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Pf2eDataScrapper/output/pf2e/packs/Shadows at Sundown.txt
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Shadows at Sundown
Different values: 18
=====================================
object {Shadows at Sundown}
_id : string {Shadows at Sundown._id} (all different values)
img : string {Shadows at Sundown.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x13)
systems/pf2e/icons/default-icons/hazard.svg (x5)
items : array<object> {Shadows at Sundown.items}
Length: min=1 max=55
Value type: object {Shadows at Sundown.items.[]}
_id : string {Shadows at Sundown.items.[]._id} (285 different values)
[_stats] : object {Shadows at Sundown.items.[]._stats}
compendiumSource : string {Shadows at Sundown.items.[]._stats.compendiumSource} (126 different values)
img : string {Shadows at Sundown.items.[].img} (113 different values)
name : string {Shadows at Sundown.items.[].name} (186 different values)
sort : integer {Shadows at Sundown.items.[].sort} (56 different values)
system : object {Shadows at Sundown.items.[].system}
[area] : object {Shadows at Sundown.items.[].system.area}
type : string {Shadows at Sundown.items.[].system.area.type} (4 different values)
emanation (x5)
burst (x7)
cone (x3)
line (x1)
value : integer {Shadows at Sundown.items.[].system.area.value} (5 different values)
30 (x8)
60 (x2)
20 (x3)
10 (x2)
40 (x1)
[details] : string {Shadows at Sundown.items.[].system.area.details} (same value: 10-foot radius, 40-foot-tall cylinder)
[cost] : object {Shadows at Sundown.items.[].system.cost}
value : string {Shadows at Sundown.items.[].system.cost.value} (5 different values)
rare candles and incense worth a total value of 50 gp (x2)
rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp; (x1)
(x123)
warding diagram ingredients worth a total value of 2 gp × the spell rank × the target's level (x2)
black onyx, see Table 7-1 (x2)
[counteraction] : boolean {Shadows at Sundown.items.[].system.counteraction} (2 different values)
False (x123)
True (x7)
[damage] : object {Shadows at Sundown.items.[].system.damage}
[damageType] : string {Shadows at Sundown.items.[].system.damage.damageType} (3 different values)
bludgeoning (x2)
piercing (x3)
slashing (x2)
[dice] : integer {Shadows at Sundown.items.[].system.damage.dice} (same value: 1)
[die] : string {Shadows at Sundown.items.[].system.damage.die} (3 different values)
d4 (x3)
d8 (x2)
d6 (x2)
[0] : object {Shadows at Sundown.items.[].system.damage.0}
[applyMod] : boolean {Shadows at Sundown.items.[].system.damage.0.applyMod} (2 different values)
False (x16)
True (x5)
[category] : mixed
formula : string {Shadows at Sundown.items.[].system.damage.0.formula} (20 different values)
2d6 (x1)
1d8 (x4)
10d10 (x2)
8d10 (x2)
12d6 (x3)
6d8 (x1)
1d4 (x2)
2d4 (x3)
1d4+1 (x3)
8d6 (x3)
2d10 (x1)
0 (x2)
1d6 (x1)
7d10 (x1)
5d8 (x1)
70 (x1)
7d8 (x1)
16d6 (x1)
4d10 (x1)
5d6 (x1)
kinds : array<string> {Shadows at Sundown.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {Shadows at Sundown.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x35)
healing (x3)
materials : array<> {Shadows at Sundown.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Shadows at Sundown.items.[].system.damage.0.type} (11 different values)
vitality (x3)
void (x9)
cold (x3)
poison (x1)
electricity (x1)
force (x4)
mental (x5)
sonic (x1)
untyped (x2)
spirit (x4)
fire (x2)
[v1pnjhfu6e9akqe0] : object {Shadows at Sundown.items.[].system.damage.v1pnjhfu6e9akqe0}
applyMod : boolean {Shadows at Sundown.items.[].system.damage.v1pnjhfu6e9akqe0.applyMod} (same value: False)
[category] : mixed
formula : string {Shadows at Sundown.items.[].system.damage.v1pnjhfu6e9akqe0.formula} (same value: 8d4)
kinds : array<string> {Shadows at Sundown.items.[].system.damage.v1pnjhfu6e9akqe0.kinds}
Length: min=1 max=1
Value type: string {Shadows at Sundown.items.[].system.damage.v1pnjhfu6e9akqe0.kinds.[]} (same value: damage)
materials : array<> {Shadows at Sundown.items.[].system.damage.v1pnjhfu6e9akqe0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Shadows at Sundown.items.[].system.damage.v1pnjhfu6e9akqe0.type} (same value: void)
[defense] : object {Shadows at Sundown.items.[].system.defense}
save : object {Shadows at Sundown.items.[].system.defense.save}
basic : boolean {Shadows at Sundown.items.[].system.defense.save.basic} (2 different values)
True (x19)
False (x37)
statistic : string {Shadows at Sundown.items.[].system.defense.save.statistic} (3 different values)
fortitude (x27)
reflex (x5)
will (x24)
description : object {Shadows at Sundown.items.[].system.description}
value : string {Shadows at Sundown.items.[].system.description.value} (169 different values)
[duration] : object {Shadows at Sundown.items.[].system.duration}
sustained : boolean {Shadows at Sundown.items.[].system.duration.sustained} (2 different values)
False (x116)
True (x14)
value : string {Shadows at Sundown.items.[].system.duration.value} (17 different values)
up to 10 minutes (x2)
(x68)
1 minute (x19)
until the next time you make your daily preparations (x4)
varies (x10)
8 hours (x1)
1 day (x1)
1 round or sustained up to 1 minute (x2)
until the end of your turn (x1)
5 minutes (x3)
unlimited (x3)
1 round (x2)
1 hour (x4)
10 minutes (x6)
see below (x2)
until the end of the target's next turn (x1)
until the start of your next turn (x1)
[level] : object {Shadows at Sundown.items.[].system.level}
value : integer {Shadows at Sundown.items.[].system.level.value} (13 different values)
5 (x17)
4 (x18)
12 (x1)
0 (x15)
9 (x2)
7 (x7)
1 (x46)
8 (x4)
6 (x17)
3 (x9)
2 (x17)
14 (x2)
16 (x1)
[location] : object {Shadows at Sundown.items.[].system.location}
[value] : string {Shadows at Sundown.items.[].system.location.value} (13 different values)
Q1Ot43LRXr9SRFCY (x8)
GUHU4jclyeR8gO8I (x1)
ia68DaX34wjqAFnI (x28)
rviAOZxoFumX0CYS (x3)
frfC7rIOiIjhS4FG (x1)
vdXXE26Jek4CwVOw (x10)
aYSZgK07zzoQnxWn (x3)
U8wqj2vm7tqUTnK9 (x8)
bMfRFcF5dsx6pP2C (x17)
AOfV7hv3xmj7EQQx (x9)
VNiOGGKc54QUfVbN (x33)
Ny3NqbCBZzlv4JM1 (x1)
9DoBcK6jzc8XHJ75 (x1)
[heightenedLevel] : integer {Shadows at Sundown.items.[].system.location.heightenedLevel} (8 different values)
5 (x12)
6 (x15)
4 (x7)
2 (x5)
7 (x7)
8 (x4)
3 (x4)
1 (x4)
[uses] : object {Shadows at Sundown.items.[].system.location.uses}
max : integer {Shadows at Sundown.items.[].system.location.uses.max} (2 different values)
3 (x4)
2 (x1)
value : integer {Shadows at Sundown.items.[].system.location.uses.value} (2 different values)
3 (x4)
2 (x1)
[signature] : boolean {Shadows at Sundown.items.[].system.location.signature} (same value: True)
publication : object {Shadows at Sundown.items.[].system.publication}
license : string {Shadows at Sundown.items.[].system.publication.license} (2 different values)
OGL (x272)
ORC (x13)
remaster : boolean {Shadows at Sundown.items.[].system.publication.remaster} (2 different values)
False (x272)
True (x13)
title : string {Shadows at Sundown.items.[].system.publication.title} (8 different values)
Pathfinder Core Rulebook (x139)
Pathfinder Advanced Player's Guide (x2)
Pathfinder Player Core (x12)
(x79)
Pathfinder GM Core (x1)
Pathfinder Bestiary (x27)
Pathfinder Adventure: Shadows at Sundown (x19)
Pathfinder Bestiary 2 (x6)
[range] : mixed
object {Shadows at Sundown.items.[].system.range}
value : string {Shadows at Sundown.items.[].system.range.value} (14 different values)
(x18)
20 feet (x1)
0 feet (x1)
30 feet (x48)
varies (x4)
touch (x18)
10 feet (x4)
500 feet (x4)
interplanar (x2)
120 feet (x20)
planetary (x5)
100 miles (x2)
60 feet (x2)
40 feet (x1)
integer {Shadows at Sundown.items.[].system.range} (same value: 60)
[requirements] : string {Shadows at Sundown.items.[].system.requirements} (same value: )
[ritual] : object {Shadows at Sundown.items.[].system.ritual}
primary : object {Shadows at Sundown.items.[].system.ritual.primary}
check : string {Shadows at Sundown.items.[].system.ritual.primary.check} (4 different values)
Occultism (expert) or Religion (expert) (x2)
Religion (expert) (x1)
Arcana (master) or Occultism (master) (x2)
Arcana (expert), Occultism (expert), or Religion (expert) (x2)
secondary : object {Shadows at Sundown.items.[].system.ritual.secondary}
casters : integer {Shadows at Sundown.items.[].system.ritual.secondary.casters} (3 different values)
1 (x4)
2 (x1)
4 (x2)
checks : string {Shadows at Sundown.items.[].system.ritual.secondary.checks} (4 different values)
Occultism or Religion (whichever isn't used for the primary check) (x2)
Occultism, Religion (x1)
Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check) (x2)
Religion (x2)
rules : ###FoundryRulesObject###
[slug] : string {Shadows at Sundown.items.[].system.slug} (127 different values)
[target] : object {Shadows at Sundown.items.[].system.target}
value : string {Shadows at Sundown.items.[].system.target.value} (25 different values)
[time] : object {Shadows at Sundown.items.[].system.time}
value : string {Shadows at Sundown.items.[].system.time.value} (8 different values)
1 hour (x2)
1 day (x5)
2 (x91)
1 to 3 (x6)
1 (x5)
10 minutes (x7)
1 minute (x7)
3 (x7)
[traits] : object {Shadows at Sundown.items.[].system.traits}
rarity : string {Shadows at Sundown.items.[].system.traits.rarity} (3 different values)
uncommon (x30)
common (x236)
rare (x1)
[traditions] : array<string> {Shadows at Sundown.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {Shadows at Sundown.items.[].system.traits.traditions.[]} (4 different values)
arcane (x96)
divine (x68)
primal (x39)
occult (x97)
value : array<string> {Shadows at Sundown.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {Shadows at Sundown.items.[].system.traits.value.[]} (74 different values)
[integrated] : mixed
[baseItem] : string {Shadows at Sundown.items.[].system.baseItem} (9 different values)
staff (x2)
explorers-clothing (x1)
dagger (x1)
leather-armor (x2)
studded-leather-armor (x1)
longsword (x2)
shortbow (x1)
composite-shortbow (x1)
steel-shield (x1)
[bonus] : object {Shadows at Sundown.items.[].system.bonus}
value : integer {Shadows at Sundown.items.[].system.bonus.value} (16 different values)
0 (x6)
16 (x1)
4 (x2)
29 (x3)
22 (x4)
27 (x2)
19 (x1)
21 (x2)
2 (x1)
32 (x1)
30 (x1)
24 (x2)
25 (x1)
23 (x1)
18 (x1)
11 (x1)
[bonusDamage] : object {Shadows at Sundown.items.[].system.bonusDamage}
value : integer {Shadows at Sundown.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {Shadows at Sundown.items.[].system.bulk}
value : mixed
integer {Shadows at Sundown.items.[].system.bulk.value} (3 different values)
1 (x10)
0 (x2)
3 (x1)
float {Shadows at Sundown.items.[].system.bulk.value} (same value: 0,1)
[category] : string {Shadows at Sundown.items.[].system.category} (10 different values)
simple (x3)
unarmored (x1)
scroll (x5)
defensive (x36)
offensive (x35)
interaction (x12)
light (x3)
martial (x4)
ammo (x2)
heavy (x1)
[containerId] : mixed
[equipped] : object {Shadows at Sundown.items.[].system.equipped}
carryType : string {Shadows at Sundown.items.[].system.equipped.carryType} (2 different values)
worn (x25)
held (x1)
[handsHeld] : integer {Shadows at Sundown.items.[].system.equipped.handsHeld} (2 different values)
0 (x17)
1 (x1)
[invested] : mixed
[inSlot] : boolean {Shadows at Sundown.items.[].system.equipped.inSlot} (2 different values)
True (x4)
False (x2)
[group] : string {Shadows at Sundown.items.[].system.group} (7 different values)
club (x2)
cloth (x1)
knife (x1)
leather (x3)
sword (x2)
bow (x2)
plate (x1)
[hardness] : integer {Shadows at Sundown.items.[].system.hardness} (2 different values)
0 (x25)
10 (x1)
[hp] : object {Shadows at Sundown.items.[].system.hp}
max : integer {Shadows at Sundown.items.[].system.hp.max} (2 different values)
0 (x25)
80 (x1)
value : integer {Shadows at Sundown.items.[].system.hp.value} (2 different values)
0 (x25)
80 (x1)
[material] : object {Shadows at Sundown.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {Shadows at Sundown.items.[].system.price}
value : object {Shadows at Sundown.items.[].system.price.value}
[gp] : integer {Shadows at Sundown.items.[].system.price.value.gp} (13 different values)
1800 (x1)
30 (x2)
150 (x2)
70 (x1)
4000 (x1)
4500 (x1)
2 (x2)
10000 (x1)
3 (x2)
1 (x2)
14 (x1)
360 (x1)
35 (x1)
[sp] : integer {Shadows at Sundown.items.[].system.price.value.sp} (2 different values)
1 (x6)
2 (x1)
[per] : integer {Shadows at Sundown.items.[].system.price.per} (same value: 10)
[quantity] : integer {Shadows at Sundown.items.[].system.quantity} (4 different values)
1 (x22)
3 (x1)
4 (x1)
20 (x2)
[reload] : object {Shadows at Sundown.items.[].system.reload}
value : string {Shadows at Sundown.items.[].system.reload.value} (3 different values)
(x4)
- (x1)
0 (x2)
[runes] : object {Shadows at Sundown.items.[].system.runes}
[potency] : integer {Shadows at Sundown.items.[].system.runes.potency} (3 different values)
0 (x5)
1 (x6)
2 (x1)
[property] : array<> {Shadows at Sundown.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {Shadows at Sundown.items.[].system.runes.striking} (3 different values)
0 (x5)
2 (x1)
1 (x1)
[resilient] : integer {Shadows at Sundown.items.[].system.runes.resilient} (2 different values)
0 (x3)
1 (x2)
[reinforcing] : integer {Shadows at Sundown.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {Shadows at Sundown.items.[].system.size} (same value: med)
[splashDamage] : object {Shadows at Sundown.items.[].system.splashDamage}
value : integer {Shadows at Sundown.items.[].system.splashDamage.value} (same value: 0)
[usage] : object {Shadows at Sundown.items.[].system.usage}
value : string {Shadows at Sundown.items.[].system.usage.value} (4 different values)
held-in-one-hand (x16)
wornbracers (x1)
worn (x1)
held-in-one-plus-hands (x2)
[acBonus] : integer {Shadows at Sundown.items.[].system.acBonus} (4 different values)
0 (x1)
1 (x2)
2 (x2)
6 (x1)
[checkPenalty] : integer {Shadows at Sundown.items.[].system.checkPenalty} (3 different values)
0 (x1)
-1 (x3)
-3 (x1)
[dexCap] : integer {Shadows at Sundown.items.[].system.dexCap} (4 different values)
5 (x1)
4 (x2)
3 (x1)
0 (x1)
[speedPenalty] : integer {Shadows at Sundown.items.[].system.speedPenalty} (2 different values)
0 (x5)
-10 (x1)
[strength] : integer {Shadows at Sundown.items.[].system.strength} (3 different values)
0 (x2)
1 (x1)
3 (x1)
[spell] : object {Shadows at Sundown.items.[].system.spell}
_id : string {Shadows at Sundown.items.[].system.spell._id} (5 different values)
VosLNn2M8S7JH67D (x1)
3x6eUCm17n6ROzUa (x1)
E3X2RbzWHCdz7gsk (x1)
wzLkNU3AAqOSKFPR (x1)
FbfqU08k2JpqswZY (x1)
[flags] : object {Shadows at Sundown.items.[].system.spell.flags}
core : object {Shadows at Sundown.items.[].system.spell.flags.core}
sourceId : string {Shadows at Sundown.items.[].system.spell.flags.core.sourceId} (4 different values)
Compendium.pf2e.spells-srd.Item.VosLNn2M8S7JH67D (x1)
Compendium.pf2e.spells-srd.Item.3x6eUCm17n6ROzUa (x1)
Compendium.pf2e.spells-srd.Item.E3X2RbzWHCdz7gsk (x1)
Compendium.pf2e.spells-srd.Item.wzLkNU3AAqOSKFPR (x1)
img : string {Shadows at Sundown.items.[].system.spell.img} (5 different values)
icons/skills/wounds/injury-eyes-blood-red.webp (x1)
icons/magic/holy/prayer-hands-glowing-yellow-white.webp (x1)
icons/magic/fire/explosion-embers-orange.webp (x1)
icons/magic/fire/orb-vortex.webp (x1)
icons/magic/life/cross-worn-green.webp (x1)
name : string {Shadows at Sundown.items.[].system.spell.name} (5 different values)
Blindness (x1)
Crisis of Faith (x1)
Flame Strike (x1)
Sound Burst (x1)
Heal (x1)
sort : integer {Shadows at Sundown.items.[].system.spell.sort} (same value: 0)
system : object {Shadows at Sundown.items.[].system.spell.system}
[area] : object {Shadows at Sundown.items.[].system.spell.system.area}
[details] : string {Shadows at Sundown.items.[].system.spell.system.area.details} (same value: 10-foot radius, 40-foot-tall cylinder)
type : string {Shadows at Sundown.items.[].system.spell.system.area.type} (same value: burst)
value : integer {Shadows at Sundown.items.[].system.spell.system.area.value} (same value: 10)
cost : object {Shadows at Sundown.items.[].system.spell.system.cost}
value : string {Shadows at Sundown.items.[].system.spell.system.cost.value} (same value: )
counteraction : boolean {Shadows at Sundown.items.[].system.spell.system.counteraction} (same value: False)
damage : object {Shadows at Sundown.items.[].system.spell.system.damage}
0 : object {Shadows at Sundown.items.[].system.spell.system.damage.0}
[category] : mixed
formula : string {Shadows at Sundown.items.[].system.spell.system.damage.0.formula} (4 different values)
6d6 (x1)
8d6 (x1)
2d10 (x1)
1d8 (x1)
kinds : array<string> {Shadows at Sundown.items.[].system.spell.system.damage.0.kinds}
Length: min=1 max=2
Value type: string {Shadows at Sundown.items.[].system.spell.system.damage.0.kinds.[]} (2 different values)
damage (x4)
healing (x1)
materials : array<> {Shadows at Sundown.items.[].system.spell.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Shadows at Sundown.items.[].system.spell.system.damage.0.type} (4 different values)
mental (x1)
fire (x1)
sonic (x1)
vitality (x1)
