                "Cannonball": {
                    "AttackLabel": "Cannonball",
                    "ChoiceLabel": "Choose the origin's hardlight handwraps grade."
                },
                "ClingingBite": {
                    "GrabAlteration": "You can only use Grab following a successful critical hit with your jaws (rather than on a hit) or when you have a creature @UUID[Compendium.sf2e.conditions.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.sf2e.conditions.Item.VcDeM8A5oI6VqhbM]{Restrained}."
                },
                "Fluffy": {
                    "SummerCoat": "Summer Coat",
                    "WinterCoat": "Winter Coat"
                }
            },
            "SmokingSword": {
                "StokeFlames": "Smoking Sword — Stoke Flames"
            },
            "SneakAttack": "Sneak Attack",
            "SnipersAim": {
                "Note": "Ignore the target's Concealed condition."
            },
            "SnipingDuoDedication": {
                "Label": "Sniping Duo partner hit target with a strike since your last turn"
            },
            "Sorcerer": {
                "BloodlineMutation": {
                    "SecondTraitPrompt": "Does your bloodline have a second associated trait?",
                    "TraitPrompt": "Select a trait associated with your bloodline."
                },
                "BloodSovereignty": {
                    "Description": "You lose Hit Points equal to twice the spell's rank, and you benefit from two different blood magic effects you know as a result. The two effects can have different targets."
                },
                "Bloodline": {
                    "BloodMagicDescription": {
                        "Aberrant": "Either one target takes a –1 status penalty to Will saving throws for 1 round or you gain a +2 status bonus to Will saving throws for 1 round.",
                        "Aesir": "Either you gain a +2 status bonus to Reflex saving throws for 1 round, or a target takes @Damage[@item.level[electricity]]{1 electricity damage per spell rank} (if the spell already deals initial electricity damage, combine this with the spell's initial damage before determining weaknesses and resistances).",
                        "AncestralBloodMagic": "Casting an ancestral spell",
                        "Angelic": "You or one target is granted a +1 status bonus to saving throws for 1 round",
                        "Demonic": "Either a target takes a -1 status penalty to AC for 1 round, or you gain a +2 status bonus to Intimidation checks for 1 round.",
                        "Diabolic": "Either a target takes @Damage[@item.level[fire]]{1 fire damage per spell rank} (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances), or you gain a +2 status bonus to Deception checks for 1 round",
                        "Draconic": "You or one target is granted a +1 status bonus to AC for 1 round.",
                        "Elemental": "Either you gain a +2 status bonus to Intimidation checks for 1 round, or a target takes @Damage[@item.level[@actor.flags.system.elementalBloodline.damageType]] damage. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.",
                        "ExplosionOfPower": "Each creature within a @Template[emanation|distance:5] takes @Damage[(@item.level)d6|options:explosion-of-power] damage (@Check[reflex|basic|against:spell] save).",
                        "Fey": "Either you gain a +2 status bonus to Performance checks for 1 round, or you can become @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} for 1 round. Such obvious concealment can't be used to @UUID[Compendium.sf2e.actions.Item.XMcnh4cSI32tljXa]{Hide}",
                        "Genie": "Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a -1 status penalty to Perception for 1 round.",
                        "Hag": "You deal @Damage[(4*@item.level)[mental]] damage (@Check[will|basic|against:spell] save) to the first creature that deals damage to you before the end of your next turn; if no creature damages you in that time, you consume that spite to gain temporary Hit Points at the beginning of your next turn equal to the spell's rank. These temporary Hit Points last until the beginning of your following turn.",
                        "Harrow": "You become enveloped in possibility, represented as multiple versions of yourself from your possible futures overlaid on each other. You gain @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealment} for 1 round, but can't use the concealment to @UUID[Compendium.sf2e.actions.Item.XMcnh4cSI32tljXa]{Hide}.",
                        "Imperial": "Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or to saving throws.",
                        "Nymph": "Nymph grace accentuates your movements and distracts your foes, either granting you a +1 status bonus to Diplomacy checks for 1 round or imposing a -1 status penalty on one target's Will saves for 1 round.",
                        "Phoenix": "The primal fire of life and death flows through you or one target. Choose to have either you or a target of the spell gain temporary Hit Points equal to the spell's rank for 1 round, or to have a target of the spell take @Damage[@item.level[fire]] damage (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances).",
                        "PropellingSorcery": "You channel your magic outward into a rush of movement. Either you Step as a free action or move the target 5 feet in a direction of your choice.",
                        "Psychopomp": "The border between life and death becomes blurred to you. Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes @Damage[@item.level[void]] if it's alive or @Damage[@item.level[vitality]] if it's undead. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.",
                        "ReflectHarm": "The first time you take damage from a spell before the beginning of your next turn, attempt spell attack roll against the creature who cast the triggering spell. On a hit, the creature takes the same amount and type of damage that you just took. If you critically hit, the creature takes twice the damage.",
                        "Shadow": {
                            "PerceptionPenalty": "-1 penalty to Perception",
                            "StealthBonus": "+1 bonus to Stealth",
                            "Text": "Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a -1 status penalty to Perception for 1 round."
                        },
                        "TerraformingTrickery": "Either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain.",
                        "Title": "Blood Magic",
                        "Undead": "Either you gain temporary Hit Points equal to the spell's rank until the start of your next turn, or a target takes @Damage[@item.level[void]] damage (if the spell already deals initial void damage, combine this with the spell's initial damage before determining weaknesses and resistances).",
                        "Wyrmblessed": "Draconic might carries in your voice. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes a -1 status penalty to Will saves for 1 round."
                    },
                    "BloodMagicLabel": {
                        "Aberrant": "Eerie-Veil",
                        "Aesir": "Call the Storm",
                        "Angelic": "Divine Aura",
                        "Demonic": "Corruption of Sin",
                        "Diabolic": "Tongue of Flame",
                        "Draconic": "Scaly Hide",
                        "Elemental": "Elemental Fury",
                        "Fey": "Cloak of Ribbons",
                        "Genie": "Genie Bloodline",
                        "Hag": "Retributive Spite",
                        "Harrow": "Harrow Bloodline",
                        "Imperial": "Imperious Defense",
                        "Nymph": "Nymph Bloodline",
                        "Phoenix": "Phoenix Bloodline",
                        "Psychopomp": "Psychopomp Bloodline",
                        "Shadow": "Shadow Bloodline",
                        "Undead": "Stolen Life",
                        "Wyrmblessed": "Wyrmblessed Bloodline"
                    },
                    "Prompt": "Select a bloodline."
                },
                "DiabolicEdict": {
                    "Label": "Performing requested Diabolic Edict task",
                    "Prompt": "Choose if you accept this edict.",
                    "Accept": "Accept",
                    "Refuse": "Refuse",
                    "Bonus": "Diabolic Edict: Accepted",
                    "Penalty": "Diabolic Edict: Refused"
                },
                "SecondBloodMagic": "Second Blood Magic",
                "TapIntoBlood": {
                    "Arcane": "Your mind temporarily opens to the secrets of the world. Attempt to [[/act recall-knowledge skill=arcana]]{Recall Knowledge}; you can use Arcana instead of the skill normally needed for that subject. If you critically fail at this check, you get a failure instead.",
                    "Divine": "Whatever divine provenance is in your lineage guides you to instinctively move yourself or others out of harm's way. You Step, or you [[/act reposition skill=religion]]{Reposition} a target within your reach using Religion for the check.",
                    "Occult": "Strange mists or swirling colors hide your movement. You Step up to 10 feet.",
                    "Primal": "The immense power of nature echoes in your voice. You can attempt a Nature check to [[/act demoralize skill=nature]]{Demoralize} a target.",
                    "Requirements": "You are benefiting from a blood magic effect"
                }
            },
            "SoulWarden": {
                "SafeguardSoul": {
                    "Label": "Defending against manipulation of your soul"
                },
                "SpiralSworn": {
                    "Label": "Target possesses an imprisoned soul or has created undead"
                },
                "UndeadNearby": "Undead Nearby"
            },
            "SpecialtyCrafting": {
                "Alchemy": "Alchemy",
                "Armorsmithing": "Armorsmithing",
                "Artistry": "Artistry",
                "Automotives": "Automotives",
                "Blacksmithing": "Blacksmithing",
                "Bookmaking": "Bookmaking",
                "Chemicals": "Chemicals",
                "Computer": "Computer",
                "Engineering": "Engineering",
                "Glassmaking": "Glassmaking",
                "Gunsmithing": "Gunsmithing",
                "Leatherworking": "Leatherworking",
                "LifeScience": "Life Science",
                "Pottery": "Pottery",
                "Prompt": "Select a specialty.",
                "Robotics": "Robotics",
                "Shipbuilding": "Shipbuilding",
                "Stonemasonry": "Stonemasonry",
                "Tailoring": "Tailoring",
                "Textiles": "Textiles",
                "Weaving": "Weaving",
                "Woodworking": "Woodworking"
            },
            "SpectralDagger": {
                "InstrumentOfDeath": {
                    "SuppressBonuses": "Suppress bonuses",
                    "Weakness": "Weakness to spirit damage"
                },
                "SoulBleed": {
                    "Note": "You gain temporary Hit Points equal to the spirit damage dealt by the attack that last until the beginning of your next turn."
                }
            },
            "SpellEffectAnimalFeature": {
                "CatEyes": "Cat Eyes",
                "FishTail": "Fish Tail",
                "OwlEyes": "Owl Eyes",
                "Wings": "Wings"
            },
            "SpellEffectAugmentedBody": {
                "AblativePlating": "Ablative Plating",
                "ClockworkArm": "Clockwork Arm",
                "ClockworkFist": "Clockwork Fist",
                "Prompt": "Select an augmentation.",
                "SpinedFingertips": "Spined Fingertips",
                "SpringLoadedLegs": "Spring-Loaded Legs"
            },
            "SpellEffectBindHeroicSpirit": {
                "CriticalHitNote": "Whenever you critically hit a creature with a Strike, you can create a thrall in a space adjacent to the target of the Strike."
            },
            "SpellEffectBoneFlense": {
                "Label": "Bone Flense"
            },
            "SpellEffectEvolutionSurge": {
                "Amphibious": "Swim Speed",
                "Climb": "Climb Speed",
                "Fly": "Fly Speed",
                "Prompt": "Select an evolution.",
                "Sight": "Low-light vision and darkvision",
                "Speed": "+20-foot status bonus to Speed"
            },
            "SpellEffectFieryBody": {
                "Note": "The attacker takes @Damage[(ternary(gte(@item.level,9),4,3))d6[fire]] damage."
            },
            "SpellEffectFishingSpot": {
                "AggressivePerch": "Aggressive Perch",
                "BurblingBarbel": "Burbling Barbel",
                "DashingDace": "Dashing Dace",
                "Ghoulfish": "Ghoulfish",
                "MusicalTrout": "Musical Trout",
                "PrimordialBass": "Primordial Bass",
                "Prompt": "Select a fish.",
                "ScholarSalmon": "Scholar Salmon",
                "Vigocarp": "Vigocarp"
            },
            "SpellEffectFurnaceForm": {
                "Note": "The attacker takes @Damage[3d6[fire]] damage."
            },
            "SpellEffectGluttonsJaw": {
                "Text": "If you hit with your jaws and deal damage, you gain [[/r (ceil(@item.level/2))d6 #Temporary Hit Points]] temporary Hit Points."
            },
            "SpellEffectKgalaserkesAxes": {
                "ToggleLabel": "Kgalaserke's Axes — Damaged by target"
            },
            "SpellEffectLevitate": {
                "RollOptionLabel": "Levitate — Stabilized this turn"
            },
            "SpellEffectMantle": {
                "FrozenHeart": {
                    "DamageNote": {
                        "HeartOfIce": "The attacker takes @Damage[2d6[cold]] damage"
                    },
                    "Label": {
                        "ChillingIce": "Chilling Ice",
                        "HeartOfIce": "Heart of Ice",
                        "IceGlide": "Ice Glide",
                        "IceGlideSurface": "Moving along a smooth surface",
                        "IcyClaws": "Icy Claws"
                    },
                    "RollOptionLabel": {
                        "First": "Mantle of the Frozen Heart — First ability",
                        "Second": "Mantle of the Frozen Heart — Second ability"
                    }
                },
                "MagmaHeart": {
                    "DamageNote": {
                        "HeartOfFire": "The attacker takes @Damage[2d6[fire]] damage"
                    },
                    "Label": {
                        "EnlargingEruption": "Enlarging Eruption",
                        "FieryGrasp": "Fiery Grasp",
                        "HeartOfFire": "Heart of Fire",
                        "WarmingFlames": "Warming Flames"
                    },
                    "RollOptionLabel": {
                        "First": "Mantle of the Magma Heart — First ability",
                        "Second": "Mantle of the Magma Heart — Second ability"
                    }
                },
                "MeltingHeart": {
                    "CabledFist": {
                        "Label": "Cabled Fist"
                    },
                    "Label": {
                        "CopperCore": "Copper Core",
                        "GoldenFlesh": "Golden Flesh",
                        "ReactiveTouch": "Reactive Touch",
                        "WeightedGrasp": "Weighted Grasp"
                    },
                    "ReactiveTouch": {
                        "DamageNote": "Any metal that touches you takes @Damage[2d6[acid]] damage that bypasses Hardness."
                    },
                    "RollOptionLabel": {
                        "First": "Mantle of the Melting Heart — First ability",
                        "Second": "Mantle of the Melting Heart — Second ability"
                    }
                }
            },
            "SpellEffectMentalMap": {
                "ToggleLabel": "Mental Map — Enable Survival and Recall Knowledge bonus"
            },
            "SpellEffectMindSwap": {
                "RollOptionLabel": "Mind Swap — Impersonate the Other Target of Mind Swap"
            },
            "SpellEffectOverstuff": {
                "Addendum": "If you spend an action to end this condition, you succeed automatically."
            },
            "SpellEffectPreciousMetals": {
                "Copper": "Copper",
                "Gold": "Gold",
                "Iron": "Iron",
                "Steel": "Steel"
            },
            "SpellEffectPrismaticShield": {
                "RollOptionLabel": "Prismatic Shield — Targeted by a Large Ranged Weapon"
            },
            "SpellEffectProtection": {
                "Prompt": "Choose which alignment trait you are protecting against."
            },
            "SpellEffectSparkleskin": {
                "DamageNote": "When you take damage, glitter bursts out of your wound in a @Template[emanation|distance:5]. Creatures in the area must attempt a Fortitude save.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.</p>\n<p><strong>Critical Failure</strong> The creature is dazzled for 3 rounds."
            },
            "SpellEffectSpiritOfTheBeast": {
                "AspectOfInsight": "Aspect of Insight",
                "AspectOfMight": "Aspect of Might",
                "AspectOfSwiftness": "Aspect of Swiftness"
            },
            "SpellEffectSweetDream": {
                "Glamor": "Dream of Glamor",
                "Insight": "Dream of Insight",
                "Prompt": "Select a dream.",
                "Voyaging": "Dream of Voyaging"
            },
            "SpellEffectSynesthesia": {
                "Note": "You must succeed at a @Check[flat|dc:5|name:Synesthesia|showDC:all] each time you use a concentrate action, or the action fails and is wasted."
            },
            "SpellEffectTemptFate": {
                "Note": "If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure."
            },
            "SpellEffectTheFourHunters": {
                "East": "East",
                "North": "North",
                "South": "South",
                "West": "West"
            },
            "SpellEffectThermalRemedy": {
                "BonusVsDisease": "Bonus vs. Disease",
                "FireResistance": "Fire Resistance",
                "Prompt": "Select a benefit.",
                "PromptTwo": "Select a 2nd benefit.",
                "TempHP": "Temporary Hit Points"
            },
            "SpellEffectUnravelKnowledge": {
                "ToggleLabel": "Unravel Knowledge — Apply penalty to check or DC"
            },
            "SpellHeightened": {
                "HeightenedEighth": "Heightened (8th)",
                "HeightenedFifth": "Heightened (5th)",
                "HeightenedFourth": "Heightened (4th)",
                "HeightenedNinth": "Heightened (9th)",
                "HeightenedPlusFour": "Heightened (+4)",
                "HeightenedPlusOne": "Heightened (+1)",
                "HeightenedPlusThree": "Heightened (+3)",
                "HeightenedPlusTwo": "Heightened (+2)",
                "HeightenedSecond": "Heightened (2nd)",
                "HeightenedSeventh": "Heightened (7th)",
                "HeightenedSixth": "Heightened (6th)",
                "HeightenedTenth": "Heightened (10th)",
                "HeightenedThird": "Heightened (3rd)"
            },
            "SpellRank": {
                "Eighth": "8th-Rank",
                "Fifth": "5th-Rank",
                "First": "1st-Rank",
                "Fourth": "4th-Rank",
                "Ninth": "9th-Rank",
                "Prompt": "Select a spell rank.",
                "Second": "2nd-Rank",
                "Seventh": "7th-Rank",
                "Sixth": "6th-Rank",
                "Tenth": "10th-Rank",
                "Third": "3rd-Rank"
            },
            "Spellshifter": {
                "AnalyzeMagic": {
                    "CriticalSuccess": "You learn information about the spell or effect as if you had critically succeeded at a skill check to Identify Magic using the appropriate skill for its magical tradition.",
                    "RollOptionLabel": "Analyze Magic",
                    "Success": "You learn information about the spell or effect as if you had succeeded at a skill check to Identify Magic using the appropriate skill for its magical tradition.",
                    "Text": "Once you've homed in on a spell or magical effect, you can study its unique magical signature to immediately understand exactly what it does. ",
                    "Title": "Spellshift—Analyze Magic"
                    },
                 "DismantleSpell": {
                    "CriticalSuccess": "The spell is counteracted if its rank is no more than 1 higher than half your level rounded up.",
                    "RollOptionLabel": "Dismantle Spell",
                    "Success": "The effects of the spell are suppressed until the start of your next turn. If the spell has a duration that is measured in rounds, its duration is extended by 1 round. If the spell does not have a duration, it targets the same creature or area as though it had just been cast at the start of your next turn.",
                    "Text": "You attempt to counteract a spell or at least suppress its effect for a time. ",
                    "Title": "Spellshift—Dismantle Spell"
                    },
                "ElementalSubstitution": {
                    "CriticalSuccess": "If the targeted spell inflicts acid, cold, electricity, fire, or sonic damage, you change its damage type to your choice of one of acid, cold, electricity, fire, or sonic damage. If the effect has a duration, it inflicts damage of its new type for 1 minute, then returns to normal.",
                    "RollOptionLabel": "Elemental Substitution",
                    "Success": "As critical success, except if the effect has a duration, it inflicts damage of its new type until the beginning of your next turn, then returns to normal.",
                    "Text": "Raw elemental energy is the fuel powering some of the most iconic spells of destruction ever devised, and you've discovered a method for realigning the magical pathways through which that energy flows into the material world. ",
                    "Title": "Spellshift—Elemental Substitution"
                    },
                "RedirectMagic": {
                    "CriticalSuccess": "You change a single target of the spell to another viable target within 30 feet of you (even if it would be outside of the spell's normal range). You can't use this spellshift to affect a creature twice with the same spell. If the spell had an initial saving throw, the new target must attempt it, possibly achieving a different result than the original target of the spell. The DC for the spell becomes your Arcana DC instead of the original caster's spell DC.",
                    "RollOptionLabel": "Redirect Magic",
                    "Success": "As critical success, but if the target succeeds at any required saving throw, they are unaffected, and the spell does not change targets.",
                    "Text": "Through sheer force of will, you can direct a spell's energies away from its caster's intended target.",
                    "Title": "Spellshift—Redirect Magic"
                    },
                "ShiftBurden": {
                    "CriticalSuccess": "If the spell is sustainable, you can Sustain the spell as a free action as though you had cast the spell. For the remainder of the spell's duration, you can Sustain the spell as though you were the caster.",
                    "RollOptionLabel": "Shift Burden",
                    "Success": "If the spell is sustainable, you can Sustain the spell as a free action as though you had cast the spell.",
                    "Text": "You share the burden of a spell, allowing you to share control with the caster. If Sustaining a spell with this spellshift causes a creature to attempt a saving throw, it is attempted against the higher of your class DC or spell DC. If the spell requires a spell attack roll, make the attack using your Arcana modifier instead of the spell's normal spell attack modifier.",
                    "Title": "Spellshift—Shift Burden"
                    },
                    "RollOptionLabel": "Spell Shift"
                },
            "SpellTrickster": {
                "AgileHand": {
                    "CriticalFailureNote": "If you critically fail, the spell ends and you can't use this modification again for 24 hours.",
                    "Description": "When you cast _telekinetic hand_, you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the spell on future turns, you can use the tools to attempt Thievery checks to @UUID[Compendium.sf2e.actions.cYdz2grcOcRt4jk6]{Disable a Device} or @UUID[Compendium.sf2e.actions.2EE4aF4SZpYf0R6H]{Pick a Lock} within the spell's range, but you take a -2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours.",
                    "PenaltyLabel": "Thievery with Agile Hand"
                },
                "AnimateNet": {
                    "Description": "When you cast _animate rope_, you can modify its target to be 1 @UUID[Compendium.sf2e.equipment.Item.T8EopYZLT137CsdW]{Net}. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} and takes a -10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net."
                },
                "BarrierShield": {
                    "Description": "When you cast _shield_, you can modify the spell to create a solid barrier you can use for @UUID[Compendium.sf2e.other-effects.Item.I9lfZUiCwMiGogVi]{Cover}, but not for blocking. You can't use the @UUID[Compendium.sf2e.feats.Item.jM72TjJ965jocBV8]{Shield Block} reaction when the spell is modified in this way, but you (and only you) can spend an action to @UUID[Compendium.sf2e.actions.Item.ust1jJSCZQUhBZIz]{Take Cover} to gain standard cover from it."
                },
                "BeaconMark": {
                    "Description": "When you cast _sigil_, you can modify the spell to add the following heightened entry.",
                    "DescriptionHeightened": "You attune yourself to the marked target. While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a @Check[will] saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a _sigil_ modified in this way. If you Cast this Spell again on a second target, the _sigil_ spell on the first target ends, and your mark fades."
                },
                "ChokingSmoke": {
                    "Description": "When you cast _fireball_ heightened to at least 6th rank, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your _fireball_ leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of @UUID[Compendium.sf2e.spells.Item.GKpEcy9WId6NJvtx]{Stinking Cloud}."
                },
                "ConfoundingImage": {
                    "Description": "When you cast _mirror image_, you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range."
                },
                "DirectedPoison": {
                    "Description": "When you cast _toxic cloud_, modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice."
                },
                "DiskRider": {
                    "Description": "When you cast _floating disk_, you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects.",
                    "DescriptionHeightened": "The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends."
                },
                "DrenchingMist": {
                    "Description": "When you cast _mist_, you can modify it to add the following heightened entry to its effects.",
                    "DescriptionHeightened": "Your _mist_ is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it."
                },
                "ForcefulPush": {
                    "Description": "When you cast _telekinetic hand_, you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you."
                },
                "Label": "Spell Trickster",
                "LarcenousHand": {
                    "Description": "When you cast _telekinetic hand_, you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, Telekinetic Hand carries the item to you. If the creature is unwilling, you must attempt to [[/act steal]] the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the Telekinetic Hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action."
                },
                "LingeringFlames": {
                    "Description": "When you cast _fireball_, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal @Damage[(2*(@item.level - 2))[fire,persistent]] damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.",
                    "DescriptionHeightened": "The damage is increased by 1d6 and the persistent fire damage is increased by 2."
                },
                "ObscuredTerrain": {
                    "Description": "When you cast _mist_, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud."
                },
                "ScatteredFire": {
                    "Description": "When you cast _fireball_, you can modify its area to be two non-overlapping @Template[burst|distance:10]{10-foot bursts}."
                },
                "ShiningArms": {
                    "Description": "When you cast _light_, you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round. After you use this reaction, you can't use this modification again for 10 minutes.",
                    "Label": "Shining Arms",
                    "Note": "When a creature wielding the weapon critically hits a foe, you can Dismiss the spell as a reaction, causing the foe to be @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round."
                },
                "SiphoningTouch": {
                    "Description": "When you cast _vampiric feast_, you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain."
                },
                "SmolderingExplosion": {
                    "Description": "When you cast _fireball_ heightened to at least 4th rank, you can modify the spell to add the following to its standard effects: Your _fireball_ leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of @UUID[Compendium.sf2e.spells.Item.9XHmC2JgTUIQ1CCm]{Mist}, except that it lasts only 1 round."
                },
                "StealVitality": {
                    "Description": "When you cast _vampiric feast_, you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract rank and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn."
                },
                "SummonEnsemble": {
                    "Description": "When you cast _summon instrument_, you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance. The target must attempt a @Check[will] save against the spell's DC; on a failure, it becomes distracted by your performance and becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} for 1 round. The target is then temporarily immune for 24 hours."
                },
                "SurroundingFlames": {
                    "Description": "When you cast _wall of fire_, you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a @Template[burst|distance:10]{10-foot-radius} hemisphere of fire."
                },
                "TopplingTentacles": {
                    "Description": "When you cast _black tentacles_, replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to @UUID[Compendium.sf2e.actions.Item.ge56Lu1xXVFYUnLP]{Trip} each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} and takes @Damage[3d6[bludgeoning]] damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal @Damage[1d6[bludgeoning]] damage to any creature already prone. Creatures treat the spell's area as difficult terrain."
                },
                "TracingSigil": {
                    "Description": "When you cast _sigil_, you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to @UUID[Compendium.sf2e.actions.Item.EA5vuSgJfiHH7plD]{Track} the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your _sigil_ spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified _sigil_ in this way. If you use this ability again on a second target, the _sigil_ spell on the first target ends, and your mark fades."
                },
                "UneasyRest": {
                    "Description": "When you cast _sleep_, you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}."
                },
                "VolatileGrease": {
                    "CriticalSuccess": "The target is unaffected.",
                    "Description": "When you cast _grease_, you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a @Check[reflex] save.",
                    "DescriptionHeightened": "The weakness increases by 1.",
                    "Failure": "As success, except the weakness to fire lasts for 1 minute.",
                    "Success": "The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect."
                },
                "WildLights": {
                    "Description": "When you cast _light_, you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately."
                }
            },
            "Spellheart": {
                "BeastmastersSigil": {
                    "AdjacentLabel": "Target adjacent to beastmaster's sigil summon"
                },
                "PhantasmalDoorknob": {
                    "CriticalHitNote": {
                        "GreaterOrMajor": "The target is @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} until the end of its next turn.",
                        "Weapon": "The target is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the end of its next turn."
                    }
                }
            },
            "SpellmastersResilience": {
                "Prompt": "Select a magical tradition to gain resistence in."
            },
            "Spellshape": {
                "BizzareTransformation": "If your next action is to cast @UUID[Compendium.sf2e.spells.Item.8RWfKConLYFZpQ9X]{Untamed Form}, you can change the damage type of a single unarmed attack granted by the <em>untamed form</em> form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.",
                "BloodlineConduit": "You don't expend the spell's slot when you cast it.",
                "BondConservation": "You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.",
                "BurningSpell": "The spell deals @Damage[(@item.rank)[persistent,fire]] in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait",
                "CallAndResponse": "While the spell is active, one ally of your choice affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect.",
                "CastDown": "The target is knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. @UUID[Compendium.sf2e.feat-effects.Item.Ve1CRFI8ikL6dqcL]{Effect: Cast Down}",
                "ChaoticSpell": {
                    "acid": "Each creature damaged by the spell becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.",
                    "cold": "Each creature damaged by the spell takes a –10-foot penalty to all Speeds until the end of your next turn.",
                    "electricity": "Each creature damaged by the spell is @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the end of your next turn",
                    "fire": "Each creature damaged by the spell takes @Damage[(@item.rank)[persistent,fire]] damage.",
                    "sonic": "Eah creature damaged by the spell is @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} for 2 rounds."
                },
                "CodexofDestructionAndRenewal": {
                    "RollOptionLabel": {
                        "Damage": "Damage",
                        "Healing": "Healing"
                    },
                    "Note": {
                        "destruction": "The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a death effect.",
                        "renewal": "The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn. @UUID[Compendium.sf2e.equipment-effects.Item.yZW8I6G2Di6gdd16]{Effect: Codex of Destruction and Renewal}"
                    },
                    "Prompt": "Spell prepared"
                },
                "ConcealSpell": "The spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.",
                "CourageousAdvance": "One ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride.",
                "CourageousAssault": "One ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike.",
                "CourageousOnslaught": "One ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride and then make a melee Strike.",
                "CrypticSpell": "If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.",
                "CurrentSpell": "Until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the selected trait, depending on the spell's traits. @UUID[Compendium.sf2e.feat-effects.Item.8HGz3rQCHNgdAqFC]{Effect: Current Spell}",
                "DefensiveCoordination": "You can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.",
                "DefensiveRecovery": "If the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round. @UUID[Compendium.sf2e.feat-effects.Item.jwxurN6JPQm9wXug]{Effect: Defensive Recovery}",
                "DivineInfusion": "The target deals additional damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you cast <em>harm</em> and vitality if you cast <em>heal</em>. @UUID[Compendium.sf2e.feat-effects.Item.eecIuD6sGPX0FJcT]{Effect: Divine Infusion}.",
                "DousingSpell": "You soak the target of the spell with water. If the target has persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).",
                "EbbAndFlow": "Choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.",
                "EchoingSpell": "You can Cast the Spell a second time before the end of your next turn without expending a spell slot.",
                "EchoingChannel": "Choose one additional creature in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn't cost another spell slot",
                "EnergyAblation": "If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell's rank. The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.",
                "EnergyFusion": "Select a non-cantrip spell in your spell repertoire that deals a different type of energy damage, and expend an additional spell slot of the same rank as this secondary spell. The spell you cast deals additional damage equal to the rank of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.",
                "ExplosiveArrival": "All creatures in a @Template[emanation|distance:10] around the creature you summoned take @Damage[(@item.level)d4[@actor.flags.system.spellshape.explosiveArrivalDamage]|options:area-damage] damage. If the creature summoned has the acid, cold, electricity, sonic, or spirit trait, you can deal damage of that type instead.",
                "FamiliarsResolve": "If the next action you use is to Cast a Spell, you or an ally within 30 feet gain a +2 status bonus to saving throws against effects that would cause you to be doomed or frightened for 1 round. At 14th level, you or an ally gain a +3 status bonus to saving throws against these effects instead. @UUID[Compendium.sf2e.feat-effects.Item.6I4qWkHzxj4MAt6g]{Effect: Familiar's Resolve}",
                "ForcibleEnergy": "If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose. @UUID[Compendium.sf2e.feat-effects.Item.0Ai0u9kNJrEudPnN]{Effect: Forcible Energy}",
                "FormControl": "The spell's rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss untamed form as normal.",
                "GarlandSpell": "A garland of plants grows in a @Template[burst|distance:10] in the spell's range. The plants are difficult terrain and hazardous terrain, covered in your choice of thorns or poisonous vines. Any creature that moves into one of these squares or ends its turn in one takes @Damage[2d6[piercing]]damage for thorns or @Damage[2d6[poison]] for vines. A creature can take this damage only once per turn. You and your familiar are immune to this damage. The plants last for 1 minute or until you cast another Garland Spell, whichever comes first. The damage increases to 3d6 at 16th level and 4d6 at 20th level.",
                "GoldenDragonsBounty": "If the next action you use is to Cast a Spell that deals bludgeoning, piercing, or slashing damage, that damage is your choice of cold iron, silver, or steel for the purposes of weaknesses, resistances, vulnerabilities, and the like. At 14th level, adamantine is added to the list of metal choices. The spell gains the metal trait.",
                "GrowthSpell": "Expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet. The spell gains the wood trait.",
                "GustingSpell": "If the next action you use is to Cast a Spell with the air or electricity trait, you can Fly up to 10 feet before or after the spell is cast.",
                "Harmonize": "If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn't end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you already have in effect.",
                "HealingTransformation": "Your polymorph spell also restores @Damage[(@item.rank)d6[healing]] to that creature. This is a healing effect.",
                "HeraldicProclamation": "All allies within 30 feet gain @Damage[(2 * @item.rank)[healing,vitality]|shortLabel] Hit Points, and all enemies within 30 feet take @Damage[(2 * @item.rank)[spirit]|traits:sanctified] damage with a @Check[will|basic] save against your spell DC.",
                "HeroicRecovery": "The target gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. In addition, if the target is Prone, it can immediately Stand as a free action that doesn't trigger reactions.",
                "InTune": "If your next action is casting a composition spell with an emanation area, its area spreads from a willing ally of your choice within 60 feet instead of you. If you have Directed Audience, you can have that cone originate from the ally instead.",
                "InterweaveDispel": "If your next action is to cast a single-target spell against an enemy, and you either hit the enemy with the spell attack roll or the enemy fails its saving throw, you can cast @UUID[Compendium.sf2e.spells.Item.9HpwDN4MYQJnW0LG]{Dispel Magic} on the enemy as a free action, expending a spell slot as normal and targeting one spell effect affecting the enemy.",
                "IntoTheFuture": "If your next action is to Cast a Spell that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of Casting the Spell itself, such as an Attack of Opportunity reaction or ending a foe's @UUID[Compendium.sf2e.conditions.Item.AdPVz7rbaVSRxHFg]{Fascinated} condition by taking a hostile action, aren't delayed.",
                "KaleidoscopicEntreaty": {
                    "Description": "If your next action is to cast @UUID[Compendium.sf2e.spells.Item.Yph1UqZU8vMc9bJG]{Entreat Spirit}, you can cause that spirit to unleash a brilliant display of color, light, and sound in a @Template[type:emanation|distance:10] centered on you. Each creature in the area must attempt a @Check[fortitude|against:class-spell] save against your class DC or spell DC with the following results.",
                    "CriticalFailure": "The creature is @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round and dazzled for 1 minute.",
                    "CriticalSuccess": "The creature is unaffected.",
                    "Failure": "The creature is dazzled for 1 minute.",
                    "Success": "The creature is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round."