[applyMod] : boolean {Shadows at Sundown.items.[].system.spell.system.damage.0.applyMod} (same value: False)
defense : object {Shadows at Sundown.items.[].system.spell.system.defense}
save : object {Shadows at Sundown.items.[].system.spell.system.defense.save}
basic : boolean {Shadows at Sundown.items.[].system.spell.system.defense.save.basic} (2 different values)
False (x3)
True (x2)
statistic : string {Shadows at Sundown.items.[].system.spell.system.defense.save.statistic} (3 different values)
fortitude (x3)
will (x1)
reflex (x1)
description : object {Shadows at Sundown.items.[].system.spell.system.description}
value : string {Shadows at Sundown.items.[].system.spell.system.description.value} (5 different values)
<p>You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected.</p>
<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] until its next turn begins.</p>
<p><strong>Failure</strong> The target is Blinded for 1 minute.</p>
<p><strong>Critical Failure</strong> The target is Blinded permanently.</p> (x1)
<p>You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.</p>
<p>To many deities, casting this spell on a follower of your own deity without significant cause is anathema.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected.</p>
<p><strong>Success</strong> The target takes half damage.</p>
<p><strong>Failure</strong> The target takes full damage; if the target can cast divine spells, it's @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round.</p>
<p><strong>Critical Failure</strong> The target takes double damage, is @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round, and can't cast divine spells for 1 round.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).</p> (x1)
<p><strong>Area:</strong> 10-foot radius, 40-foot-tall cylinder</p>
<hr />
<p>You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p> (x1)
<p>A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Deafened] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature takes double damage, is Deafened for 1 minute, and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 1d10.</p> (x1)
<p>You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>
<p><span class="action-glyph">1</span> The spell has a range of touch.</p>
<p><span class="action-glyph">2</span> <strong>(concentrate)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.</p>
<p><span class="action-glyph">3</span> <strong>(concentrate)</strong> You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.</p>
<hr />
<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p> (x1)
duration : object {Shadows at Sundown.items.[].system.spell.system.duration}
sustained : boolean {Shadows at Sundown.items.[].system.spell.system.duration.sustained} (same value: False)
value : string {Shadows at Sundown.items.[].system.spell.system.duration.value} (same value: )
level : object {Shadows at Sundown.items.[].system.spell.system.level}
value : integer {Shadows at Sundown.items.[].system.spell.system.level.value} (4 different values)
3 (x2)
5 (x1)
2 (x1)
1 (x1)
location : object {Shadows at Sundown.items.[].system.spell.system.location}
heightenedLevel : integer {Shadows at Sundown.items.[].system.spell.system.location.heightenedLevel} (3 different values)
3 (x2)
5 (x2)
2 (x1)
[value] : string {Shadows at Sundown.items.[].system.spell.system.location.value} (same value: )
publication : object {Shadows at Sundown.items.[].system.spell.system.publication}
license : string {Shadows at Sundown.items.[].system.spell.system.publication.license} (2 different values)
OGL (x4)
ORC (x1)
remaster : boolean {Shadows at Sundown.items.[].system.spell.system.publication.remaster} (2 different values)
False (x4)
True (x1)
title : string {Shadows at Sundown.items.[].system.spell.system.publication.title} (2 different values)
Pathfinder Core Rulebook (x4)
Pathfinder Player Core (x1)
range : object {Shadows at Sundown.items.[].system.spell.system.range}
value : string {Shadows at Sundown.items.[].system.spell.system.range.value} (3 different values)
30 feet (x3)
120 feet (x1)
varies (x1)
requirements : string {Shadows at Sundown.items.[].system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {Shadows at Sundown.items.[].system.spell.system.slug} (5 different values)
blindness (x1)
crisis-of-faith (x1)
flame-strike (x1)
sound-burst (x1)
heal (x1)
target : object {Shadows at Sundown.items.[].system.spell.system.target}
value : string {Shadows at Sundown.items.[].system.spell.system.target.value} (3 different values)
1 creature (x2)
(x2)
1 willing living creature or 1 undead (x1)
time : object {Shadows at Sundown.items.[].system.spell.system.time}
value : string {Shadows at Sundown.items.[].system.spell.system.time.value} (2 different values)
2 (x4)
1 to 3 (x1)
traits : object {Shadows at Sundown.items.[].system.spell.system.traits}
rarity : string {Shadows at Sundown.items.[].system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {Shadows at Sundown.items.[].system.spell.system.traits.traditions}
Length: min=1 max=4
Value type: string {Shadows at Sundown.items.[].system.spell.system.traits.traditions.[]} (4 different values)
arcane (x1)
divine (x5)
occult (x2)
primal (x2)
value : array<string> {Shadows at Sundown.items.[].system.spell.system.traits.value}
Length: min=3 max=3
Value type: string {Shadows at Sundown.items.[].system.spell.system.traits.value.[]} (8 different values)
concentrate (x4)
incapacitation (x1)
manipulate (x5)
mental (x1)
fire (x1)
sonic (x1)
healing (x1)
vitality (x1)
heightening : object {Shadows at Sundown.items.[].system.spell.system.heightening}
damage : object {Shadows at Sundown.items.[].system.spell.system.heightening.damage}
0 : string {Shadows at Sundown.items.[].system.spell.system.heightening.damage.0} (3 different values)
2d6 (x2)
1d10 (x1)
1d8 (x1)
interval : integer {Shadows at Sundown.items.[].system.spell.system.heightening.interval} (same value: 1)
type : string {Shadows at Sundown.items.[].system.spell.system.heightening.type} (same value: interval)
overlays : object {Shadows at Sundown.items.[].system.spell.system.overlays}
37gy7l19tik74o4s : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s}
_id : string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system}
damage : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.range}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.time}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {Shadows at Sundown.items.[].system.spell.system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
7qdtetowq348s9oc : object {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc}
_id : string {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc.system}
range : object {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc.system.range}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc.system.time}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
7vbvdrv2cl87sqta : object {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta}
_id : string {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system}
area : object {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {Shadows at Sundown.items.[].system.spell.system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
lfxcoz2d3f8j2zq1 : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1}
_id : string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {Shadows at Sundown.items.[].system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x1)
healing (x1)
manipulate (x1)
vitality (x1)
type : string {Shadows at Sundown.items.[].system.spell.type} (same value: spell)
_stats : object {Shadows at Sundown.items.[].system.spell._stats}
compendiumSource : string {Shadows at Sundown.items.[].system.spell._stats.compendiumSource} (same value: Compendium.pf2e.spells-srd.Item.rfZpqmj0AIIdkVIs)
[uses] : object {Shadows at Sundown.items.[].system.uses}
autoDestroy : boolean {Shadows at Sundown.items.[].system.uses.autoDestroy} (same value: True)
max : integer {Shadows at Sundown.items.[].system.uses.max} (same value: 1)
value : integer {Shadows at Sundown.items.[].system.uses.value} (same value: 1)
[attack] : object {Shadows at Sundown.items.[].system.attack}
value : string {Shadows at Sundown.items.[].system.attack.value} (same value: )
[attackEffects] : object {Shadows at Sundown.items.[].system.attackEffects}
value : array<string> {Shadows at Sundown.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {Shadows at Sundown.items.[].system.attackEffects.value.[]} (7 different values)