                },
                "KnowledgeOfShapes": "You use @UUID[Compendium.sf2e.feats.Item.BWomK7EVY0WXxWgh]{Reach Spell} or @UUID[Compendium.sf2e.feats.Item.FoWO4RnHRwfEIC7Q]{Widen Spell} as a free action.",
                "LeyLineConduit": "You don't expend the prepared spell as you cast it.",
                "Martyr": "You lose @Damage[(@item.rank)d8] Hit Points, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.",
                "MelodiousSpell": "The spell gains the Subtle trait. The trait hides only the spell's spellcasting actions and manifestations, not its effects. As part of using Melodious Spell, you can choose to @UUID[Compendium.sf2e.actions.Item.GkmbTGfg8KcgynOA]{Create a Diversion}, @UUID[Compendium.sf2e.actions.Item.2u915NdUyQan6uKF]{Demoralize}, @UUID[Compendium.sf2e.actions.Item.EEDElIyin4z60PXx]{Perform}, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.",
                "NonLethal": "If your next action is to Cast a Spell that deals damage and doesn't have the death or void trait, that spell gains the nonlethal trait.",
                "OstentatiousArrivalManifestEidolon": "All creatures except you in a @Template[type:emanation|distance:10] around the creature you summoned or manifested take @Damage[(@actor.level)d4[@actor.flags.system.spellshape.arrivalDamage]|options:area-damage]. If the creature you summoned or manifested has the acid, cold, electricity, fire, sonic, or water trait, the damage is that type instead (or cold damage for the water trait). If the creature has more than one of these traits, you choose which damage type to deal.",
                "OstentatiousArrivalSummonSpell": "All creatures in a @Template[type:emanation|distance:10] around the creature you summoned or manifested take @Damage[(@item.level)d4[@actor.flags.system.spellshape.arrivalDamage]|options:area-damage] damage. If the creature you summoned or manifested has the acid, cold, electricity, fire, sonic, or water trait, the damage is that type instead (or cold damage for the water trait). If the creature has more than one of these traits, you choose which damage type to deal.",
                "OverburdeningSpell": "If the next action you use is to Cast a Spell that targets a single creature, unless the target is unaffected by the spell, the target takes a –15-foot status penalty to its Speeds for 1 round (this penalty is doubled for climb, fly, and swim Speeds). @UUID[Compendium.sf2e.feat-effects.Item.RT4mBRa3UlnALH3O]{Effect: Overburdening Spell}",
                "OverwhelmingBreath": "If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level.",
                "OverwhelmingEnergy": "If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.",
                "PitchPerfectProjection": "If your next action this round is to Cast a Spell or use an action that creates an auditory effect with a range, increase that range by 30 feet.",
                "PortentousSpell": "If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack or requires a saving throw, creatures you hit or that fail their saves are @UUID[Compendium.sf2e.conditions.Item.AdPVz7rbaVSRxHFg]{Fascinated} with you until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.klZVVIetJlR99cT6]{Effect: Portentous Spell}",
                "PurifyingSpell": "If the next action you use is to cast _heal_ targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of _heal_. If you do, _heal_ gains the water trait.",
                "QuickenedCasting": "If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).",
                "ReachSpell": "If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.",
                "ReachOfTheDead": "You cast that spell from one of your thralls within 60 feet. That thrall becomes the point of origin for your spell; calculate range and cover from its space instead of yours. The thrall is then destroyed.",
                "Remediate": "If your next action is to use your divine font to cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell's area.",
                "ReverberatingSpell": "The spell deals an additional @Damage[1d8[sonic]] damage and all creatures who fail their save against the spell are @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 round. Targets who critically fail their saves against this spell are instead deafened for 1 minute. The spell gains the sonic trait.",
                "RockslideSpell": "A number of 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.",
                "SafeguardSpell": "If the next action you take is to Cast a Spell with an area, you aren't affected by the spell even if you are within the area.",
                "ScintillatingSpell": "If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round, and those who critically failed are instead @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round.",
                "SecondaryDetonationArray": "If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a @Template[burst|distance:5] within that area. At the beginning of your next turn, the circle detonates, dealing @Damage[(@item.level)d6[force]|options:area-damage] damage to all creatures within the circle, with a @Check[reflex|against:spell|options:area-effect,damaging-effect]. If the spell dealt a different type of damage, the circle deals @Damage[(@item.level)d6[@actor.flags.system.spellshape.arrayDamage]|options:area-damage]{this type of damage instead} (or one type of your choice if the spell could deal multiple types of damage)",
                "SeneschalSpell": "If your next action is to Cast a Spell and your charge is within 30 feet, you can have the spell originate from your charge instead. That creature can use their reaction to roughly complete the spell's incantation, which gives the spell the subtle trait for you (but not for them) as the manifestation appears solely around your charge.",
                "SinbladedSpell": "If you either succeed on your attack roll or the target fails its saving throw against the spell, you deal @Damage[(@item.rank)[bleed]] damage to the target.",
                "SkeletalExtension": "If the next action you take is to cast a grave spell that destroys a thrall, until the end of the turn your reach increases by 10 feet, and you can move 15 feet whenever you Step. @UUID[Compendium.sf2e.feat-effects.Item.CM7kDXU9Mf06oT4A]{Effect: Skeletal Extension}",
                "SnowdriftSpell": "Select one creature affected by the spell on the ground. Each square on the ground under or adjacent to the creature fills with ankle-deep snow. Those squares are difficult terrain until the beginning of your next turn. A creature can Interact to clear a square of snow, and the snow in a square melts if that square is exposed to a fire effect.",
                "SowSpell": "If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.",
                "SpellShroud": "If your next action is to Cast a Spell that targets you, you surround yourself in a @Template[emanation|distance:15] of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed}, and all creatures outside the cloud are concealed to creatures within it.",
                "SplitHex": "If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its rank by 2 (making it 2 ranks lower than the maximum spell rank you can cast). If you do, you can select a second target for that hex to affect.",
                "SplitShot": "If your next action is to Cast a Spell without a duration that requires an attack roll against a single target, you can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets. This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell's initial damage (such as imposing conditions or penalties).",
                "SurgingMight": "If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against the following types of damage: spirit, vitality, and void. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. This doesn't cause the spell to ignore immunities, only resistances.",
                "SynergisticSpell": "You can Cast another Spell as a free action. This spell must be cast from one of your halcyon spell slots.",
                "ThunderclapSpell": "If your next action is to Cast a Spell that has the electricity trait or deals electricity damage, has no duration, and requires creatures to attempt a saving throw, the force of the spell's lightning creates a thunderclap, in addition to its other effects. Each creature that failed its Reflex save against the spell is @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 round, and those who critically failed are also knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}.",
                "TimelineSplittingSpell": "You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline.",
                "UnlimitedPotential": "If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it.",
                "UnusualComposition": "If your next action is to cast a composition spell that is auditory or visual, you can have it affect creatures who can witness it with any sense, not just those the traits indicate, even including special senses like tremorsense. You can choose to exclude any senses you choose.",
                "VampiricSpell": "You gain temporary Hit Points equal to half the initial damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage from the spell. These temporary Hit Points last for 1 minute.",
                "VigorousAnthem": "You and all affected allies gain temporary HP equal to 3 + your Charisma modifier that last for 1 minute. @UUID[Compendium.sf2e.feat-effects.Item.7AzGhIOx4Df5Cicr]{Effect: Vigorous Anthem}",
                "WhatCouldHaveBeen": "If your next action is to Cast a Spell that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained.",
                "WidenSpell": "If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.",
                "WindTossedSpell": "You ignore the target's @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} condition and any cover they have from you. The spell gains the air trait.",
                "WorldsphereGravity": {
                    "GravitationalMorass": {
                        "Note": "Flying creatures that pass through the area (@Template[burst|distance:20] centered within the spell's area) must succeed at a Reflex save against your spell DC or fall to the ground, taking bludgeoning damage equal to half the distance fallen.",
                        "RollOptionLabel": "Gravitational Morass"
                    },
                    "FlowingTime": {
                        "Note": "A creature that starts its turn in the burst (@Template[burst|distance:20] centered within the spell's area) is affected by @UUID[Compendium.sf2e.spells.Item.o6YCGx4lycsYpww4]{Haste} on that turn.",
                        "RollOptionLabel": "Flowing Time"
                    }
                }
            },
            "SpiritPower": {
                "Love": {
                    "Label": "A trusted or loved ally is within 30 feet",
                    "Love": "Loved",
                    "Trusted": "Trusted"
                },
                "MajorPrompt": "Select a major spirit power",
                "MinorPrompt": "Select a minor spirit power"
            },
            "SpiritWarrior": {
                "SpiritDamage": "Spirit Warrior — Deal spirit damage"
            },
            "Sprite": {
                "Dijiang": {
                    "Emotion": "When you roll a failure (though not a critical failure) on a saving throw against an emotion effect, you get a success instead."
                },
                "LuminousSprite": {
                    "Light": "Shed Light"
                },
                "SpritesSpark": {
                    "Dijiang": "Primordial Pulse",
                    "Draxie": "Euphoric Spark",
                    "Gandharva": "Celestial Song",
                    "Grig": "Dissonant Note",
                    "Kanchil": "Puzzling Bolt",
                    "Leungli": "Surging Splash",
                    "LuminousSprite": "Luminous Spark",
                    "Melixie": "Sting Shot",
                    "Nyktera": "Ultrasonic Pulse",
                    "Pixie": "Pixie Dust"
                }
            },
            "Staff": {
                "AccursedStaff": {
                    "Note": "If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's rank. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse."
                }
            },
            "StalwartDefender": {
                "StalwartChant": {
                    "ToggleLabel": "Stalwart Chant — Resistance to mental damage"
                }
            },
            "Stance": {
                "Attack": {
                    "CobraFang": "Cobra Fang",
                    "CraneWing": "Crane Wing",
                    "DragonTail": "Dragon Tail",
                    "FallingStone": "Falling Stone",
                    "FireTalon": "Fire Talon",
                    "FlashingSpark": "Flashing Spark",
                    "FloodedRiver": "Flooded River",
                    "FlowingWave": "Flowing Wave",
                    "GaleBlossom": "Gale Blossom",
                    "GorillaSlam": "Gorilla Slam",
                    "IronSweep": "Iron Sweep",
                    "LashingBranch": "Lashing Branch",
                    "RammingHorn": "Ramming Horn",
                    "ShadowGrasp": "Shadow Grasp",
                    "ShatteringEarth": "Shattering Earth",
                    "SkywardSlash": "Skyward Slash",
                    "StingingLash": "Stinging Lash",
                    "Stonestrike": "Stonestrike",
                    "StumblingSwing": "Stumbling Swing",
                    "TigerClaw": "Tiger Claw",
                    "WindCrash": "Wind Crash",
                    "WolfJaws": "Wolf Jaws"
                },
                "Note": {
                    "CraneStance": "Reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.",
                    "GorillaStance": "If you roll a success on an Athletics check to Climb, you get a critical success instead.",
                    "ShatteringEarthStance": "All creatures other than you that are within @Template[type:emanation|distance:10]{10 feet} of the target, including the target itself, take @Damage[(@item.system.damage.dice[splash])[bludgeoning]] damage.",
                    "StokedFlameStance": "If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical Strike dealt damage, the target takes @Damage[1d6[persistent,fire]] damage.",
                    "WaterfowlStance": "You can deal that creature @Damage[1d6[slashing]] damage. This damage is increased to @Damage[2d6[slashing]] if the weapon has a greater striking rune and @Damage[3d6[slashing]] if it has a major striking rune.",
                    "WildWindStance": "Wind crash strikes ignore concealment and all cover."
                }
            },
            "StarlitSentinel": {
                "Constellation": {
                    "Archer": "Archer",
                    "Blossom": "Blossom",
                    "Ogre": "Ogre",
                    "Ox": "Ox",
                    "Prompt": "Choose a constellation",
                    "Swallow": "Swallow",
                    "Swordswoman": "Swordswoman"
                },
                "StarlitTransformation": {
                    "BoltsOfStarlight": "Bolts of Starlight"
                }
            },
            "SteadyBalance": {
                "Note": "If you roll a success using the Balance action, you get a critical success instead."
            },
            "SterlingDynamo": {
                "AutomaticPercussive": "Automatic Percussive Striker Dynamo",
                "AutomaticPower": "Automatic Power Driver Dynamo",
                "Label": "Sterling Dynamo",
                "ManualPercussive": "Manual Percussive Striker Dynamo",
                "ManualPower": "Manual Power Driver Dynamo",
                "StasianSmash": {
                    "CriticalFailureText": "If you critically fail your dynamo Strike, you take @Damage[1d12[electricity]] damage.",
                    "SuccessText": "On a success, the Strike deals an additional 1d12 electricity damage to the target, as well as @Damage[(ternary(gte(@actor.level,18),2,1))d4[electricity]] damage to up to two other foes within 10 feet as sparks leap across the gaps."
                }
            },
            "StormHammer": {
                "Electrify": "Storm Hammer — Electrify"
            },
            "SubstituteRoll": {
                "Assurance": "Assurance",
                "EffectType": "{type} ({substitution})"
            },
            "Suli": {
                "Dualborn": {
                    "FirstElement": "Pick your first element.",
                    "SecondElement": "Pick your second element."
                },
                "ElementalAssault": {
                    "Prompt": "Select an element."
                }
            },
            "Summoner": {
                "Eidolon": {
                    "Dragon": {
                        "DragonBreath": {
                            "Description": {
                                "Cone": {
                                    "Base": "Your eidolon exhales a blast of destructive energy that deals @Damage[(ceil(@actor.level / 2))d6[untyped]|options:area-damage] damage to all creatures in a @Template[type:cone|distance:30] with a @Check[reflex|basic|options:area-effect] save against your spell DC. Your eidolon then can't use Dragon Breath again for the next [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.",
                                    "Double": "Your eidolon exhales a blast of destructive energy that deals @Damage[(ceil(@actor.level / 2)*2)d6[untyped]|options:area-damage] damage to all creatures in a @Template[type:cone|distance:60] with a @Check[reflex|basic|options:area-effect] save against your spell DC. Your eidolon then can't use Dragon Breath again for the next [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}. At 3rd level and every 2 levels thereafter, the damage increases by 1d6."