grab (x4)
ghoul-ghoul-fever (x2)
profane-paralysis (x4)
blood-feast (x1)
search-memory (x1)
thought-theft (x2)
paralysis (x1)
[custom] : string {Shadows at Sundown.items.[].system.attackEffects.custom} (same value: )
[damageRolls] : object {Shadows at Sundown.items.[].system.damageRolls}
[www5gcc39zgvk250om0j] : object {Shadows at Sundown.items.[].system.damageRolls.www5gcc39zgvk250om0j}
damage : string {Shadows at Sundown.items.[].system.damageRolls.www5gcc39zgvk250om0j.damage} (same value: 1d4+4)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.www5gcc39zgvk250om0j.damageType} (same value: bludgeoning)
[wzd8g81ov6gk3hdm9jua] : object {Shadows at Sundown.items.[].system.damageRolls.wzd8g81ov6gk3hdm9jua}
damage : string {Shadows at Sundown.items.[].system.damageRolls.wzd8g81ov6gk3hdm9jua.damage} (same value: 1d4+2)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.wzd8g81ov6gk3hdm9jua.damageType} (same value: piercing)
[2pt6mga9b074fwka82ge] : object {Shadows at Sundown.items.[].system.damageRolls.2pt6mga9b074fwka82ge}
damage : string {Shadows at Sundown.items.[].system.damageRolls.2pt6mga9b074fwka82ge.damage} (same value: 1d4+2)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.2pt6mga9b074fwka82ge.damageType} (same value: piercing)
[6dfyjvnelmd6xfxgfgck] : object {Shadows at Sundown.items.[].system.damageRolls.6dfyjvnelmd6xfxgfgck}
damage : string {Shadows at Sundown.items.[].system.damageRolls.6dfyjvnelmd6xfxgfgck.damage} (same value: 3d10+12)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.6dfyjvnelmd6xfxgfgck.damageType} (same value: slashing)
[snfn7t1npserq9ifvenh] : object {Shadows at Sundown.items.[].system.damageRolls.snfn7t1npserq9ifvenh}
damage : string {Shadows at Sundown.items.[].system.damageRolls.snfn7t1npserq9ifvenh.damage} (same value: 2d8+8)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.snfn7t1npserq9ifvenh.damageType} (same value: slashing)
[416kohmc7nyg47idg7x0] : object {Shadows at Sundown.items.[].system.damageRolls.416kohmc7nyg47idg7x0}
damage : string {Shadows at Sundown.items.[].system.damageRolls.416kohmc7nyg47idg7x0.damage} (same value: 3d10+10)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.416kohmc7nyg47idg7x0.damageType} (same value: piercing)
[cbsqv6muwtltswh2inay] : object {Shadows at Sundown.items.[].system.damageRolls.cbsqv6muwtltswh2inay}
damage : string {Shadows at Sundown.items.[].system.damageRolls.cbsqv6muwtltswh2inay.damage} (same value: 2d6)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.cbsqv6muwtltswh2inay.damageType} (same value: void)
[gft11fgexhk0edw895y1] : object {Shadows at Sundown.items.[].system.damageRolls.gft11fgexhk0edw895y1}
damage : string {Shadows at Sundown.items.[].system.damageRolls.gft11fgexhk0edw895y1.damage} (same value: 3d6+10)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.gft11fgexhk0edw895y1.damageType} (same value: slashing)
[dyf1ifhl9kqcgxc7zwig] : object {Shadows at Sundown.items.[].system.damageRolls.dyf1ifhl9kqcgxc7zwig}
damage : string {Shadows at Sundown.items.[].system.damageRolls.dyf1ifhl9kqcgxc7zwig.damage} (same value: 2d6)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.dyf1ifhl9kqcgxc7zwig.damageType} (same value: void)
[0] : object {Shadows at Sundown.items.[].system.damageRolls.0}
damage : string {Shadows at Sundown.items.[].system.damageRolls.0.damage} (3 different values)
3d12+8 (x1)
3d8+8 (x1)
3d6+12 (x1)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.0.damageType} (2 different values)
piercing (x2)
slashing (x1)
[1] : object {Shadows at Sundown.items.[].system.damageRolls.1}
damage : string {Shadows at Sundown.items.[].system.damageRolls.1.damage} (2 different values)
2d6 (x2)
2d12 (x1)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.1.damageType} (same value: bleed)
[h9v2fdcyqyowpfc4igvu] : object {Shadows at Sundown.items.[].system.damageRolls.h9v2fdcyqyowpfc4igvu}
damage : string {Shadows at Sundown.items.[].system.damageRolls.h9v2fdcyqyowpfc4igvu.damage} (same value: 2d10+7)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.h9v2fdcyqyowpfc4igvu.damageType} (same value: mental)
[c3aqzuenu1fqqw69xjfr] : object {Shadows at Sundown.items.[].system.damageRolls.c3aqzuenu1fqqw69xjfr}
damage : string {Shadows at Sundown.items.[].system.damageRolls.c3aqzuenu1fqqw69xjfr.damage} (same value: 2d12+4)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.c3aqzuenu1fqqw69xjfr.damageType} (same value: mental)
[60jmewet39m7ja1hbjeq] : object {Shadows at Sundown.items.[].system.damageRolls.60jmewet39m7ja1hbjeq}
damage : string {Shadows at Sundown.items.[].system.damageRolls.60jmewet39m7ja1hbjeq.damage} (same value: 3d4+14)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.60jmewet39m7ja1hbjeq.damageType} (same value: bludgeoning)
[uvz4ldfh1d9jkuttuu7e] : object {Shadows at Sundown.items.[].system.damageRolls.uvz4ldfh1d9jkuttuu7e}
damage : string {Shadows at Sundown.items.[].system.damageRolls.uvz4ldfh1d9jkuttuu7e.damage} (same value: 2d8)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.uvz4ldfh1d9jkuttuu7e.damageType} (same value: mental)
[fc5kpbakytfpqf9bjvup] : object {Shadows at Sundown.items.[].system.damageRolls.fc5kpbakytfpqf9bjvup}
damage : string {Shadows at Sundown.items.[].system.damageRolls.fc5kpbakytfpqf9bjvup.damage} (same value: 3d4+14)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.fc5kpbakytfpqf9bjvup.damageType} (same value: slashing)
[ds23hkpklj0wfupwls4f] : object {Shadows at Sundown.items.[].system.damageRolls.ds23hkpklj0wfupwls4f}
damage : string {Shadows at Sundown.items.[].system.damageRolls.ds23hkpklj0wfupwls4f.damage} (same value: 2d8)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.ds23hkpklj0wfupwls4f.damageType} (same value: mental)
[3qwo0wrb60epdtj7qfws] : object {Shadows at Sundown.items.[].system.damageRolls.3qwo0wrb60epdtj7qfws}
damage : string {Shadows at Sundown.items.[].system.damageRolls.3qwo0wrb60epdtj7qfws.damage} (same value: 2d10+7)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.3qwo0wrb60epdtj7qfws.damageType} (same value: piercing)
[w7hxxhmg9wixd109pr7g] : object {Shadows at Sundown.items.[].system.damageRolls.w7hxxhmg9wixd109pr7g}
damage : string {Shadows at Sundown.items.[].system.damageRolls.w7hxxhmg9wixd109pr7g.damage} (same value: 2d6)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.w7hxxhmg9wixd109pr7g.damageType} (same value: void)
[xn770xcxmdzfxf9c24z0] : object {Shadows at Sundown.items.[].system.damageRolls.xn770xcxmdzfxf9c24z0}
damage : string {Shadows at Sundown.items.[].system.damageRolls.xn770xcxmdzfxf9c24z0.damage} (same value: 2d6+7)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.xn770xcxmdzfxf9c24z0.damageType} (same value: slashing)
[g6c93jrf3reth5regio8] : object {Shadows at Sundown.items.[].system.damageRolls.g6c93jrf3reth5regio8}
damage : string {Shadows at Sundown.items.[].system.damageRolls.g6c93jrf3reth5regio8.damage} (same value: 2d6)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.g6c93jrf3reth5regio8.damageType} (same value: void)
[umawpfvhz78su0m1pu51] : object {Shadows at Sundown.items.[].system.damageRolls.umawpfvhz78su0m1pu51}
damage : string {Shadows at Sundown.items.[].system.damageRolls.umawpfvhz78su0m1pu51.damage} (same value: 3d8+12)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.umawpfvhz78su0m1pu51.damageType} (same value: bludgeoning)
[3incihjolughl2mcdawn] : object {Shadows at Sundown.items.[].system.damageRolls.3incihjolughl2mcdawn}
damage : string {Shadows at Sundown.items.[].system.damageRolls.3incihjolughl2mcdawn.damage} (same value: 3d8+14)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.3incihjolughl2mcdawn.damageType} (same value: slashing)
[uwt9zxhr71gm2p2koo9x] : object {Shadows at Sundown.items.[].system.damageRolls.uwt9zxhr71gm2p2koo9x}
damage : string {Shadows at Sundown.items.[].system.damageRolls.uwt9zxhr71gm2p2koo9x.damage} (same value: 2d8+8)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.uwt9zxhr71gm2p2koo9x.damageType} (same value: slashing)
[n0dwh43eiukgvuoy431c] : object {Shadows at Sundown.items.[].system.damageRolls.n0dwh43eiukgvuoy431c}
damage : string {Shadows at Sundown.items.[].system.damageRolls.n0dwh43eiukgvuoy431c.damage} (same value: 2d8+8)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.n0dwh43eiukgvuoy431c.damageType} (same value: slashing)
[cl6olt4gdx7mvnz2orif] : object {Shadows at Sundown.items.[].system.damageRolls.cl6olt4gdx7mvnz2orif}
damage : string {Shadows at Sundown.items.[].system.damageRolls.cl6olt4gdx7mvnz2orif.damage} (same value: 1d6+8)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.cl6olt4gdx7mvnz2orif.damageType} (same value: piercing)
[rpg1gxokcmcr13rwl52p] : object {Shadows at Sundown.items.[].system.damageRolls.rpg1gxokcmcr13rwl52p}
damage : string {Shadows at Sundown.items.[].system.damageRolls.rpg1gxokcmcr13rwl52p.damage} (same value: 1d8+7)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.rpg1gxokcmcr13rwl52p.damageType} (same value: slashing)
dfd7ubkkdl405w1kut9i : object {Shadows at Sundown.items.[].system.damageRolls.dfd7ubkkdl405w1kut9i}
damage : string {Shadows at Sundown.items.[].system.damageRolls.dfd7ubkkdl405w1kut9i.damage} (same value: 1d6+6)
damageType : string {Shadows at Sundown.items.[].system.damageRolls.dfd7ubkkdl405w1kut9i.damageType} (same value: piercing)
[weaponType] : object {Shadows at Sundown.items.[].system.weaponType}
value : string {Shadows at Sundown.items.[].system.weaponType.value} (2 different values)
melee (x19)
ranged (x4)
[actionType] : object {Shadows at Sundown.items.[].system.actionType}
value : string {Shadows at Sundown.items.[].system.actionType.value} (4 different values)
passive (x52)
free (x3)
action (x24)
reaction (x9)
[actions] : object {Shadows at Sundown.items.[].system.actions}
[value] : integer {Shadows at Sundown.items.[].system.actions.value} (3 different values)
1 (x16)
2 (x7)
3 (x1)
[autoHeightenLevel] : object {Shadows at Sundown.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {Shadows at Sundown.items.[].system.prepared}
flexible : boolean {Shadows at Sundown.items.[].system.prepared.flexible} (same value: False)
value : string {Shadows at Sundown.items.[].system.prepared.value} (4 different values)
prepared (x3)
focus (x3)
innate (x6)
spontaneous (x1)
[proficiency] : object {Shadows at Sundown.items.[].system.proficiency}
value : integer {Shadows at Sundown.items.[].system.proficiency.value} (same value: 1)
[showSlotlessLevels] : object {Shadows at Sundown.items.[].system.showSlotlessLevels}
value : boolean {Shadows at Sundown.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {Shadows at Sundown.items.[].system.slots}
[slot0] : object {Shadows at Sundown.items.[].system.slots.slot0}
max : integer {Shadows at Sundown.items.[].system.slots.slot0.max} (same value: 5)
prepared : array<object> {Shadows at Sundown.items.[].system.slots.slot0.prepared}
Length: min=5 max=5
Value type: object {Shadows at Sundown.items.[].system.slots.slot0.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot0.prepared.[].id} (10 different values)
5BoJHUoLZuTICH9Z (x1)
oO6RKVByv0dy0wEy (x1)
KdyyXCalRShcaFTa (x1)
AL04Mv5W4ireibB1 (x1)
dKz0h3rDbE5ZDPoi (x1)
rUmb2EDuot568HE4 (x1)
uf32T1nFX9eisqQD (x1)
Ebcu3Ep7iUjfAwPx (x1)
az8MGwLJFG7yEIY0 (x1)
8mErwEZfJTrYojsK (x1)
[slot1] : object {Shadows at Sundown.items.[].system.slots.slot1}
max : integer {Shadows at Sundown.items.[].system.slots.slot1.max} (3 different values)
4 (x1)
3 (x2)
1 (x1)
[prepared] : array<object> {Shadows at Sundown.items.[].system.slots.slot1.prepared}
Length: min=1 max=4
Value type: object {Shadows at Sundown.items.[].system.slots.slot1.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot1.prepared.[].id} (6 different values)
cETDZml21EFkHw7E (x1)
b84v7iZny4wavfzL (x2)
0elbKK2AGJ0OnzHw (x1)
lNnk7uUTG9uHN5cC (x2)
GEC6sGMhfHvUkXj8 (x1)
HPyXpRyLQzeESYtg (x1)
value : integer {Shadows at Sundown.items.[].system.slots.slot1.value} (same value: 3)
[slot2] : object {Shadows at Sundown.items.[].system.slots.slot2}
max : integer {Shadows at Sundown.items.[].system.slots.slot2.max} (2 different values)
3 (x2)
1 (x1)
[prepared] : array<object> {Shadows at Sundown.items.[].system.slots.slot2.prepared}
Length: min=1 max=3
Value type: object {Shadows at Sundown.items.[].system.slots.slot2.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot2.prepared.[].id} (4 different values)
AwnYDuWEck4k4zoe (x1)
KgXIrm2c1gkuQRuZ (x1)
JaAXeJDTEoXWH4FI (x1)
x6cZAF9VhRnkrE96 (x1)
value : integer {Shadows at Sundown.items.[].system.slots.slot2.value} (same value: 3)
[slot3] : object {Shadows at Sundown.items.[].system.slots.slot3}
max : integer {Shadows at Sundown.items.[].system.slots.slot3.max} (3 different values)
4 (x1)
1 (x1)
3 (x1)
[prepared] : array<object> {Shadows at Sundown.items.[].system.slots.slot3.prepared}
Length: min=1 max=4
Value type: object {Shadows at Sundown.items.[].system.slots.slot3.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot3.prepared.[].id} (4 different values)
kBaHUt9qZ6DCQh8X (x1)
9gVARY4ciqPhgfoE (x1)
tqmetMc7lliAkN1J (x2)
VFMefdocMJXZ369l (x1)
value : integer {Shadows at Sundown.items.[].system.slots.slot3.value} (same value: 3)
[slot4] : object {Shadows at Sundown.items.[].system.slots.slot4}
max : integer {Shadows at Sundown.items.[].system.slots.slot4.max} (3 different values)
5 (x1)
1 (x1)
3 (x1)
[prepared] : array<object> {Shadows at Sundown.items.[].system.slots.slot4.prepared}
Length: min=1 max=5
Value type: object {Shadows at Sundown.items.[].system.slots.slot4.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot4.prepared.[].id} (4 different values)
DkC9uZs85ejnW4Xb (x2)
tkr0FV5RO2QEVuVI (x2)
76BAXro9W99oJYck (x1)
z8payUu1UwSANqRC (x1)
value : integer {Shadows at Sundown.items.[].system.slots.slot4.value} (same value: 3)
[slot5] : object {Shadows at Sundown.items.[].system.slots.slot5}
max : integer {Shadows at Sundown.items.[].system.slots.slot5.max} (3 different values)
4 (x1)
1 (x1)
3 (x1)
[prepared] : array<object> {Shadows at Sundown.items.[].system.slots.slot5.prepared}
Length: min=1 max=4
Value type: object {Shadows at Sundown.items.[].system.slots.slot5.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot5.prepared.[].id} (4 different values)
zjZSuK2WuiKRbijT (x2)
L66TqpTpgrJ4inch (x1)
EOWqyHRoiShs8tJy (x1)
SIqKbEZ4NHIpKkWo (x1)
value : integer {Shadows at Sundown.items.[].system.slots.slot5.value} (same value: 3)
[slot6] : object {Shadows at Sundown.items.[].system.slots.slot6}
max : integer {Shadows at Sundown.items.[].system.slots.slot6.max} (2 different values)
3 (x2)
1 (x1)
[prepared] : array<object> {Shadows at Sundown.items.[].system.slots.slot6.prepared}
Length: min=1 max=3
Value type: object {Shadows at Sundown.items.[].system.slots.slot6.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot6.prepared.[].id} (4 different values)
PAh9f002zh4wPs1L (x1)
I3g5WYtDxlAn2J5X (x1)
fcneTpwRBLz6kZf6 (x1)
Yz7WSQytySK3jjq6 (x1)
value : integer {Shadows at Sundown.items.[].system.slots.slot6.value} (same value: 3)
[slot7] : object {Shadows at Sundown.items.[].system.slots.slot7}
max : integer {Shadows at Sundown.items.[].system.slots.slot7.max} (3 different values)
3 (x1)
1 (x1)
2 (x1)
[prepared] : array<object> {Shadows at Sundown.items.[].system.slots.slot7.prepared}
Length: min=1 max=3
Value type: object {Shadows at Sundown.items.[].system.slots.slot7.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot7.prepared.[].id} (4 different values)
X2gurxgTnbqT5nQw (x1)
J6HRtj0hnWp57r1M (x1)
6ZZPLkbtiqEduhkN (x1)
AxePk1tTJckHEHVJ (x1)
value : integer {Shadows at Sundown.items.[].system.slots.slot7.value} (same value: 2)
[slot8] : object {Shadows at Sundown.items.[].system.slots.slot8}
max : integer {Shadows at Sundown.items.[].system.slots.slot8.max} (2 different values)
2 (x1)
1 (x1)
prepared : array<object> {Shadows at Sundown.items.[].system.slots.slot8.prepared}
Length: min=1 max=2
Value type: object {Shadows at Sundown.items.[].system.slots.slot8.prepared.[]}
id : string {Shadows at Sundown.items.[].system.slots.slot8.prepared.[].id} (3 different values)
WPSdpTciNhiilCd4 (x1)
bbFrqhUgKHklcVS2 (x1)
tstLFS8KZksYTWGS (x1)
[spelldc] : object {Shadows at Sundown.items.[].system.spelldc}
dc : integer {Shadows at Sundown.items.[].system.spelldc.dc} (7 different values)
17 (x2)
36 (x2)
27 (x2)
33 (x3)
28 (x1)
37 (x2)
32 (x1)
mod : integer {Shadows at Sundown.items.[].system.spelldc.mod} (same value: 0)
value : integer {Shadows at Sundown.items.[].system.spelldc.value} (7 different values)
9 (x2)
28 (x2)
19 (x2)
25 (x3)
20 (x1)
29 (x2)
24 (x1)
[tradition] : object {Shadows at Sundown.items.[].system.tradition}
value : string {Shadows at Sundown.items.[].system.tradition.value} (3 different values)
divine (x6)
arcane (x4)
occult (x3)
[heightening] : object {Shadows at Sundown.items.[].system.heightening}
[damage] : object {Shadows at Sundown.items.[].system.heightening.damage}
0 : string {Shadows at Sundown.items.[].system.heightening.damage.0} (7 different values)
1d6 (x4)
1d8 (x7)
1d10 (x7)
2d6 (x8)
1d4 (x4)