                                },
                                "Line": {
                                    "Base": "Your eidolon exhales a blast of destructive energy that deals @Damage[(ceil(@actor.level / 2))d6[untyped]|options:area-damage] damage to all creatures in a @Template[type:line|distance:60] with a @Check[reflex|basic|options:area-effect] save against your spell DC. Your eidolon then can't use Dragon Breath again for the next [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.",
                                    "Double": "Your eidolon exhales a blast of destructive energy that deals @Damage[(ceil(@actor.level / 2)*2)d6[untyped]|options:area-damage] damage to all creatures in a @Template[type:line|distance:120] with a @Check[reflex|basic|options:area-effect] save against your spell DC. Your eidolon then can't use Dragon Breath again for the next [[/r 1d4 #Recharge Dragon Breath]]{1d4 rounds}. At 3rd level and every 2 levels thereafter, the damage increases by 1d6."
                                }
                            },
                            "Label": "Dragon Breath"
                        }
                    }
                },
                "OstentatiousArrival": {
                    "Label": "Ostentatious Arrival: Creature Trait."
                }
            },
            "Surki": {
                "BreakerSurki": {
                    "DiggingWedgeLabel": "Activate Digging Wedge"
                },
                "Evolutions": {
                    "DampeningField": "Dampening Field",
                    "DiggingWedge": "Digging Wedge",
                    "GlowingWings": "Glowing Wings",
                    "GroundingClawSpikes": "Grounding Claw Spikes",
                    "LanternBeam": "Lantern Beam",
                    "LanternStrobe": "Lantern Strobe",
                    "Prompt": "Select an evolution",
                    "ResonatingMembranes": "Resonating Membranes",
                    "StrengthenedCarapace": "Strengthened Carapace"
                },
                "LanternSurki": {
                    "ToggleLabel": "Shed Light"
                },
                "SecondaryAdaptation": {
                    "Prompt": "Select a surki heritage"
                }
            },
            "SwallowWhole": {
                "InvalidAttack": "A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less.",
                "RuptureDamage": "If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free."
            },
            "Swashbuckler": {
                "ElegantBuckler": {
                    "RollOptionLabel": "Elegant Buckler — Using a buckler"
                },
                "ExtravagantParry": {
                    "Prompt": "Do you have a free hand or wield a parry weapon?"
                },
                "Finisher": {
                    "Basic": "Basic",
                    "Bleeding": "Bleeding",
                    "Confident": "Confident",
                    "ConfidentNote": "You deal half your @Damage[((@actor.flags.system.swashbuckler.preciseStrike)d6[precision])[@item.system.damage.damageType]]{Precise Strike damage} to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.",
                    "Dual": "Dual",
                    "DualSecondAttackLabel": "Dual Finisher — Second Attack",
                    "Impaling": "Impaling",
                    "Label": "Finisher",
                    "Lethal": "Lethal",
                    "Mobile": "Mobile",
                    "Perfect": "Perfect",
                    "PreciseNote": "On a failure, you apply your @Damage[((@actor.flags.system.swashbuckler.preciseStrike)d6[precision])[@item.system.damage.damageType]]{full precise strike damage} instead of half.",
                    "Retreating": "Retreating",
                    "RetreatingNote": "You Step as a free action.",
                    "Revitalizing": "Revitalizing",
                    "Stumbling": "Stumbling",
                    "Stunning": "Stunning",
                    "Targeting": "Targeting",
                    "TwirlingThrow": "Twirling Throw",
                    "TwirlingThrowNote": "The weapon returns to your hand after the attack",
                    "Unbalancing": "Unbalancing"
                },
                "GoadingFeint": {
                    "Note": "On a successful Feint, the target take a -2 circumstance penalty to attack rolls against you instead of any other effects that you would gain when you Feint. @UUID[Compendium.sf2e.feat-effects.Item.rflbFzV44Fd6aBLE]{Effect: Goading Feint}"
                },
                "Panache": "You gain @UUID[Compendium.sf2e.feat-effects.Item.uBJsxCzNhje8m8jj]{Panache}.",
                "PanacheFailure": "You gain panache until the end of your next turn @UUID[Compendium.sf2e.feat-effects.Item.paKKHPds77fq5VTH]{Effect: Panache (Temporary)}",
                "Style": {
                    "Prompt": "Select a style."
                },
                "TheBiggerTheyAre": {
                    "CriticalSuccess": "On a critical success, if you successfully pass through the target's square, the target gains weakness to your precision damage until the end of your turn. @UUID[Compendium.sf2e.feat-effects.Item.SLXhPgaeKB0W3k1D]{Effect: The Bigger They Are}",
                    "Success": "On a success, if you successfully pass through the target's square, the target gains weakness to your precision damage for your next attack. @UUID[Compendium.sf2e.feat-effects.Item.SLXhPgaeKB0W3k1D]{Effect: The Bigger They Are}"
                }
            },
            "SwearOath": {
                "RollOptionLabel": "Swear Oath — Apply bonus to readied action"
            },
            "TOTMToggle": {
                "FirstRangeIncrement": "Enable abilities that require a target within the first range increment.",
                "Frightened": "Enable abilities that require a frightened target",
                "Incorporeal": "Enable abilities that require an incorporeal target",
                "OffGuard": "Enable abilities that require an off-guard target",
                "Prone": "Enable abilities that require a prone target",
                "Undead": "Enable abilities that require an undead target",
                "Vampire": "Enable abilities that require a vampire target"
            },
            "Tanuki": {
                "Dainiki": "Dainiki",
                "Kagebashi": "Kagebashi",
                "Mochi": "Mochi",
                "Suzu": "Suzu",
                "Tonta": "Tonta",
                "Toshiro": "Toshiro"
            },
            "Target": {
                "AgainstAnimals": "Against Animals",
                "AgainstDemons": "Against Demons",
                "AgainstDevils": "Against Devils",
                "AgainstHumanoids": "Against Humanoids",
                "Metal": "Target is wearing metal armor or is made of metal",
                "Necromancer": "Target is a necromancer"
            },
            "Tattoo": {
                "WildwoodInk": {
                    "Greater": {
                        "InForestLabel": "Wildwood Ink (Greater) (In Forest)"
                    },
                    "Major": {
                        "InForestLabel": "Wildwood Ink (Major) (In Forest)"
                    },
                    "Normal": {
                        "InForestLabel": "Wildwood Ink (In Forest)"
                    }
                }
            },
            "TempestForm": {
                "Air": "Air",
                "Mist": "Mist",
                "Water": "Water"
            },
            "Tengu": {
                "TenguFan": {
                    "GustOfWind": "You can cast the 1st-rank @UUID[Compendium.sf2e.spells.Item.g8QqHpv2CWDwmIm1]{Gust of Wind} spell by activating your tengu feather fan. @Check[fortitude|against:class-spell|traits:air] save.",
                    "LightningBolt": "You can cast the 5th-rank @UUID[Compendium.sf2e.spells.Item.9AAkVUCwF6WVNNY2]{Lightning Bolt} spell by activating your tengu feather fan. @Check[reflex|against:class-spell|basic|traits:electricity] save.",
                    "WallOfWind": "You can cast the 3rd-rank @UUID[Compendium.sf2e.spells.Item.it4ZsAi6XgvGcodc]{Wall of Wind} spell by activating your tengu feather fan. @Check[fortitude|against:class-spell|traits:air]{Fortitude saving throw} save."
                },
                "WeaponFamiliarity": {
                    "Prompt1": "Select a weapon from the sword group.",
                    "Prompt2": "Select a second weapon from the sword group."
                }
            },
            "TerrainExpertise": {
                "Prompt": "Select a terrain."
            },
            "TerrainStalker": {
                "Rubble": "Rubble",
                "Snow": "Snow",
                "Underbrush": "Underbrush"
            },
            "Thaumaturge": {
                "Implement": {
                    "Adept": {
                        "Label": "Implement Adept"
                    },
                    "Amulet": {
                        "Adept": {
                            "Description": "When you use Amulet's Abeyance, you or your ally chooses one type of damage dealt by the triggering attack and gains resistance 5 against that damage type until the start of your next turn. At 15th level, this lingering resistance increases from 5 to 10.",
                            "Prompt": "Select a damage type dealt by the triggering attack."
                        },
                        "Label": "Amulet"
                    },
                    "Bell": {
                        "Label": "Bell"
                    },
                    "Chalice": {
                        "Adept": {
                            "DescriptionAlteration": "If you or an ally within 30 feet takes piercing or slashing damage from a foe's critical hit or takes persistent bleed damage, Drinking from the Chalice before the end of your next turn grants that injured creature greater restoration to make up for its lost vitality. On a sip, the temporary Hit Points granted to the creature increase to twice your level. When drained, the chalice heals the creature @Damage[(5 * @actor.level)[healing,vitality]|shortLabel|traits:healing,vitality] Hit Points (or @Damage[(5 * @actor.level)[healing,void]|traits:healing,void] if they have void healing).",
                            "Note": "If you or an ally within 30 feet takes piercing or slashing damage from a foe's critical hit or takes persistent bleed damage, @UUID[Compendium.sf2e.actions.Item.D91jQs0wleU5ml4K]{Drinking from the Chalice} before the end of your next turn grants that injured creature greater restoration to make up for its lost vitality.<p>On a sip, the temporary Hit Points granted to the creature increase to twice your level. When drained, the chalice heals the creature 5 Hit Points for each level you have.</p>",
                            "Prompt": "Does the chalice's adept benefit apply?"
                        },
                        "Label": "Chalice"
                    },
                    "Lantern": {
                        "BonusToggle": "Target is within the lantern's bright light",
                        "Label": "Lantern",
                        "LightToggle": "Light lantern implement"
                    },
                    "Mirror": {
                        "Label": "Mirror"
                    },
                    "Paragon": {
                        "Label": "Implement Paragon"
                    },
                    "Prompt": "Select an implement.",
                    "Regalia": {
                        "Label": "Regalia",
                        "UnflankableToggle": "Regalia owner is being flanked."
                    },
                    "Shield": {
                        "Initiate": {
                            "Addendum": "Whenever you Exploit Vulnerability, you can also @UUID[Compendium.sf2e.equipment-effects.Item.2YgXoHvJfrDHucMr]{Raise a Shield} as a free action."
                        },
                        "Label": "Shield",
                        "Prompt": "Select a shield with a Bulk of 1 or less"
                    },
                    "Tome": {
                        "FirstSkillDropdown": "Tome — First skill",
                        "Label": "Tome",
                        "Paragon": {
                            "InitiativeBonusLabel": "Tome (Paragon)",
                            "InitiativeToggle": "Tome — Initiative vs. creatures or haunts"
                        },
                        "SecondSkillDropdown": "Tome — Second skill"
                    },
                    "Wand": {
                        "Adept": {
                            "Cold": "If the target fails its save and takes damage, it takes a –10-foot status penalty to its Speeds for 1 round.",
                            "RangeIncrease": "Tne range of Fling Magic increases to 120 feet.",
                            "Electricity": "If the target fails its save and takes damage, it becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the end of your next turn.",
                            "Fire": "If the target fails its save and takes damage, it takes @Damage[1d10[persistent,fire]] (or @Damage[2d10[persistent,fire]] on a critical failure).",
                            "FireParagon": "If the target fails its save and takes damage, it takes @Damage[2d10[persistent,fire]] (or @Damage[4d10[persistent,fire]] on a critical failure)."
                        },
                        "Label": "Wand",
                        "Paragon": {
                            "Description": "The range of Fling Magic increases to 180 feet. You gain the ability to choose between all three damage types (cold, electricity, and fire) each time you use Fling Magic. You can choose to target a single creature or to affect all creatures in a @Template[burst|distance:20]."
                        }
                    },
                    "Weapon": {
                        "Adept": {
                            "Note": "You deal @Damage[1[@item.system.damage.damageType]] damage, possibly applying any bonus damage due to the target's weakness."
                        },
                        "Label": "Weapon"
                    }
                },
                "TalismanEsoterica": "Talisman Esoterica"
            },
            "ToggleProperty": {
                "GourdHead": "Gourd Head: Increase perception DC",
                "TagTeam": "Flanking with another member of the Secret Society",
                "Triangulate": "Spotter can see target"
            },
            "Traits": {
                "FungusAndPlant": "Fungus and Plant"
            },
            "TrapFinder": {
                "DefendingLabel": "Trap Finder (defending against traps)",
                "SearchLabel": "Trap Finder (searching for traps)"
            },
            "TriangularTeeth": {
                "Survival": {
                    "Label": "Triangular Teeth — Navigate Waters"
                }
            },
            "TrinityGeodeLabel": "Trinity Geode",
            "Trox": {
                "FortifiedTrox": {
                    "ChitinousPlates": "Chitinous Plates"
                }
            },
            "TwinnedDefense": {
                "Prompt": "Are you wielding a parry weapon?"
            },
            "TwoHanded": {
                "BastardSword": "Use Bastard Sword Two-Handed",
                "BattleLute": "Use Battle Lute Two-Handed",
                "Broom": "Use Broom Two-Handed",
                "Cane": "Use Cane Two-Handed",
                "Katana": "Use Katana Two-Handed",
                "Khakkhara": "Use Khakkhara Two-Handed",
                "MusketStaff": "Use Musket Staff Two-Handed",
                "OrcSkewermaul": "Use Orc Skewermaul Two-Handed",
                "ReinforcedStock": "Use Reinforced Stock Two-Handed",
                "RhokaSword": "Use Rhoka Sword Two-Handed",
                "Staff": "Use Staff Two-Handed",
                "Tuskblade": "Use Tuskblade Two-Handed"
            },
            "UlfenGuard": {
                "GuardsFury": {
                    "ToggleLabel": "Guard's Fury — Adjacent to designated ally"
                }
            },
            "UndeadSlayer": {
                "SlayersPresence": {
                    "Note": "The target is @UUID[Compendium.sf2e.conditions.Item.sDPxOjQ9kx2RZE8D]{Fleeing} for 1 round."
                }
            },
            "UnderseaPrivateer": {
                "RollOptionLabel": "Fighting in or underwater"
            },
            "UntamedShift": {
                "ElementalMatter": "Elemental Matter",
                "LongVines": "Long Vines",
                "Prompt": "Select a shift.",
                "PromptThree": "Select a 3rd shift.",
                "PromptTwo": "Select a 2nd shift.",
                "UntamedClaws": "Untamed Claws",
                "UntamedJaws": "Untamed Jaws",
                "Wings": "Wings"
            },
            "Urog": {
                "CrystalCarapace": {
                    "Shell": "Shell"
                }
            },
            "UrsineAvenger": {
                "GreatBear": {
                    "Description": "When you transform, you can take on a bear's bulk and size. You can spend an additional action when using Ursine Avenger Form to gain the effects of a 1st-rank *enlarge* spell, which lasts for the spell's normal duration or until you leave your Ursine Avenger Form, whichever comes first.",
                    "Frequency": "**Frequency** once per hour",
                    "Effect": "@UUID[Compendium.sf2e.feat-effects.Item.PZuICqcgpErGQcqG]{Effect: Great Bear}",
                    "MightyBear": "The power of the bear within you can expand your physical presence even further. The *enlarge* spell you cast with your Great Bear feat is heightened to 4th rank."
                }
            },
            "Vampire": {
                "ViciousFangs": {
                    "Note": {
                        "Base": "Your fangs Strike deals an additional @Damage[1d6[bleed]] damage.",
                        "FourteenthLevel": "Your fangs Strike deals an additional @Damage[2d6[bleed]] damage.",
                        "TwentiethLevel": "Your fangs Strike deals an additional @Damage[3d6[bleed]] damage."
                    }
                }
            },
            "VenomGlands": {
                "Label": "Poison Spray",
                "Note": "On a critical hit, the target is also @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}."
            },
            "Vesk": {
                "ForkTongued": {
                    "CriticalNote": "On a critical hit, the target takes persistent poison damage equal to the number of weapon damage dice.",
                    "VenomousJaws": "Venomous Jaws"
                },
                "VenomousCocktail": {
                    "ChoiceLabel": "Choose a dose of poison or the grade of your weapon.",
                    "PoisonDose": "Dose of Poison"
                }
            },
            "VirtuosicPerformer": {
                "Acting": "Acting",
                "Comedy": "Comedy",
                "Dance": "Dance",
                "Keyboards": "Keyboards",
                "Oratory": "Oratory",
                "Percussion": "Percussion",
                "Prompt": "Select a type of performance.",
                "Singing": "Singing",
                "Strings": "Strings",
                "Synths": "Synths",
                "Winds": "Winds"
            },
            "Vishkanya": {
                "VenomResistantVishkanya": {
                    "PoisonSaveNote": "Each of your successful saving throws against a poison affliction reduces its stage by 2. Each critical success against an ongoing poison reduces its stage by 3.",
                    "VirulentSaveNote": "Each of your successful saving throws against a virulent poison affliction reduces its stage by 1. Each critical success against an ongoing virulent poison reduces its stage by 2."
                }
            },
            "VitalityManipulationStance": {
                "Note": "When you use Stunning Fist, instead of saving against being stunned, you can choose to have the target make a @Check[fortitude|against:class] save against your class DC with the following results. You must choose to do this before the target rolls its save.</p><hr><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target's muscles become temporarily weaker. For 1 round, the target is @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 2}, and any time it attempts to take an action with the manipulate trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its enfeebled value.</p><p><strong>Failure</strong> As success, but the duration is 1 minute.</p><p><strong>Critical Failure</strong> As success, but the duration is 1 minute, the flat check is DC 11, and the target takes -10-foot status penalty to all Speeds for the duration.</p>",
                "StrikeLabel": "Vitality Blast"
            },
            "WanderingChef": {
                "RegionalSpecialty": {
                    "BonusToggle": "Regional Specialty — Apply saving throw bonus",
                    "Prompt": "Is the item 18th level or higher?"
                }
            },
            "WardMedic": {
                "Note": "When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you're a master in Medicine, you can treat up to four targets, and if you're legendary, you can treat up to eight targets."
            },
            "WardenHuman": {
                "Fortitude": "Expert in Fortitude saves",
                "HitPoints": "4 Hit Points",
                "MediumArmor": "Trained in Medium Armor"
            },
            "WardingRune": {
                "Prompt": "Select a school of magic other than divination."
            },
            "WarriorOfLegend": {
                "CursedWeakness": {
                    "Prompt": "Select a cursed weakness."
                },
                "GriefsFury": {
                    "Toggle": "Grief's Fury — Target dealt damage to your bonded partner"
                }
            },
            "Wayang": {
                "ShadowOfTheCourtier": "Once per day, if you fail, but not critically fail, a check to Make an Impression, you can play it off as part of a performance, allowing you to reroll the check; this is a fortune effect."
            },
            "Weapon": {
                "Metal": "Using a metal weapon"
            },
            "WeaponInfusion": {
                "Melee": "Melee Infusion",
                "Ranged": "Ranged Infusion",
                "RangedSuboptions": {
                    "100Volley": "100 ft., Volley 30 ft.",
                    "50Propulsive": "50 ft., Propulsive",
                    "20Thrown": "20 ft., Thrown"
                }
            },
            "WellspringMage": {
                "CriticalSuccess": "You temporarily recover an expended spell slot of any rank of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate @UUID[Compendium.sf2e.rollable-tables.RollTable.N0pDFNCffTe2Du39]{Wellspring Surge}.",
                "Failure": "You generate a @UUID[Compendium.sf2e.rollable-tables.RollTable.N0pDFNCffTe2Du39]{Wellspring Surge}, with a spell rank chosen randomly among your top three ranks of spell slots (or all your ranks if you have fewer than three)",
                "Initiative": "When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a @Check[flat|dc:6|traits:wellspring-magic].",
                "Success": "You temporarily recover an expended spell slot of a spell rank chosen randomly among your top three ranks of spell slots (or all your ranks of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute, otherwise you experience a @UUID[Compendium.sf2e.rollable-tables.RollTable.N0pDFNCffTe2Du39]{Wellspring Surge}."
            },
            "Werecreature": {
                "ChangeShape": {
                    "AlterationLabel": "Hybrid and Animal Shape"
                },
                "Werebat": {
                    "Description": "You gain a 10ft speed and a 15ft fly speed, and a 1d8 piercing fangs unarmed attack. When Flying due to the fly speed granted by this form, you must begin and end your movement on a solid surface or immediately fall.",
                    "Label": "Werebat"
                },
                "Werebear": {
                    "Description": "You gain a 25ft speed, a 1d8 piercing jaws unarmed attack, and a 1d6 slashing claw unarmed attack with the agile trait.",
                    "Label": "Werebear"
                },
                "Wereboar": {
                    "Description": "You gain a 30ft speed, and a 1d8 slashing tusk unarmed attack with the sweep trait.",
                    "Label": "Wereboar"
                },
                "Werecrocodile": {
                    "DeathRoll": {
                        "ToggleLabel": "Death Roll — In Water"
                    },
                    "Description": "You gain a 25ft speed and a 15ft swim speed, and a 1d8 piercing jaws unarmed attack with the grapple trait. You can hold your breath for 2 hours in animal or hybrid form.",
                    "Label": "Werecrocodile"
                },
                "Weremoose": {
                    "Description": "You gain a 25ft speed, and a 1d8 piercing antler unarmed attack with the shove trait.",
                    "Label": "Weremoose"
                },
                "Wererat": {
                    "Description": "You gain a 25ft speed, a 1d6 piercing jaws unarmed attack with the finesse trait, and a 1d4 slashing claw unarmed attack with the agile and finesse traits. Your animal shape is Small in size.",
                    "Label": "Wererat"
                },
                "Wereshark": {
                    "Description": "You gain a 15ft speed and a 25ft swim speed, and a 1d8 piercing jaws unarmed attack with the grapple trait. Your hybrid shape gains the amphibious swim 25 feet trait. In your animal shape, you lose your land Speed and your Swim speed increases to 35 feet, and you gain the aquatic trait.",
                    "Label": "Wereshark"
                },
                "Weretiger": {
                    "Description": "You gain a 25ft speed, a 1d8 piercing jaws unarmed attack, and a 1d6 slashing claw unarmed attack with the agile trait.",
                    "Label": "Weretiger"
                },
                "Werewolf": {
                    "Description": "You gain a 30ft speed, and a 1d8 piercing jaws unarmed attack with the trip trait.",
                    "Label": "Werewolf"
                },
                "YouDontSmellRight": {
                    "Label": "Seek to determine if a creature is disguised"
                }
            },
            "WingedWarrior": {
                "Dedication": {
                    "RollOptionLabel": "Flying using permanent wings"
                }
            },
            "Witch": {
                "Cauldron": {
                    "CraftingEntry": "Cauldron"
                },
                "Patron": {
                    "FamiliarAbility": {
                        "BalancedLuck": {
                            "Description": "When you Cast or Sustain a hex, one creature within 15 feet of your familiar gets your choice of either a +1 status bonus to its AC or a –1 status penalty to its AC until the start of your next turn.",
                            "Title": "Familiar of Balanced Luck"
                        },
                        "FlowingScript": {
                            "Description": "When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.",
                            "Title": "Familiar of Flowing Script"
                        },
                        "FreezingRime": {
                            "Description": "Your familiar is cold to the touch, its breath always visible. When you Cast or Sustain a hex, you can cause ice to form in a @Template[burst|distance:5] centered on a square of your familiar's space. Those squares are difficult terrain until the start of your next turn.",
                            "Title": "Familiar of Freezing Rime"
                        },
                        "InsightfulObservation": {
                            "Title": "Familiar of Insightful Observation"
                        },
                        "KeenSenses": {
                            "Description": "When you Cast or Sustain a hex, your familiar gains your choice of an imprecise scent, tremorsense, or wavesense, with a range of 60 feet until the start of your next turn, and it can immediately @UUID[Compendium.sf2e.actions.Item.sn2hIy1iIJX9Vpgj]{Point Out} as a free action.",
                            "Title": "Familiar of Keen Senses"
                        },
                        "NimbleFlight": {
                            "Description": "When you Cast or Sustain a hex, your familiar can Fly up to 15 feet; this movement doesn't trigger reactions.",
                            "Title": "Familiar of Nimble Flight"
                        },
                        "OngoingMisery": {
                            "Description": "When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging one negative condition of your choice affecting the creature by 1 round. This extension can be applied only once to a given case of a condition. This is a curse effect. This prolongs only conditions with a timed duration (such as '1 round' or 'until the end of your next turn') and doesn't prevent conditions from being removed by other means.",
                            "Title": "Familiar of Ongoing Misery"
                        },
                        "OverwhelmingTides": {
                            "Description": "When you Cast or Sustain a hex, you can cause a small wave to surge forth from your familiar. One creature within 10 feet of your familiar is pushed 5 feet away from your familiar.",
                            "Title": "Familiar of Overwhelming Tides"
                        },
                        "ParasiticMight": {
                            "Description": "When you Cast or Sustain a hex, one creature within 15 feet of your familiar with less than half of its maximum Hit Points becomes @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1} unless it succeeds at a @Check[fortitude|against:spell] saving throw.",
                            "Title": "Familiar of Parasitic Might"
                        },
                        "RestoredSpirit": {
                            "Description": "When you Cast or Sustain a hex, one willing creature within 15 feet of your familiar gains temporary Hit Points equal to 2 + half your level, which last until the start of your next turn.",
                            "Title": "Familiar of Restored Spirit"
                        },
                        "StalkingNight": {
                            "Description": "When you Cast or Sustain a hex, and your familiar is adjacent to an enemy to which it's @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed}, @UUID[Compendium.sf2e.conditions.Item.iU0fEDdBp3rXpTMC]{Hidden}, or undetected, the enemy becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}.",
                            "Title": "Familiar of Stalking Night"
                        },
                        "BolsteringAid": {
                            "Description": "Your familiar knows all manner of tricks that can help! When you Cast or Sustain a hex, and your familiar is adjacent to an ally, that ally gains a +2 status bonus to the next non-attack skill check that ally attempts before the start of your next turn.",
                            "Title": "Familiar of Bolstering Aid"
                        },
                        "EnticingNegotiation": {
                            "Description": "When you Cast or Sustain a hex and your familiar is within 10 feet of an enemy, the enemy becomes @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn. Your familiar can only distract a single enemy per round in this way.",
                            "Title": "Familiar of Enticing Negotiation"
                        },
                        "ObscuringSnowfall": {
                            "Description": "When you Cast or Sustain a hex, you can cause clinging snow to fall in a @Template[type:burst|distance:5] centered on a square of your familiar's space. This snowfall remains until the start of your next turn, and enemies that enter these squares during that period are @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.",
                            "Title": "Familiar of Obscuring Snowfall"
                        },
                        "PairedPerplexity": {
                            "Description": "When you Cast or Sustain a hex, your familiar seems to double and be in two places at once. One creature you choose within 20 feet of it is @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the start of your next turn; this is a visual effect.",
                            "Title": "Familiar of Paired Perplexity"
                        },
                        "SwarmsHeart": {
                            "Description": "When you Cast or Sustain a hex, the insects swarm to protect you and your allies. Until the start of your next turn, your familiar grants concealment to you or any ally while sharing the same space.",
                            "Title": "Familiar of Swarm's Heart"
                        }
                    },
                    "Prompt": "Select a patron.",
                    "Theme": {
                        "BabaYaga": "Baba Yaga",
                        "ChoirPolitic": "Choir Politic",
                        "Cobyslarni": "Cobyslarni",
                        "DevourerOfDecay": "Devourer of Decay",
                        "FaithsFlamekeeper": "Faith's Flamekeeper",
                        "MosquitoWitch": "Mosquito Witch",
                        "ParadoxOfOpposites": "Paradox of Opposites",
                        "RippleInTheDeep": "Ripple in the Deep",
                        "SilenceInSnow": "Silence in Snow",
                        "SpinnerOfThreads": "Spinner of Threads",
                        "StarlessShadow": "Starless Shadow",
                        "TheInscribedOne": "The Inscribed One",
                        "TheResentment": "The Resentment",
                        "TheUnseenBroker": "The Unseen Broker",
                        "WhisperOfWings": "Whisper of Wings",
                        "WildingSteward": "Wilding Steward"
                    }
                },
                "Seneschal": {
                    "AdjustmentsAddendum": "Instead of your patron's lesson, you gain the @UUID[Compendium.sf2e.spells.Item.IqBfoUaWDennHYoZ]{Manifest Will} hex cantrip and your familiar learns one common 1st-rank spell of your choice from your spell list."
                },
                "SympatheticStrike": {
                    "Note": "Until the beginning of your next turn, the target takes a –1 circumstance penalty to its saves against your hexes, or a –2 penalty if the triggering Strike was a critical hit. @UUID[Compendium.sf2e.feat-effects.Item.qBTJYpopY3AwFFUJ]{Effect: Sympathetic Strike}"
                },
                "WildWitchsArmaments": {
                    "EldritchNails": {
                        "RollOptionLabel": "You hit the same enemy with two consecutive nail strikes"
                    },
                    "IronTeeth": {
                        "Note": "A creature that you critically hit with a jaws Strike must succeed at a @Check[fortitude|against:class-spell] save gainst your class DC or Spell DC or become @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}."
                    },
                    "LivingHair": {
                        "StrikeLabel": "Quill"
                    }
                },
                "WitchsArmaments": {
                    "EldritchNails": "Eldritch Nails",
                    "IronTeeth": "Iron Teeth",
                    "LivingHair": "Living Hair"
                }
            },
            "Wizard": {
                "ArcaneSchool": {
                    "Prompt": "Select an arcane school."
                },
                "ArcaneThesis": {
                    "Prompt": "Select an arcane thesis."
                },
                "ExplosiveArrival": {
                    "Label": "Explosive Arrival: Creature Trait"
                },
                "ImprovedFamiliarAttunement": {
                    "Description": "You expend the magical power stored in your familiar. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.",
                    "Name": "Drain Familiar",
                    "Requirements": "Your familiar is on your person."
                },
                "Runelord": {
                    "ArcaneBond": {
                        "DescriptionAddendum": "Runelords hail from an era where even a scholar was expected to be able to defend themself with arms if necessary, leading to the practice of attaching a blade to the typical wizard's staff. You must choose a polearm or spear as your arcane bond. In place of an arcane thesis, you have a personal rune, which appears on your bonded weapon. The weapon functions as a staff with charges equal to the highest rank of spells you can cast and contains the sin spells from your sin up to that rank (including your cantrips). Your personal rune isn't a property rune and doesn't count against the weapon's limit of such runes. If you prepare a magical staff, it merges with your bonded item until your next daily preparations, adding its charges and spell list. While merged, the weapons haft takes on aesthetic aspects of the staff.",
                        "Label": "Arcane Bond and Personal Rune"
                    },
                    "Sin": {
                        "Prompt": "Select a sin to specialize in."
                    }
                },
                "Spellshape1": {
                    "Prompt": "Select a 1st-level wizard spellshape feat."
                },
                "UnifiedMagicalTheory": {
                    "Prompt": "Select a 1st-level wizard feat."
                },
                "WarMage": {
                    "ShieldingFormation": {
                        "ResistanceToggle": "Shielding Formation – End AC bonus to gain resistance"
                    }
                }
            },
            "Wrestler": {
                "InescapableGrasp": {
                    "Note": "If you attempt to use a teleportation spell or effect to Escape, you must succeed at a @Check[flat|dc:15] or the spell fails."
                },
                "Spinebreaker": {
                    "Note": {
                        "CriticalSuccess": "The target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 2} until the end of its next turn and then is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 minute.",
                        "Success": "The target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until the end of its next turn."
                    }
                },
                "Strangle": {
                    "FlatCheckNote": "For an action requiring speech that is also a manipulate action, like Casting a Spell with the concentrate and manipulate trait, you just roll a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.",
                    "VerbalNote": "You must succeed at a @Check[flat|dc:10] or lose any action that requires speech."
                },
                "SubmissionHold": {
                    "Note": {
                        "CriticalSuccess": "The target is @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the end of its next turn and then is @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 minute.",
                        "Success": "The target is @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the end of its next turn."
                    }
                },
                "Suplex": {
                    "Note": "The target lands @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone} and you immediately release your hold on the target."