2d4 (x1)
10 (x1)
[v1pnjhfu6e9akqe0] : string {Shadows at Sundown.items.[].system.heightening.damage.v1pnjhfu6e9akqe0} (same value: 1d4)
[interval] : integer {Shadows at Sundown.items.[].system.heightening.interval} (2 different values)
1 (x30)
2 (x2)
type : string {Shadows at Sundown.items.[].system.heightening.type} (2 different values)
interval (x32)
fixed (x26)
[levels] : object {Shadows at Sundown.items.[].system.heightening.levels}
[2] : object {Shadows at Sundown.items.[].system.heightening.levels.2}
target : object {Shadows at Sundown.items.[].system.heightening.levels.2.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.2.target.value} (same value: non-magical object of 1 Bulk or less)
[3] : object {Shadows at Sundown.items.[].system.heightening.levels.3}
[target] : object {Shadows at Sundown.items.[].system.heightening.levels.3.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.3.target.value} (4 different values)
non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less (x1)
10 objects (x3)
1 unattended object with a Bulk of 1 or less (x3)
5 creatures (x1)
[range] : object {Shadows at Sundown.items.[].system.heightening.levels.3.range}
value : string {Shadows at Sundown.items.[].system.heightening.levels.3.range.value} (2 different values)
60 feet (x1)
500 feet (x2)
[6] : object {Shadows at Sundown.items.[].system.heightening.levels.6}
[target] : object {Shadows at Sundown.items.[].system.heightening.levels.6.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.6.target.value} (2 different values)
any number of objects (x3)
10 creatures (x2)
[5] : object {Shadows at Sundown.items.[].system.heightening.levels.5}
[range] : object {Shadows at Sundown.items.[].system.heightening.levels.5.range}
value : string {Shadows at Sundown.items.[].system.heightening.levels.5.range.value} (3 different values)
1 mile (x3)
60 feet (x3)
120 feet (x1)
[time] : object {Shadows at Sundown.items.[].system.heightening.levels.5.time}
value : string {Shadows at Sundown.items.[].system.heightening.levels.5.time.value} (same value: 3)
[traits] : object {Shadows at Sundown.items.[].system.heightening.levels.5.traits}
value : array<string> {Shadows at Sundown.items.[].system.heightening.levels.5.traits.value}
Length: min=2 max=2
Value type: string {Shadows at Sundown.items.[].system.heightening.levels.5.traits.value.[]} (2 different values)
concentrate (x1)
manipulate (x1)
target : object {Shadows at Sundown.items.[].system.heightening.levels.5.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
[7] : object {Shadows at Sundown.items.[].system.heightening.levels.7}
target : object {Shadows at Sundown.items.[].system.heightening.levels.7.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
[8] : object {Shadows at Sundown.items.[].system.heightening.levels.8}
target : object {Shadows at Sundown.items.[].system.heightening.levels.8.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
[9] : object {Shadows at Sundown.items.[].system.heightening.levels.9}
target : object {Shadows at Sundown.items.[].system.heightening.levels.9.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.9.target.value} (2 different values)
up to 10 creatures (x1)
you and up to five additional willing creatures (x1)
range : object {Shadows at Sundown.items.[].system.heightening.levels.9.range}
value : string {Shadows at Sundown.items.[].system.heightening.levels.9.range.value} (same value: 30 feet)
[4] : object {Shadows at Sundown.items.[].system.heightening.levels.4}
target : object {Shadows at Sundown.items.[].system.heightening.levels.4.target}
value : string {Shadows at Sundown.items.[].system.heightening.levels.4.target.value} (same value: 10 creatures)
[overlays] : object {Shadows at Sundown.items.[].system.overlays}
[37gy7l19tik74o4s] : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s}
_id : string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system}
damage : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {Shadows at Sundown.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[7qdtetowq348s9oc] : object {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc}
_id : string {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc.system}
range : object {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
[7vbvdrv2cl87sqta] : object {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta}
_id : string {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system}
area : object {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {Shadows at Sundown.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[lfxcoz2d3f8j2zq1] : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1}
_id : string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {Shadows at Sundown.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x2)
healing (x2)
manipulate (x2)
vitality (x2)
[2I469pfbYcmFvzOA] : object {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {Shadows at Sundown.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
[cUFX7ExSLeoa3vIF] : object {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {Shadows at Sundown.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
[zFWsMjoeCnLxqJaV] : object {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {Shadows at Sundown.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[4gyp3qlsv5ywdyjq] : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {Shadows at Sundown.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[pq7cxntbz4s8g5ik] : object {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
[rvhoa43rqqqp8izn] : object {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {Shadows at Sundown.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[z04svm1cvfcxtplb] : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {Shadows at Sundown.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x1)
manipulate (x1)
void (x1)
[deathNote] : boolean {Shadows at Sundown.items.[].system.deathNote} (same value: True)
[mod] : object {Shadows at Sundown.items.[].system.mod}
value : integer {Shadows at Sundown.items.[].system.mod.value} (5 different values)
29 (x1)
32 (x1)
30 (x1)
26 (x1)
24 (x1)
[proficient] : object {Shadows at Sundown.items.[].system.proficient}
value : integer {Shadows at Sundown.items.[].system.proficient.value} (same value: 0)
[frequency] : object {Shadows at Sundown.items.[].system.frequency}
max : integer {Shadows at Sundown.items.[].system.frequency.max} (same value: 1)
per : string {Shadows at Sundown.items.[].system.frequency.per} (same value: round)
value : integer {Shadows at Sundown.items.[].system.frequency.value} (same value: 1)
[specific] : object {Shadows at Sundown.items.[].system.specific}
material : object {Shadows at Sundown.items.[].system.specific.material}
[grade] : mixed
[type] : mixed
runes : object {Shadows at Sundown.items.[].system.specific.runes}
[potency] : integer {Shadows at Sundown.items.[].system.specific.runes.potency} (same value: 2)
[property] : array<> {Shadows at Sundown.items.[].system.specific.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {Shadows at Sundown.items.[].system.specific.runes.striking} (same value: 2)
reinforcing : integer {Shadows at Sundown.items.[].system.specific.runes.reinforcing} (same value: 0)
[integrated] : mixed
[stackGroup] : string {Shadows at Sundown.items.[].system.stackGroup} (same value: arrows)
type : string {Shadows at Sundown.items.[].type} (10 different values)
spell (x130)
weapon (x7)
armor (x5)
equipment (x6)
consumable (x7)
melee (x23)
action (x88)
spellcastingEntry (x13)
lore (x5)
shield (x1)
[flags] : object {Shadows at Sundown.items.[].flags}
pf2e : object {Shadows at Sundown.items.[].flags.pf2e}
linkedWeapon : string {Shadows at Sundown.items.[].flags.pf2e.linkedWeapon} (7 different values)
0IcuS4JQhxZZcHW6 (x1)
s1g7imxhaHNS5oXc (x2)
GlAQaITVxjdkPpjx (x1)
wxXtqgiWO1cZqVkL (x1)
2lQeUlXJ4ns4J2BU (x1)
PMMtrnIld8nTryUx (x1)
Mfcr0sHzSBFqXIZg (x1)
name : string {Shadows at Sundown.name} (all different values)
system : object {Shadows at Sundown.system}
[abilities] : object {Shadows at Sundown.system.abilities}
cha : object {Shadows at Sundown.system.abilities.cha}
mod : integer {Shadows at Sundown.system.abilities.cha.mod} (7 different values)
4 (x2)
1 (x2)
6 (x1)
5 (x4)
0 (x1)
3 (x2)
9 (x1)
con : object {Shadows at Sundown.system.abilities.con}
mod : integer {Shadows at Sundown.system.abilities.con.mod} (5 different values)
2 (x1)
-1 (x1)
4 (x3)
5 (x7)
6 (x1)
dex : object {Shadows at Sundown.system.abilities.dex}
mod : integer {Shadows at Sundown.system.abilities.dex.mod} (7 different values)
4 (x1)
2 (x1)
8 (x3)
7 (x3)
5 (x1)
6 (x3)
0 (x1)
int : object {Shadows at Sundown.system.abilities.int}
mod : integer {Shadows at Sundown.system.abilities.int.mod} (8 different values)
1 (x2)
2 (x1)
8 (x1)
3 (x3)
6 (x3)
0 (x1)
4 (x1)
5 (x1)
str : object {Shadows at Sundown.system.abilities.str}
mod : integer {Shadows at Sundown.system.abilities.str.mod} (7 different values)
2 (x1)
1 (x1)
6 (x4)
4 (x2)
8 (x2)
3 (x2)
5 (x1)
wis : object {Shadows at Sundown.system.abilities.wis}
mod : integer {Shadows at Sundown.system.abilities.wis.mod} (5 different values)
2 (x1)
4 (x5)
5 (x4)
-1 (x1)
3 (x2)
attributes : object {Shadows at Sundown.system.attributes}
ac : object {Shadows at Sundown.system.attributes.ac}
[details] : string {Shadows at Sundown.system.attributes.ac.details} (same value: )
value : integer {Shadows at Sundown.system.attributes.ac.value} (12 different values)
28 (x2)
15 (x1)
37 (x1)
31 (x1)
10 (x4)
35 (x1)
34 (x2)
38 (x1)
36 (x1)
30 (x2)
33 (x1)
25 (x1)
[allSaves] : object {Shadows at Sundown.system.attributes.allSaves}
value : string {Shadows at Sundown.system.attributes.allSaves.value} (2 different values)
(x12)
+1 status to all saves vs. magic (x1)
hp : object {Shadows at Sundown.system.attributes.hp}
details : string {Shadows at Sundown.system.attributes.hp.details} (4 different values)
(x12)
coffin restoration, fast healing 15, void healing (x1)
coffin restoration, fast healing 10, void healing (x3)
void healing (x2)
max : integer {Shadows at Sundown.system.attributes.hp.max} (14 different values)
190 (x1)
16 (x1)
210 (x1)
150 (x1)
10 (x4)
200 (x1)
235 (x1)
155 (x1)
300 (x1)
90 (x1)
180 (x2)
225 (x1)
130 (x1)
120 (x1)
temp : integer {Shadows at Sundown.system.attributes.hp.temp} (same value: 0)
value : integer {Shadows at Sundown.system.attributes.hp.value} (14 different values)
190 (x1)
16 (x1)
210 (x1)
150 (x1)
10 (x4)
200 (x1)
235 (x1)
155 (x1)
300 (x1)
90 (x1)
180 (x2)
225 (x1)
130 (x1)
120 (x1)
[speed] : object {Shadows at Sundown.system.attributes.speed}
otherSpeeds : array<object> {Shadows at Sundown.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {Shadows at Sundown.system.attributes.speed.otherSpeeds.[]}
type : string {Shadows at Sundown.system.attributes.speed.otherSpeeds.[].type} (3 different values)
fly (x4)
burrow (x2)
climb (x1)
value : integer {Shadows at Sundown.system.attributes.speed.otherSpeeds.[].value} (4 different values)
25 (x2)
10 (x2)
20 (x2)
30 (x1)
value : integer {Shadows at Sundown.system.attributes.speed.value} (3 different values)
25 (x9)
20 (x2)
30 (x2)
[details] : string {Shadows at Sundown.system.attributes.speed.details} (same value: air walk)
[immunities] : array<object> {Shadows at Sundown.system.attributes.immunities}
Length: min=1 max=6
Value type: object {Shadows at Sundown.system.attributes.immunities.[]}
type : string {Shadows at Sundown.system.attributes.immunities.[].type} (11 different values)
death-effects (x7)
disease (x7)
paralyzed (x7)
poison (x7)
sleep (x4)
unconscious (x3)
mental (x1)
fire (x1)
critical-hits (x1)
precision (x1)
cold (x1)
[resistances] : array<object> {Shadows at Sundown.system.attributes.resistances}
Length: min=1 max=2
Value type: object {Shadows at Sundown.system.attributes.resistances.[]}
[exceptions] : array<string> {Shadows at Sundown.system.attributes.resistances.[].exceptions}
Length: min=1 max=2
Value type: string {Shadows at Sundown.system.attributes.resistances.[].exceptions.[]} (2 different values)
silver (x4)
weapons-shedding-bright-light (x2)
type : string {Shadows at Sundown.system.attributes.resistances.[].type} (3 different values)
physical (x4)
mental (x2)
poison (x1)
value : integer {Shadows at Sundown.system.attributes.resistances.[].value} (2 different values)
10 (x5)
15 (x2)
[hardness] : integer {Shadows at Sundown.system.attributes.hardness} (2 different values)
0 (x4)
24 (x1)
[stealth] : object {Shadows at Sundown.system.attributes.stealth}
details : string {Shadows at Sundown.system.attributes.stealth.details} (3 different values)
<p>(master)</p> (x2)
<p>(expert)</p> (x2)
(x1)
value : integer {Shadows at Sundown.system.attributes.stealth.value} (4 different values)
27 (x2)
23 (x1)
25 (x1)
0 (x1)
[weaknesses] : array<object> {Shadows at Sundown.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {Shadows at Sundown.system.attributes.weaknesses.[]}
type : string {Shadows at Sundown.system.attributes.weaknesses.[].type} (3 different values)
bleed (x1)
holy (x1)
electricity (x1)
value : integer {Shadows at Sundown.system.attributes.weaknesses.[].value} (2 different values)
10 (x2)
15 (x1)
details : object {Shadows at Sundown.system.details}
[blurb] : string {Shadows at Sundown.system.details.blurb} (7 different values)
Male human ex-cleric (x1)
Cleric of Pharasma (x1)
Female human strigoi necromancer (x1)
Female strigoi (x1)
Female variant dero ghoul (x1)
(x7)
Variant ghoul (x1)
[languages] : object {Shadows at Sundown.system.details.languages}
details : string {Shadows at Sundown.system.details.languages.details} (5 different values)
(x9)
(can't speak any language) (x1)
tongues (x1)
telepathy 300 feet, tongues (x1)
telepathy 300 feet (x1)
value : array<string> {Shadows at Sundown.system.details.languages.value}
Length: min=1 max=14
Value type: string {Shadows at Sundown.system.details.languages.value.[]} (17 different values)
common (x12)
requian (x1)
shoanti (x2)
varisian (x5)
chthonian (x2)
diabolic (x5)
jotun (x3)
necril (x6)
shadowtongue (x5)
thassilonian (x6)
aklo (x4)
sakvroth (x2)
elven (x2)
azlanti (x1)
draconic (x1)
dwarven (x1)
pyric (x1)
level : object {Shadows at Sundown.system.details.level}
value : integer {Shadows at Sundown.system.details.level.value} (10 different values)
10 (x3)
1 (x1)
15 (x1)
11 (x2)
13 (x6)
9 (x1)
16 (x1)
14 (x1)
12 (x1)
7 (x1)
[privateNotes] : string {Shadows at Sundown.system.details.privateNotes} (same value: )
[publicNotes] : string {Shadows at Sundown.system.details.publicNotes} (4 different values)
(x10)
<p>Rarely, when an ioton leeches a particularly secretive thought, it can choke to death on the secret, only to be born from its previous body into that of a loreavor: an ennosite whose existence is shaped around the consumption of secrets and artistry.</p>
<p>Loreavors sip at secrets throughout their lives and are instinctively drawn to obscure information. Their hunger places them firmly at odds with scholars and historians alike. Living victims lose memories; written texts become blank books. Loreavors' favorite sites are ruins and ancient libraries, but they can also survive on banal secrets of everyday life as well. While the creatures are secretive, typically staying out of sight and fleeing danger, they become aggressive when their favored food sources are threatened.</p>
<p>A loreavor appears as a 3-foot-long, pale, wormlike creature with dozens of half-formed faces growing from its segmented body. Trapped in an area without secrets to eat, a loreavor won't starve and can live for years.</p> (x1)
<p>The most powerful strigoi are those intentionally summoned into the bodies of willing hosts in times long past. As the rites to do so are lost to time, very few strigoi progenitors exist today. Those who do trace their lives back well over ten thousand years ago to Thassilon, Azlant, or similar ancient empires. A strigoi progenitor may appear to possess the vitality of the living, yet closer inspection reveals sharp fangs, the faintest smell of decay, and the strange and unsettling shifting of their shadow. In life, this example strigoi progenitor was a powerful oracle and advisor in Runelord Sorshen's nation of Eurythnia.</p>
<hr />
<p>The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.</p>
<p>Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi's compulsion not to enter a home without first being invited.</p>
<p>Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host's soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.</p> (x1)
<p>The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.</p>
<p>Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi's compulsion not to enter a home without first being invited.</p>
<p>Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host's soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.</p> (x1)
publication : object {Shadows at Sundown.system.details.publication}
license : string {Shadows at Sundown.system.details.publication.license} (same value: OGL)