                }
            },
            "ZephyrGuard": {
                "KnowTheBeat": {
                    "RollOptionLabel": "Know the Beat — Investigating crimes"
                }
            },
            "Yaoguai": {
                "AwakenedYaoguai": {
                    "Prompt": "Select a yaoguai heritage."
                },
                "LegendaryMonster": {
                    "Effect": "@UUID[Compendium.sf2e.feat-effects.Item.ELCODoiGDBEqRAtT]{Effect: Legendary Monster}",
                    "Options": {
                        "Damage": "Additional spirit damage",
                        "Enlarge": "4th rank Enlarge",
                        "Fly": "Fly Speed"
                    },
                    "Prompt": "Choose an additional benefit",
                    "RollOptionLabel": "Use Legendary Monster",
                    "Text": {
                        "Damage": "Your spiritual power erupts to punish your enemies. You deal an additional 1d4 spirit damage with all Strikes and attack spells, and your Strikes and attack spells gain the spirit trait.",
                        "Description": "Once per day when you Unleash Yaoguai Might, you can gain one of the following additional benefits, which persists for 1 minute or until you Change Shape again.",
                        "Enlarge": "Your body grows to impossible heights. Your Enlarge effect is heightened to 4th rank.",
                        "Fly": "You can leap off the air itself. You gain the effects of the *fly* spell.",
                        "Frequency": "You can Unleash Yaoguai Might any number of times per day.",
                        "Title": "**Legendary Monster**"
                    }
                },
                "UnleashYaoguaiMight": {
                    "BornOfAnimal": "**Animal** Your hide thickens, granting a +1 circumstance bonus to AC.",
                    "BornOfCelestial": "**Celestial** You recover some of your celestial perfection, granting you and all allies within 15 feet a +1 status bonus to attack rolls.",
                    "BornOfElements": "**Elements** You're surrounded in wind and dust, granting concealment each round that you spend at least 1 action that has the move trait. You can't use this concealment to Hide or Sneak, as normal for sources of obvious concealment.",
                    "BornOfItem": "**Object** Your skin transmutes partially into an inorganic substance, granting resistance 5 to your choice of bludgeoning, piercing, or slashing.",
                    "BornOfVegetation": "**Vegetation** You trigger an accelerated growth, gaining fast healing 5.",
                    "Description": "As you enter your yaoguai form, you draw upon your internal magic to assume an even greater form. When you Change Shape to enter your yaoguai form, you can spend an additional action to gain the effects of Enlarge and an additional effect based on your heritage. This effect persists for 1 minute or until you Change Shape again.",
                    "Effect": "@UUID[Compendium.sf2e.feat-effects.Item.OBsItGQScxHyUcmR]{Effect: Unleash Yaoguai Might}",
                    "Frequency": "**Frequency** once per day",
                    "UsedMoveAction": "Used action that has the move trait."
                }
            },
            "Ysoki": {
                "TestSubject": {
                    "Prompt": "Select test subject.",
                    "ExtraLimbs": "Extra Limbs",
                    "PsychicAugmentation": "Psychic Augmentation",
                    "CyberneticAugmentation": "Cybernetic Augmentation",
                    "Radioactive": "Radioactive"
                }
            },
            "Zombie": {
                "Deteriorated": "Deteriorated"
            }
        },
        "Terrain": {
            "Aquatic": "Aquatic",
            "Arctic": "Arctic",
            "Desert": "Desert",
            "Forest": "Forest",
            "Mountain": "Mountain",
            "Muddy": "Muddy",
            "Plains": "Plains",
            "Rocky": "Rocky",
            "Sandy": "Sandy",
            "Sky": "Sky",
            "Sloped": "Sloped",
            "Space": "Space",
            "Swamp": "Swamp",
            "Underground": "Underground",
            "Undergrowth": "Undergrowth",
            "ZeroGravity": "Zero Gravity"
        },
        "UI": {
            "RuleElements": {
                "ChoiceSet": {
                    "Decline": "Decline",
                    "DragHomebrewItem": "Drag a homebrew item here if using one instead of the above options.",
                    "HomebrewItem": "Homebrew Item",
                    "NoLabel": "No",
                    "Prompt": "Make a selection.",
                    "SaveLabel": "Save",
                    "SkillLabel": "Skill",
                    "ViewItem": {
                        "Disabled": "Selected choice has no item sheet",
                        "Tooltip": "View Item"
                    },
                    "YesLabel": "Yes"
                },
                "EffectTarget": {
                    "Prompt": "Choose the target of this effect."
                },
                "GrantItem": {
                    "AlreadyHasItem": "{actor} already has {item}, so it has not been added again.",
                    "ExistingItem": "Use an existing item in my inventory.",
                    "GrantNew": "Grant me a new item."
                },
                "MultipleAttackPenalty": {
                    "Breakdown": "MAP ({label})"
                },
                "Prompt": {
                    "NoSelectionMade": "No selection was made: {item} is inactive.",
                    "NoValidOptions": "{actor} has no valid options for {item}."
                },
                "TokenMark": {
                    "TargetToken": "Target a token by mouse-hovering one and pressing T. Press Escape to cancel.",
                    "Timeout": "Effect creation cancelled due to lack of target."
                }
            }
        }
    },
    "SF2E": {
        "BattleForm": {
            "Note": {
                "Grab": "You can spend an action immediately after a hit to @UUID[Compendium.sf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr]{Grab} the target."
            }
        },
        "NPCAbility": {
            "AeonGuard": {
                "Commander": {
                    "RallyTheTroops": {
                        "Prompt": "Did the aeon guard end their movement adjacent to another aeon guard?"
                    }
                },
                "Trooper": {
                    "CoordinatedFire": {
                        "Note": "Your target becomes @UUID[Compendium.sf2e.conditions.Item.enA7BxAjBb7ns1iF]{Suppressed} until the end of your next turn."
                    }
                }
            },
            "Arqsheth": {
                "ArmamentOfTheArchons": {
                    "StrikeLabel": "Arqsheth"
                }
            },
            "Atlapak": {
                "AerialBuoyancy": {
                    "Atmosphere": "Atmosphere",
                    "None": "None",
                    "Normal": "Normal",
                    "Thick": "Thick",
                    "Thin": "Thin"
                }
            },
            "Coposirix": {
                "SeepIn": {
                    "MaterialPrompt": "Was the damage dealt by a weapon made of a special material?"
                }
            },
            "CorpseFleet": {
                "LeadSalvo": {
                    "RollOptionLabel": "Lead Salvo — Additional number of d4s"
                },
                "JuniorOfficer": {
                    "RallyTheTroops": {
                        "Prompt": "Did your movement end next to the officer?"
                    }
                }
            },
            "Feskagazar": {
                "DeliverInjection": {
                    "AxonPeeler": {
                        "Note": "@Check[fortitude|dc:21]. On a failure, the target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1}.",
                        "RollOptionLabel": "Axon Peeler"
                    },
                    "BloodBoiler": {
                        "Note": "@Check[fortitude|dc:21]. On a failure, the target is @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened 1}.",
                        "RollOptionLabel": "Blood Boiler"
                    },
                    "CryoSting": {
                        "Note": "@Check[fortitude|dc:21]. On a failure, the target takes @Damage[1d6[persistent,bludgeoning]] damage.",
                        "RollOptionLabel": "Cryo Sting"
                    }
                }
            },
            "Hardlight": {
                "TouchingProjectorLabel": "Touching Projector"
            },
            "Ignurso": {
                "Lavaproof": {
                    "ImmunityLabel": "lavaproof"
                }
            },
            "Illumantula": {
                "RelativityField": {
                    "WeaknessLabel": "fortune"
                }
            },
            "Paradox17": {
                "NaturalInvisibility": {
                    "ResistanceException": "from creatures observing it"
                }
            },
            "ParadoxicalSolipsist": {
                "PerceiveUnreality": {
                    "ResistanceException": "source of damage is hidden to them"
                }
            },
            "RallyTheTroops": {
                "Ally": "Next to Ally",
                "Commander": "Next to Commander"
            },
            "SihedronGuardThunderstriker": {
                "NavigationalSpellshape": {
                    "Alteration": "If the next action the aeon guard uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. In addition, if the spell requires an attack roll or a Reflex save, any targets of the spell that have lesser cover reduce the bonuses they gain from cover by 1 against the spell."
                }
            },
            "Vorthuul": {
                "QuantumDuality": {
                    "AbsoluteTranquility": "Absolute Tranquility",
                    "EverburningAgony": "Everburning Agony"
                }
            },
            "WaywardWarp": {
                "WarpField": {
                    "Cosmic": "Cosmic",
                    "Earth": "Earth",
                    "Frozen": "Frozen",
                    "Inferno": "Inferno",
                    "Storm": "Storm",
                    "Water": "Water"
                }
            }
        },
        "SpecificRule": {
            "Android": {
                "Hellforged": {
                    "HellforgedPlates": "Hellforged Plates"
                },
                "MachineSaboteur": {
                    "Note": "The target becomes @UUID[Compendium.sf2e.conditions.Item.6A2QDy8wRGCVQsSd]{Glitching 1}."
                }
            },
            "Astrazoan": {
                "DigestiveOutburst": {
                    "Label": "Stomach"
                }
            },
            "Bantrid": {
                "BouncyBall": {
                    "SecondJump": "Second Jump"
                },
                "HollowOrb": {
                    "RollOptionLabel": "Hollow Orb — Moving across liquid surface"
                },
                "MagneticOrb": {
                    "RollOptionLabel": "Magnetic Orb — On metal surface"
                },
                "OnARoll": {
                    "RollOptionLabel": "On a Roll — Moved last turn"
                }
            },
            "Barathu": {
                "AdaptativeLocomotion": {
                    "Flippers": "Flippers",
                    "HookedPseudopods": "Hooked Pseudopods",
                    "Prompt": "Select an adaptation"
                },
                "ConvergentEvolution": {
                    "Prompt": "Select a 5th-level or lower ancestry feat."
                },
                "ManifoldEvolution": {
                    "Prompt": "Select a 17th-level or lower ancestry feat."
                },
                "RuggedExplorer": {
                    "Shell": "Shell"
                }
            },
            "CairnForm": {
                "CriticalHit": "The target must succeed at a @Check[fortitude|against:class] or become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} for 1 round."
            },
            "Contemplative": {
                "IntensifiedPsychicShock": {
                    "ExtendedShock": "Extended Shock",
                    "MindCrusher": "Mind Crusher",
                    "PeerPressure": {
                        "Label": "Peer Pressure",
                        "Note": "Your psychic shock gains the arc trait, but it deals mental damage rather than electricity damage."
                    },
                    "PsychicWave": "Psychic Wave"
                },
                "Mindrender": {
                    "Label": "Psychic Shock"
                },
                "OverwhelmingEgo": {
                    "Label": "First Psychic Shock strike this round"
                },
                "Telepredict": {
                    "Toggle": "Telepredict — Dealt mental damage"
                }
            },
            "Corpsefolk": {
                "BoneShards": {
                    "Label": "Bone Shards"
                }
            },
            "Dragonkin": {
                "DragonkinBreath": {
                    "Acid": "Acid (Corrosive)",
                    "Bludgeoning": "Bludgeoning (Hammer)",
                    "Cold": "Cold (Cryo)",
                    "Electricity": "Electricity (Shock)",
                    "Fire": "Fire (Flame)",
                    "Piercing": "Piercing (Spear)",
                    "Slashing": "Slashing (Knife)",
                    "Sonic": "Sonic (Sonic)"
                },
                "DragonsTenacity": {
                    "InflictsParalyzed": "Dragon's Tenacity — Effect makes you Paralyzed",
                    "MagicEffect": "Dragon's Tenacity — Magic effect makes you Paralyzed"
                },
                "Moodscales": {
                    "Modifier": "Moodscales — Against emotion effects",
                    "Note": "If you roll a success on a saving throw against an emotion effect, you get a critical success instead."
                },
                "WeaponFamiliarity": {
                    "AdvancedWeapons": "Advanced Dragonkin Weapons",
                    "MartialWeapons": "Martial Dragonkin Weapons"
                }
            },
            "Envoy": {
                "CutEmDeep": {
                    "Note": "When you successfully Demoralize the target of your @UUID[Compendium.sf2e.actions.Item.cmCtfURzpbzkxWsy]{Get 'Em!}, the target doesn't become immune to your further attempts to Demoralize them."
                },
                "Directive": {
                    "LeadByExample": {
                        "DescriptionAlteration": "When you use an act of leadership after issuing one or more envoy directives earlier that turn, you can choose one envoy directive you activated. You grant the lead by example benefits for that directive even if you didn't meet the usual requirements to lead by example. You can do this once per turn.",
                        "Prompt": "Lead by Example?"
                    }
                },
                "EffortlessInfluencer": {
                    "Note": "<p>When you succeed at a check with Deception, Diplomacy, or Intimidation, allies within 60 feet who witnessed your success gain a +1 status bonus to the next check they attempt with that skill within 1 minute (or a +2 bonus if your check was a critical success).</p><p>@UUID[Compendium.sf2e.feat-effects.Item.ZQM4vfHEKgxvNJik]{Effect: Effortless Influencer}</p>"
                },
                "GetEm": {
                    "LeadByExample": {
                        "ToggleLabel": "Get Em! — Initial Lead by Example Strike"
                    }
                },
                "HangInThere": {
                    "CriticalSuccess": "The target gains temporary Hit Points equal to double their level plus your Charisma modifier. @UUID[Compendium.sf2e.feat-effects.Item.B4JhFkbk5WHmWcOZ]{Effect: Hang In There!}",
                    "Prompt": "What proficiency DC was used?",
                    "Success": "The target gains temporary Hit Points their level plus your Charisma modifier. @UUID[Compendium.sf2e.feat-effects.Item.B4JhFkbk5WHmWcOZ]{Effect: Hang In There!}"
                },
                "HiddenAgenda": {
                    "ToggleLabel": "Save against thought-or-emotion-revealing effect"
                },
                "LeadershipStyle": {
                    "Prompt": "Select a leadership style."
                },
                "PardonMe": {
                    "Note": "When you successfully Tumble Through using Deception, the foe whose space you passed through is @UUID[Compendium.sf2e.conditions.Item.enA7BxAjBb7ns1iF]{Suppressed} until the end of its next turn."
                },
                "SavvyInfluencer": {
                    "Note": "<p>The first time per day when you roll a natural 1 on a Deception, Diplomacy, or Intimidation check, you don't automatically reduce your degree of success (you get a critical failure only if your result is 10 lower than the DC).</p>"
                },
                "SmoothDiversions": {
                    "Failure": "Creatures only become aware you were trying to trick them if you critically fail to Create a Diversion. Otherwise the creature assumes that your diversion was part of your regular bravado.",
                    "Success": "When you succeed at an attempt to @UUID[Compendium.sf2e.actions.Item.GkmbTGfg8KcgynOA]{Create a Diversion}, you can immediately @UUID[Compendium.sf2e.actions.Item.VMozDqMMuK5kpoX4]{Sneak} or Step as a free action."
                },
                "TakeEmAlive": {
                    "ToggleLabel": "Take 'Em Alive — Add charisma to Strike damage"
                }
            },
            "Equipment": {
                "Augmentations": {
                    "VenomSpur": {
                        "Label": "Venom Spur"
                    }
                },
                "CommUnit": {
                    "Flashlight": "Comm Unit — Flashlight"
                },
                "Flashlight": {
                    "Lit": "Flashlight Lit"
                },
                "ForceField": {
                    "Advanced": "Attempt a @Check[flat|dc:19] check. On a success, the critical hit becomes a normal hit.",
                    "Elite": "Attempt a @Check[flat|dc:17] check. On a success, the critical hit becomes a normal hit.",
                    "Paragon": "Attempt a @Check[flat|dc:15] check. On a success, the critical hit becomes a normal hit.",
                    "Superior": "Attempt a @Check[flat|dc:18] check. On a success, the critical hit becomes a normal hit.",
                    "Tactical": "Attempt a @Check[flat|dc:20] check. On a success, the critical hit becomes a normal hit.",
                    "Ultimate": "Attempt a @Check[flat|dc:16] check. On a success, the critical hit becomes a normal hit."
                },
                "Magboots": {
                    "ClimbMetalSurfaces": "Magboots — Climb metal surfaces"
                },
                "RevealingFlashlight": {
                    "Lit": "Flashlight Lit"
                },
                "SolarianCrystals": {
                    "Gluon": {
                        "Note": "On a critical hit, the target is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until it recovers from the persistent bleed damage.",
                        "Title": "Gluon Solarian Crystal"
                    },
                    "Graviton": {
                        "Note": {
                            "Commercial": "On a critical hit while you're graviton attuned, the target must succeed at a @Check[type:fortitude|dc:23] save or be @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn.",
                            "Tactical": {
                                "CriticalHit": "On a critical hit while you're graviton attuned, the target must succeed at a @Check[type:fortitude|dc:31] save or be @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} for 2 rounds.",
                                "Hit": "When you hit an @UUID[Compendium.sf2e.conditions.Item.eIcWbB5o3pP6OIMe]{Immobilized} creature with your solar weapon while graviton attuned, the target must succeed at a @Check[type:fortitude|dc:31] save or be knocked @UUID[Compendium.sf2e.conditions.Item.j91X7x0XSomq8d60]{Prone}."
                            }
                        },
                        "Title": "Graviton Solarian Crystal"
                    },
                    "Photon": {
                        "Note": {
                            "Commercial": "On a critical hit while you're photon attuned, the target must succeed at a @Check[type:fortitude|dc:23] save or be @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round.",
                            "Tactical": "On a critical hit while you're photon attuned, the target must succeed at a @Check[type:fortitude|dc:31] save or be @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} for 2 rounds."
                        },
                        "Title": "Photon Solarian Crystal"
                    },
                    "WeaponPotency": {
                        "Label": "Weapon Potency"
                    }
                },
                "StunStick": {
                    "AdvancedNote": "On a hit, you deal electricity damage instead of bludgeoning damage, and the target must succeed at a @Check[fortitude|dc:20] save or become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} for 1 round; this is an incapacitation effect.",
                    "EliteNote": "On a hit, you deal electricity damage instead of bludgeoning damage, and the target must succeed at a @Check[fortitude|dc:31] save or become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} for 1 round; this is an incapacitation effect.",
                    "ShortSharpShock": "Short, Sharp Shock",
                    "SuperiorNote": "On a hit, you deal electricity damage instead of bludgeoning damage, and the target must succeed at a @Check[fortitude|dc:28] save or become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} for 1 round; this is an incapacitation effect.",
                    "UltimateNote": "On a hit, you deal electricity damage instead of bludgeoning damage, and the target must succeed at a @Check[fortitude|dc:36] save or become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} for 1 round; this is an incapacitation effect.",
                    "ParagonNote": "On a hit, you deal electricity damage instead of bludgeoning damage, and the target must succeed at a @Check[fortitude|dc:40] save or become @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned 1} for 1 round; this is an incapacitation effect."
                },
                "UltralightWings": {
                    "WingsDeployed": "Ultralight Wings — Wings Deployed"
                },
                "Upgrades": {
                    "Weapon": {
                        "DivinityJammer": {
                            "Label": "Divinity Jammer",
                            "CriticalNote": "On a critical hit with the weapon, the target becomes @UUID[Compendium.sf2e.conditions.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the end of your next turn. If the target is a celestial, fiend, monitor, or creature with divine spells or abilities, it becomes stupefied 1 for 3 rounds instead."
                        },
                        "EntropicDestabilizer": {
                            "LabelCommercial": "Commercial Entropic Destabilizer",
                            "LabelTactical": "Tactical Entropic Destabilizer",
                            "Note": "If the target has a shield raised, the shield takes the same amount of persistent damage (its wielder rolls the flat check to see if the persistent damage ends, or the GM rolls if the shield is no longer in someone's possession). Unlike normal void damage, the void damage from an entropic destabilizer damages objects, constructs, and the like by eroding them away."
                        },
                        "FearProjector": {
                            "CriticalNoteCommercial": "When you critically hit with this weapon, the target becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 1}.",
                            "CriticalNoteTactical": "When you critically hit with this weapon, the target becomes @UUID[Compendium.sf2e.conditions.Item.TBSHQspnbcqxsmjL]{Frightened 2}.",
                            "LabelCommercial": "Commercial Fear Module",
                            "LabelTactical": "Tactical Fear Module"
                        },
                        "FrostModule": {
                            "LabelCommercial": "Commercial Frost Module",
                            "LabelTactical": "Tactical Frost Module",
                            "CriticalNoteCommercial": "On a critical hit, the target is also @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn unless it succeeds at a @Check[type:fortitude|dc:24] save.",
                            "CriticalNoteTactical": "On a critical hit, the target is also @UUID[Compendium.sf2e.conditions.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn unless it succeeds at a @Check[type:fortitude|dc:34] save."
                        },
                        "GhostKiller": {
                            "Label": "Ghost Killer"
                        },
                        "HolyModule": {
                            "LabelCommercial": "Commercial Holy Module",
                            "LabelTactical": "Tactical Holy Module",
                            "CriticalNoteCommercial": "On a critical hit, the target is also @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} (or @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} if unholy) until the end of your next turn unless it succeeds at a @Check[fortitude|dc:28] save.",
                            "CriticalNoteTactical": "On a critical hit, the target is also @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled} (or @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded} if unholy) until the end of your next turn unless it succeeds at a @Check[fortitude|dc:35] save."
                        },
                        "Loudener": {
                            "LabelCommercial": "Commercial Loudener",
                            "LabelTactical": "Tactical Loudener",
                            "CriticalNoteCommercial": "On a critical hit, the target must succeed at a @Check[fortitude|dc:24] save or be @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 minute (or 1 hour on a critical failure).",
                            "CriticalNoteTactical": "On a critical hit, the target must succeed at a @Check[fortitude|dc:34] save or be @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 minute (or 1 hour on a critical failure)."
                        },
                        "ShockModule": {
                            "LabelCommercial": "Commercial Shock Module",
                            "LabelTactical": "Tactical Shock Module",
                            "CriticalNote": "On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target."
                        },
                        "Silencer": {
                            "LabelTactical": "Tactical Silencer",
                            "CriticalNoteTactical": "On a critically successful Strike, the target becomes unable to make sound. The target can't use sonic attacks, nor can it use actions with the auditory trait. This also prevents the target from casting spells due to the incantations or sounds involved in casting, with the exception of subtle spells. The target can resist the effects of the silencer with a successful @Check[will|dc:27] save."
                        }
                    }
                }
            },
            "Gnarefuroid": {
                "HullborneGnarefuroid": {
                    "Carapace": "Hullborne Gnarefuroid Carapace"
                }
            },
            "Hellknight": {
                "Order": {
                    "Chain": "Chain",
                    "Crucible": "Crucible",
                    "Eclipse": "Eclipse",
                    "Pyre": "Pyre"
                },
                "Prompt": "Select a hellknight order"
            },
            "Ikeshti": {
                "PersistentTactics": {
                    "PuffUp": "Puff Up",
                    "ShedSkin": "Shed Skin",
                    "SquirtBlood": "Squirt Blood"
                },
                "ScrappersIngenuity": {
                    "Prompt": "Was the device higher level than you?"
                }
            },
            "Kalo": {
                "ArcticBite": {
                    "Note": "Ignores an amount of the target's cold resistance equal to your level. A creature's immunities are unaffected."
                },
                "ElectricKalo": {
                    "Alteration": "If you cast this spell with only 1 target, you gain electricity resistance equal to half your level (minimum 1) until the end of your next turn."
                },
                "EnhancedEcholocation": {
                    "FocusSenses": "Focus Senses"
                },
                "GelidBite": {
                    "Note": "On a critical hit, the target is also @UUID[Compendium.sf2e.conditions.Item.enA7BxAjBb7ns1iF]{Suppressed} until the end of your next turn, unless it succeeds at a @Check[fortitude|against:class-spell] save against your class DC or spell DC, whichever is higher."
                },
                "SilentTide": {
                    "ImprovedSneak": "Silent Tide — Improved Sneak While Swimming"
                }
            },
            "Kasatha": {
                "IgnoreRadiation": {
                    "Poison": "Ignore Radiation (Poison)",
                    "Radiation": "Ignore Radiation (Radiation)"
                },
                "WeaponFamiliarity": {
                    "AdvancedWeapons": "Advanced Kasathan Weapons",
                    "MartialWeapons": "Martial Kasathan Weapons"
                }
            },
            "Khizar": {
                "MultiStemmed": {
                    "Prompt": "Choose one khizar heritage."
                }
            },
            "MartialProficiency": {
                "AdvancedGuns": "Advanced Guns",
                "MartialAndSimpleGuns": "Martial & Simple Guns",
                "SimpleGuns": "Simple Guns"
            },
            "Mystic": {
                "Connection": {
                    "Akashic": {
                        "AdvancedEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.z0Spgrf92nmaqjCW]{Akashic Assistant} focus spell.",
                        "GreaterEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.CjVOXjuvvTJqC7AD]{Data Drain} focus spell.",
                        "Harmony": "When you Transfer Vitality, the target receives a psychic download from the Akashic Record and can immediately attempt to @UUID[Compendium.sf2e.actions.Item.1OagaWtBpVXExToo]{Recall Knowledge} as a reaction. This doesn't trigger any special abilities, reactions, or free actions that trigger when a creature uses Recall Knowledge.",
                        "InitialEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.mAu69GVbFKYzQM5a]{Akashic Fount} focus spell.",
                        "PerfectHarmony": "You create an extradimensional memory palace that functions as @UUID[Compendium.sf2e.spells.Item.vPWMEyVTreMOoFnm]. Creating a door to the demiplane takes 1 minute. The memory palace keeps the same layout each time you access it, adjustable during daily preparations. Each phantasmal minion in your memory palace functions as an akashic assistant (like those created by the *akashic assistant* spell)."
                    },
                    "Elemental": {
                        "AdvancedEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.5apI8Yamauo02VYR]{Elemental Barrier} epiphany spell.",
                        "ElementalBarrier": {
                            "Air": "Defending against electricity or sonic damage",
                            "Earth": "Defending against bludgeoning or piercing damage",
                            "Fire": "Defending against fire damage",
                            "Metal": "Defending against acid or slashing damage",
                            "Water": "Defending against cold damage",
                            "Wood": "Defending against poison damage"
                        },
                        "GreaterEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.DZOjyZBZUrzkw5q2]{Elemental Nova} epiphany spell.",
                        "Harmony": {
                            "Addendum": "When you Transfer Vitality, choose an elemental trait: air, earth, fire, metal, water, or wood. If one or more of your elemental epiphanies are active, you must select the elemental trait you chose as part of casting those spells. Until the end of their next turn, the target's next Strike deals damage based on the chosen trait (your choice), rather than its typical damage type: electricity or sonic for air, bludgeoning or piercing for earth, acid or slashing for metal, fire for fire, bludgeoning or cold for water, or piercing or poison for wood."
                        },
                        "InitialEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.d5dmu4HZ3YyrwcaF]{Elemental Weapon} epiphany spell.",
                        "PerfectHarmony": {
                            "Addendum": "When you heal a bonded ally with Transfer Vitality, your ally gains resistance equal to half your mystic level to the two damage types chosen during your daily preparations until the beginning of your next turn.",
                            "LabelOne": "Perfect Harmony Resistance",
                            "PerfectHarmonyLabelTwo": "Second Perfect Harmony Resistance"
                        }
                    },
                    "Healing": {
                        "AdvancedEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.zzi7LUKxKNWr5GsG]{Vitality Nova} focus spell.",
                        "GreaterEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.MTulATAiOZfZNQ9d]{Vital Rebirth} focus spell.",
                        "Harmony": {
                            "Addendum": "When you Transfer Vitality, attempt to counteract one affliction affecting the target, or attempt to counteract one effect of your choice imposing one of the following conditions on the target: @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded}, @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy}, @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled}, @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened}, @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled}, @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened}."
                        },
                        "InitialEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.d7Mj4nUQe8wg1mV7]{Infusion} focus spell.",
                        "PerfectHarmony": {
                            "AddendumCounteract": "In addition, if you didn't counteract the effect, but you would've if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed.",
                            "AddendumExpanded": "When you Transfer Vitality, attempt to counteract one affliction affecting the target, or attempt to counteract one effect of your choice imposing one of the following conditions on the target: @UUID[Compendium.sf2e.conditions.Item.XgEqL1kFApUbl5Z2]{Blinded}, @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy}, @UUID[Compendium.sf2e.conditions.Item.TkIyaNPgTZFBCCuh]{Dazzled}, @UUID[Compendium.sf2e.conditions.Item.9PR9y0bi4JPKnHPR]{Deafened}, @UUID[Compendium.sf2e.conditions.Item.3uh1r86TzbQvosxv]{Doomed}, @UUID[Compendium.sf2e.conditions.Item.4D2KBtexWXa6oUMR]{Drained}, @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled}, @UUID[Compendium.sf2e.conditions.Item.6uEgoh53GbXuHpTF]{Paralyzed}, @UUID[Compendium.sf2e.conditions.Item.fesd1n5eVhpCSS18]{Sickened}, and @UUID[Compendium.sf2e.conditions.Item.dfCMdR4wnpbYNTix]{Stunned}."
                        }
                    },
                    "Prompt": "Select a connection.",
                    "Rhythm": {
                        "AdvancedEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.AlYzxLKWZujnzsjJ]{Shuffle Repeat} focus spell.",
                        "GreaterEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.Ii8adgcCejAovsNv]{Remix} focus spell.",
                        "Harmony": {
                            "Addendum": "When you Transfer Vitality, you can extend the duration of any active epiphany from the rhythm connection by 1 round."
                        },
                        "InitialEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.smCC1LNhMb7Z1lrU]{Anthem} focus spell.",
                        "PerfectHarmony": {
                            "Addendum": "The first time each round you Transfer Vitality, the target who regained Hit Points can Stride as a free action. This has the traversal trait."
                        }
                    },
                    "Shadow": {
                        "AdvancedEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.rluzzX2ml4yFWnYw]{Cloying Shadows} focus spell.",
                        "GreaterEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.pgjlPNfXCpEYyLVu]{Shadow Prison} focus spell.",
                        "Harmony": {
                            "Addendum": "When you Transfer Vitality, the target's shadow darkens and swells, reducing bright light within a @Template[type:emanation|distance:10] of the target to dim light. This is a form of magical darkness and can overcome non-magical light sources or attempt to counteract magical light. The target becomes @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} while in this dim light and can use the concealed condition to @UUID[Compendium.sf2e.actions.Item.XMcnh4cSI32tljXa]{Hide}. This lasts until the end of your next turn."
                        },
                        "InitialEpiphany": "You learn the @UUID[Compendium.sf2e.spells.Item.uh9Br4yrKvJA6zq0]{Shadow Snap} focus spell.",
                        "PerfectHarmony": {
                            "Addendum": "When you Transfer Vitality, the target can use @UUID[Compendium.sf2e.actions.Item.u9NU2bULHg3S5FaP]{Umbral Stride} once before the end of their next turn."
                        }
                    }
                },
                "Harmony": {
                    "Label": "Harmony",
                    "PerfectLabel": "Perfect Harmony"
                },
                "HarmonyLabel": "Harmony",
                "PerfectHarmonyLabel": "Perfect Harmony",
                "WasteNot": {
                    "Addendum": "Your vitality network gains @Damage[(2*@item.rank)[healing]] Hit Points."
                },
                "WildBond": {
                    "Burrow": "Burrow Speed of 15 feet",
                    "Climb": "Climb Speed of 20 feet",
                    "Fly": "Fly Speed of 20 feet",
                    "Swim": "Swim Speed of 25 feet",
                    "Land": "Speed of 40 feet"
                },
                "XenodruidBond": {
                    "Order": {
                        "Animal": "Animal Order",
                        "Elemental": "Elemental Order",
                        "Plant": "Plant Order",
                        "Viral": "Viral Order"
                    },
                    "Prompt": "Select a Bond"
                }
            },
            "Nuar": {
                "ThoughtPiercingHorns": {
                    "Note": "The target also becomes @UUID[Compendium.sf2e.conditions.Item.Stupefied]{Stupefied 2} until the beginning of your next turn."
                }
            },
            "Operative": {
                "Aim": {
                    "CoverToggle": "Aim — Reduce target's cover bonus"
                },
                "DangerAwareness": {
                    "ToggleLabel": "Danger Awareness — Gain Perception bonus"
                },
                "DefensiveGunner": {
                    "ToggleLabel": "Defensive Gunner — Gun already has the parry trait."
                },
                "EnhancedExploit": {
                    "Label": "Enhanced Exploit"
                },
                "Proficiency": {
                    "AdvancedGuns": "Advanced Guns",
                    "MartialAndSimpleGuns": "Martial and Simple Guns",
                    "OneHandedAgileWeapons": "One-Handed Agile Weapons",
                    "SimpleGuns": "Simple Guns"
                },
                "Specialization": {
                    "Infiltrator": {
                        "EnhancedExploit": {
                            "FreeActionNote": "You can @UUID[Compendium.sf2e.actions.Item.qbyer2woEdGXZzoR]{Sabotage} as a free action whenever you critically hit a tech creature with a melee or ranged attack, targeting the triggering creature.",
                            "ReactionNote": "You can @UUID[Compendium.sf2e.actions.Item.qbyer2woEdGXZzoR]{Sabotage} as a reaction whenever a tech creature or a creature using a tech weapon critically fails a melee attack roll against you, targeting the triggering creature or weapon."
                        }
                    },
                    "Prompt": "Select a specialization.",
                    "Sniper": {
                        "EnhancedExploit": {
                            "Note": "If you fail your first ranged Strike against your mark using a weapon in the sniper weapon group, you Reload your sniper weapon as a free action. The Strike doesn't count toward your multiple attack penalty.",
                            "ToggleLabel": "Enhanced Exploit — First ranged Strike against mark"
                        }
                    }
                }
            },
            "Promession": {
                "Note": "The target gets a result one degree of success worse than it rolled on its Fortitude save. @UUID[Compendium.sf2e.spell-effects.Item.Mjzoqg7MpTst3koD]{Spell Effect: Promession}"
            },
            "Prompt": {
                "BiotechAugmentation": "Select a biotech augmentation.",
                "SolarianWeapon": "Select a solarian weapon.",
                "WeaponOrGrenade": "Select a weapon or grenade."
            },
            "Sarcesian": {
                "CoronalFlare": {
                    "Note": "Coronal Flare"
                },
                "UndeadSlayer": {
                    "Note": "When you succeed or critically succeed at a check to Recall Knowledge against an undead creature that you can see, you identify a weak spot in their defenses—for 1 minute, you gain access to the critical specialization effects of all weapons and unarmed attacks for attacks you make against that specific creature."
                },
                "WeaponFamiliarity": {
                    "AdvancedWeapons": "Advanced Sarcesian Weapons",
                    "MartialWeapons": "Martial Sarcesian Weapons"
                },
                "WillfulDefiance": {
                    "Label": "Target Selected for Wlilful Defiance"
                }
            },
            "SharedAncestryFeats": {
                "DoubleDraw": {
                    "kasatha": {
                        "Description": "Routine use of your arms allows you to quickly move held equipment around. You Interact twice to draw, stow, or swap items you have up to twice."
                    },
                    "skittermander": {
                        "Description": "Routine use of your arms allows you to quickly move held equipment around. You Interact twice to draw, stow, or swap items you have up to twice."
                    },
                    "shobhad": {
                        "Description": "You can efficiently move held equipment between your four arms. You Interact twice, using each to draw, stow, or swap items you have."
                    }
                }
            },
            "Shobhad": {
                "WeaponFamiliarity": {
                    "AdvancedWeapons": "Advanced Shobhad Weapons",
                    "MartialWeapons": "Martial Shobhad Weapons"
                }
            },
            "SkillFeat": {
                "FaceInTheCrowd": {
                    "CrowdSize": {
                        "Five": "At least 5 creatures",
                        "Ten": "At least 10 creatures",
                        "Hundred": "At least 100 creatures"
                    },
                    "Prompt": "Select a crowd size."
                }
            },
            "Solarian": {
                "Arrangement": {
                    "Prompt": "Select an Arrangement"
                },
                "AttunedWards": {
                    "GravitonNote": "The creature is @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} and @UUID[Compendium.sf2e.conditions.Item.AJh5ex99aV6VTggg]{Off-Guard} for 1 round. This increases to @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 2} if this is the second time it hit you this turn.",
                    "Label": "Attuned Wards"
                },
                "Attunement": {
                    "Graviton": "Graviton",
                    "Label": "Current Attunement",
                    "Photon": "Photon",
                    "Unattuned": "Unattuned"
                },
                "CosmicInfusion": {
                    "PhotonToggle": "Cosmic Infusion — Deal vitality damage"
                },
                "HarmonicConvergence": {
                    "Alteration": "When you use an action with the disharmony trait, you gain a number of temporary Hit Points equal to half your level."
                },
                "HomingMote": {
                    "Note": "You ignore the target's concealment."
                },
                "NimbusSurge": {
                    "GravitonNote": "If the Strike is a critical success, the target must succeed at a @Check[fortitude|against:solarian] save against your class DC or become @UUID[Compendium.sf2e.conditions.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the end of its turn.",
                    "PhotonNote": "If the Strike is a critical success, the target must succeed at a @Check[fortitude|against:solarian] save against your class DC or become @UUID[Compendium.sf2e.conditions.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until the start of its turn."
                },
                "ShatteringImpact": {
                    "GravitonNote": "On a hit, the target takes a –10-foot status penalty to Speed until the start of your next turn. @UUID[Compendium.sf2e.feat-effects.Item.Ll3uZdiSqaszP3fn]{Effect: Shattering Impact}"
                },
                "SolarFlare": {
                    "Graviton": {
                        "Note": "On a critical success, you can attempt a @UUID[Compendium.sf2e.actions.Item.ge56Lu1xXVFYUnLP]{Trip} using your Athletics even if you don't have a free hand or are not adjacent to the target."
                    },
                    "Label": "Solar Flare"
                },
                "SolarShield": {
                    "Label": "Solar Shield"
                },
                "SolarShot": {
                    "Label": "Solar Shot"
                },
                "SolarWeapon": {
                    "Graviton": {
                        "Note": "When you successfully Strike a creature using your solar weapon, that creature's space and all squares adjacent to it are difficult terrain for that creature until the end of its next turn."
                    },
                    "Label": "Solar Weapon",
                    "GravitonAttuned": {
                        "Label": "Graviton-Attuned",
                        "Note": "When you successfully Strike a creature using your solar weapon, that creature treats all squares adjacent to the square where they were struck as being difficult terrain until the end of its next turn."
                    },
                    "PhotonAttuned": {
                        "Label": "Photon-Attuned"
                    },
                    "TwinLabel": "Twin Solar Weapon",
                    "TwoHandToggle": {
                        "Label": "Solar Weapon — Use two hands",
                        "TwinLabel": "Twin Solar Weapon — Use two hands"
                    }
                },
                "StellarAttunement": {
                    "Graviton": "Graviton-Attuned",
                    "Photon": "Photon-Attuned",
                    "Unattuned": "Unattuned"
                },
                "StellarParagon": {
                    "ProficiencyLabel": "Solar Flare & Solar Weapon"
                },
                "StellarResilience": {
                    "Note": "When you roll a success on a Fortitude or Will save against a mental or incapacitation effect, you can @UUID[Compendium.sf2e.actions.Item.3xDhpvORBmK6AtcI]{Attune} as a free action."
                }
            },
            "Soldier": {
                "FightingStyle": {
                    "ActionHero": {
                        "AreaAddendum": "When you Auto-Fire, the size of the cone is equal to the weapon's full range increment, rather than half.",
                        "PrimaryTargetAddendum": "When using the Auto-Fire action, you can designate a target anywhere in the cone to be your primary target, rather than the creature closest to you.",
                        "RangedStrikeNote": "When you successfully make a ranged Strike with an automatic weapon, you @UUID[Compendium.sf2e.conditions.Item.enA7BxAjBb7ns1iF]{Suppress} the target until the start of your next turn."
                    },
                    "ArmorStorm": {
                        "Note": "When you successfully Disarm, Grapple, Reposition, Shove, or Trip a creature, it becomes @UUID[Compendium.sf2e.conditions.Item.enA7BxAjBb7ns1iF]{Suppressed} until the start of your next turn."
                    },
                    "Bombard": {
                        "Note": "When you attack with an area weapon, you can select a number of allies within the area equal to half your Constitution modifier. The selected allies are unaffected by the attack. In addition, enemies who succeed (but not critically succeed) on their save against an area attack you make are still @UUID[Compendium.sf2e.conditions.Item.enA7BxAjBb7ns1iF]{Suppressed} until the start of your next turn."
                    },
                    "Prompt": "Select a fighting style."
                },
                "IntimidatingTaunt": {
                    "Label": "Intimidating Taunt",
                    "SuccessAddendum": "Only the first hostile action that the creature takes is affected.",
                    "ToggleLabel": "Intimidating Taunt — Reduce Save DCs"
                },
                "SuppressingFire": {
                    "Note": "If you make an attack with a weapon that has the area trait, enemies in the affected area who fail their save against your attack become @UUID[Compendium.sf2e.conditions.Item.enA7BxAjBb7ns1iF]{Suppressed} until the start of your next turn."
                }
            },
            "Spellshape": {
                "BoomingBootloader": {
                    "Alteration": "All creatures in a @Template[type:emanation|distance:10] around the creature you summoned take 1d4 sonic damage per spell rank (@Damage[((@item.level)d4)[sonic]])."
                },
                "DebugSpell": {
                    "Alteration": "Any die you roll for damage that has a result lower than 2 becomes a result of 2 instead."
                },
                "DeleteRootAccess": {
                    "Alteration": "Replace *delete's* target with \"one construct or tech creature.\" Instead of delete's normal effects, the target becomes @UUID[Compendium.sf2e.conditions.Item.9qGBRpbX9NEwtAAr] by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the construct uses the better result.",
                    "DegreeOfSuccess": {
                        "CriticalFailure": "**Critical Failure** As failure, but the duration is 1 hour.",
                        "CriticalSuccess": "**Critical Success** The target is unaffected and is temporarily immune for 24 hours.",
                        "Failure": "**Failure** The construct or tech creature becomes a minion under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the construct or tech minion.",
                        "Success": "**Success** The target is unaffected."
                    }
                },
                "GrenadeSpell": {
                    "Alteration": "If your next action is to Cast a Spell with a burst effect that requires a Reflex save, the spell does not immediately take effect, but it instead is installed into the held grenade. Until the end of your next turn, any creatures caught in the Area Fire of the grenade are also affected by the installed spell; creatures do not make a separate Reflex save against the spell and instead use the same result they rolled against the grenade."
                },
                "HardlightIllusion": {
                    "Alteration": "Creatures cannot attempt to disbelieve your illusion by merely touching or attempting to damage it, but they can still use the @UUID[Compendium.sf2e.actions.Item.BlAOM2X92SI6HMtJ]{Seek} action to examine it and attempt to disbelieve your illusion. When a creature succeeds (but not critically succeeds) at a Perception check or Will save to disbelieve the illusion, you can reprogram it as a reaction by attempting a Computers check against the target's Perception DC. If you succeed, the target fails to disbelieve the illusion."
                },
                "OvervoltResistor": {
                    "Alteration": "The spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected."
                },
                "ShatterSpell": {
                    "Alteration": "You successfully counteract the target, one creature of your choice occupying the same space as the spell effect or magic item takes force damage equal to 1d4 × the target's counteract rank with a basic Reflex save against your spell DC; if the target has a trait corresponding to a type of damage, such as fire, this effect deals that damage instead of force."
                },
                "SignalBoost": {
                    "Alteration": "Increase the spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet."
                },
                "SplitTunneling": {
                    "Alteration": "You can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets. This counts as one attack for your multiple attack penalty. To the second target, the spell deals only half the amount of damage it would normally deal for its degree of success, and it has no effects beyond the spell's initial damage (such as imposing conditions or penalties)."
                },
                "SudoSpell": {
                    "Alteration": "The spell's energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot."
                }
            },
            "Vesk": {
                "WeaponFamiliarity": {
                    "AdvancedWeapons": "Advanced Vesk Weapons",
                    "MartialWeapons": "Martial Vesk Weapons"
                }
            },
            "Vlaka": {
                "MenacingSnarl": {
                    "Label": "Target frightened by Menacing Snarl"
                },
                "RuinDelver": {
                    "AgainstHazards": "Ruin Delver — Against hazards"
                },
                "SensoryDiversity": {
                    "Blind": "Blind",
                    "Deaf": "Deaf",
                    "Deafblind": "Deafblind",
                    "HearingSighted": "Hearing/Sighted",
                    "Prompt": "Select one sensory array."
                },
                "StarMarked": {
                    "SheddingLight": "Shedding Light"
                },
                "TalentedTracker": {
                    "TrackByScent": "Talented Tracker — Track by Scent"
                }
            },
            "Witchwarper": {
                "Anchor": {
                    "Prompt": "Select an anchor."
                },
                "AnchoringStrike": {
                    "CriticalSuccess": "The Strike gains the anchoring trait. You can reroll the damage dice rolled for this strike, but you must use the second result, even if it's worse.",
                    "Success": "The Strike gains the anchoring trait."
                },
                "Paradox": {
                    "Analyst": {
                        "QuantumField": "You see and understand infinite possibilities and complex theoretical equations as clearly as though they were etched into your surroundings. When you @UUID[Compendium.sf2e.actions.Item.BlAOM2X92SI6HMtJ]{Seek} or @UUID[Compendium.sf2e.actions.Item.1OagaWtBpVXExToo]{Recall Knowledge}, you can apply the result against two related creatures, hazards, unattended objects, and effects in your quantum field. Whenever you sustain your quantum field, you can Seek or Recall Knowledge against an appropriate target in your quantum field as a free action."
                    },
                    "Anomaly": {
                        "QuantumField": "Your movements blur as images of alternate iterations of you flicker around your current form, and your speech echoes with a chorus of otherworldly sounds. Any time an enemy within the quantum field attempts an action with the concentrate trait, the action is disrupted unless they succeed at a @Check[type:flat|dc:5]."
                    },
                    "GapInfluenced": {
                        "QuantumField": "Supernatural static swirls around you, making thoughts slippery for those unaccustomed to your presence. You are @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed} to creatures within your quantum field. When a creature within your quantum field hits you with an attack, you lose this benefit against that creature until the start of your next turn."
                    },
                    "Precog": {
                        "QuantumField": "You have a modicum of control of the flow of time that surrounds you, allowing you to speed yourself and others up, or decrease the flow of time for others. An enemy creature that uses a move action inside your quantum field takes a –5-foot status penalty to its Speed during that action. You and your allies gain a +5-foot status bonus to Speed when you use a move action inside your quantum field during that action."
                    },
                    "Prompt": "Select a paradox."
                },
                "QuantumAnalysis": {
                    "FortuneToggleLabel": "Quantum Analysis — Attacking enemy within Quantum Field",
                    "Label": "Quantum Analysis",
                    "Note": "You ignore any flat check required due to the creature being @UUID[Compendium.sf2e.conditions.Item.DmAIPqOBomZ7H95W]{Concealed}, @UUID[Compendium.sf2e.conditions.Item.iU0fEDdBp3rXpTMC]{Hidden}, or behind cover."
                },
                "QuantumField": {
                    "AdjacentLabel": "Inside or Adjacent to Your Quantum Field"
                },
                "ZoneOverlap": {
                    "DebrisZone": "Debris Zone becomes greater difficult terrain.",
                    "RadiantZone": "The zone overlap forces creatures to attempt another saving throw.",
                    "TwistedDarkZone": "Twisted Dark Zone ignores the temporary immunity of creatures that previously critically succeeded at the save for 1 round."
                }
            },
            "XenometricAndroid": {
                "HomebrewedCore": {
                    "Prompt": "Choose one of the following",
                    "Larger": "One size larger",
                    "Smaller": "One size smaller",
                    "AdditionalLimbs": "Additional pair of limbs"
                }
            }
        }
    }
}