remaster : boolean {Shadows at Sundown.system.details.publication.remaster} (same value: False)
title : string {Shadows at Sundown.system.details.publication.title} (same value: Pathfinder Adventure: Shadows at Sundown)
[description] : string {Shadows at Sundown.system.details.description} (5 different values)
<p>Tiny black flames mirror living creatures' movements in the city above as scraps of shadow patrol the streets-flames that notice intruders in their "sky" below and reach out to the intruders "above" with a deafening violence that incidentally alerts several of the vault's denizens to the intruders' presence.</p> (x1)
<p>Mist coils from the ground, perhaps through a sewer grate or from cracks along a basement foundation, quickly forming into the ghostly image of Queen Ileosa.</p> (x1)
<p>Ileosa manifests as a crimson ghost and reaches out as if to receive a gift from the ritual's primary caster.</p> (x1)
<p>Thassilonian runes set with onyx erupt with negative energy and thunderous roars at the presence of a living creature.</p> (x1)
<p>All six sides of this adamantine-reinforced box are covered with Thassilonian runes. Touching a rune allows one to exchange its position with another.</p> (x1)
[disable] : string {Shadows at Sundown.system.details.disable} (5 different values)
<p>@Check[thievery|dc:40|name:Adjust the model] (master) to adjust the model so its attention is focused inward, @Check[occultism|dc:37|name:Discharge the energy] (expert) to cause the accumulated psychic energy to discharge harmlessly, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (7th level; counteract DC 32). A character who sneaks through the room with a @Check[stealth|dc:32|name:Avoid the hazard] (expert) check avoids triggering the hazard, but this does not disable it.</p> (x1)
<p>@Check[religion|dc:33|name:Exorcise the Manifestation] (expert) to exorcise the manifestation, or @Check[intimidation|dc:36|name:Stand your ground] (trained) to stand one's ground without showing fear.</p> (x1)
<p>@Check[religion|dc:37|name:Reverse the ritual's power] (expert) or @Check[occultism|dc:40|name:Reverse the ritual's power] (trained) to reverse the ritual's power.</p> (x1)
<p>@Check[thievery|dc:35|name:Destroy the key rune] (master) to destroy the key rune, @Check[arcana|dc:37|name:Discharge the runes] (master) to harmlessly discharge the runes, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (7th level; counteract DC 31) to counteract the trap</p> (x1)
<p>@Check[thievery|dc:41] (expert) to feel the subtle vibrations when moving a rune to shift into the right position, or @Check[Thassilon Lore|dc:33] (expert) or @Check[society|dc:38] (master) while being able to read Thassilonian to work out the anagram puzzle using traditional means, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (7th rank; counteract DC 34)</p> (x1)
[isComplex] : boolean {Shadows at Sundown.system.details.isComplex} (2 different values)
False (x4)
True (x1)
[reset] : string {Shadows at Sundown.system.details.reset} (3 different values)
<p>1 hour</p> (x1)
(x3)
<p>The paradox engine deactivates 1 minute, and its owb prophet returns to its interior after all creatures leave the area, but resets immediately thereafter.</p> (x1)
[routine] : string {Shadows at Sundown.system.details.routine} (2 different values)
(x4)
<p>(3 actions) The slicing shadows congeal into the form of what appears to be the upper half of a skeletal, cowled humanoid: an @UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Owb Prophet]. This owb prophet is a creation of the paradox engine and does not have a forsaken patron. While the owb prophet is active, the paradox engine no longer uses its Slicing Shadows reaction; instead, the owb prophet focuses its attacks on creatures that attempt to damage or deactivate the engine. If the owb prophet is destroyed, the paradox engine's disable DCs and Hardness are reduced by 5. It thereafter functions as a simple hazard with the Slicing Shadows reaction, and resets after 1 round.</p> (x1)
[initiative] : object {Shadows at Sundown.system.initiative}
statistic : string {Shadows at Sundown.system.initiative.statistic} (same value: perception)
[perception] : object {Shadows at Sundown.system.perception}
details : string {Shadows at Sundown.system.perception.details} (3 different values)
(x11)
darkvsion (x1)
bloodsense 60 feet (x1)
mod : integer {Shadows at Sundown.system.perception.mod} (8 different values)
18 (x2)
7 (x1)
27 (x2)
20 (x2)
24 (x1)
19 (x2)
23 (x2)
16 (x1)
senses : array<object> {Shadows at Sundown.system.perception.senses}
Length: min=0 max=1
Value type: object {Shadows at Sundown.system.perception.senses.[]}
type : string {Shadows at Sundown.system.perception.senses.[].type} (3 different values)
darkvision (x3)
greater-darkvision (x5)
thoughtsense (x1)
[acuity] : string {Shadows at Sundown.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {Shadows at Sundown.system.perception.senses.[].range} (same value: 60)
[resources] : object {Shadows at Sundown.system.resources}
[focus] : object {Shadows at Sundown.system.resources.focus}
max : integer {Shadows at Sundown.system.resources.focus.max} (2 different values)
1 (x2)
3 (x1)
value : integer {Shadows at Sundown.system.resources.focus.value} (2 different values)
1 (x2)
3 (x1)
saves : object {Shadows at Sundown.system.saves}
fortitude : object {Shadows at Sundown.system.saves.fortitude}
saveDetail : string {Shadows at Sundown.system.saves.fortitude.saveDetail} (same value: )
value : integer {Shadows at Sundown.system.saves.fortitude.value} (12 different values)
13 (x1)
2 (x1)
25 (x2)
20 (x1)
0 (x4)
22 (x1)
15 (x1)
28 (x2)
17 (x2)
21 (x1)
24 (x1)
19 (x1)
reflex : object {Shadows at Sundown.system.saves.reflex}
saveDetail : string {Shadows at Sundown.system.saves.reflex.saveDetail} (same value: )
value : integer {Shadows at Sundown.system.saves.reflex.value} (12 different values)
15 (x1)
5 (x1)
29 (x1)
24 (x1)
0 (x4)
28 (x1)
26 (x2)
21 (x2)
30 (x1)
22 (x2)
25 (x1)
11 (x1)
will : object {Shadows at Sundown.system.saves.will}
saveDetail : string {Shadows at Sundown.system.saves.will.saveDetail} (same value: )
value : integer {Shadows at Sundown.system.saves.will.value} (10 different values)
18 (x2)
9 (x1)
27 (x1)
22 (x2)
0 (x5)
21 (x2)
24 (x1)
19 (x2)
25 (x1)
14 (x1)
[skills] : object {Shadows at Sundown.system.skills}
[deception] : object {Shadows at Sundown.system.skills.deception}
base : integer {Shadows at Sundown.system.skills.deception.base} (6 different values)
22 (x2)
27 (x1)
24 (x1)
33 (x1)
26 (x1)
19 (x1)
[diplomacy] : object {Shadows at Sundown.system.skills.diplomacy}
base : integer {Shadows at Sundown.system.skills.diplomacy.base} (3 different values)
18 (x1)
4 (x1)
31 (x1)
[medicine] : object {Shadows at Sundown.system.skills.medicine}
base : integer {Shadows at Sundown.system.skills.medicine.base} (2 different values)
20 (x1)
23 (x1)
[religion] : object {Shadows at Sundown.system.skills.religion}
base : integer {Shadows at Sundown.system.skills.religion.base} (6 different values)
18 (x1)
7 (x1)
27 (x1)
19 (x1)
22 (x1)
12 (x1)
[society] : object {Shadows at Sundown.system.skills.society}
base : integer {Shadows at Sundown.system.skills.society.base} (4 different values)
17 (x2)
5 (x1)
25 (x1)
30 (x1)
[crafting] : object {Shadows at Sundown.system.skills.crafting}
base : integer {Shadows at Sundown.system.skills.crafting.base} (4 different values)
5 (x1)
25 (x1)
23 (x1)
12 (x1)
[occultism] : object {Shadows at Sundown.system.skills.occultism}
base : integer {Shadows at Sundown.system.skills.occultism.base} (6 different values)
5 (x1)
27 (x1)
25 (x1)
21 (x1)
30 (x1)
24 (x1)
[acrobatics] : object {Shadows at Sundown.system.skills.acrobatics}
base : integer {Shadows at Sundown.system.skills.acrobatics.base} (7 different values)
27 (x2)
22 (x2)
24 (x1)
19 (x1)
28 (x1)
25 (x2)
21 (x1)
[arcana] : object {Shadows at Sundown.system.skills.arcana}
base : integer {Shadows at Sundown.system.skills.arcana.base} (5 different values)
29 (x1)
17 (x1)
30 (x1)
22 (x1)
23 (x1)
[athletics] : object {Shadows at Sundown.system.skills.athletics}
base : integer {Shadows at Sundown.system.skills.athletics.base} (6 different values)
25 (x2)
23 (x1)
27 (x1)
17 (x2)
22 (x1)
21 (x1)
[stealth] : object {Shadows at Sundown.system.skills.stealth}
base : integer {Shadows at Sundown.system.skills.stealth.base} (8 different values)
29 (x1)
22 (x1)
27 (x2)
19 (x1)
32 (x1)
20 (x1)
25 (x1)
23 (x1)
[performance] : object {Shadows at Sundown.system.skills.performance}
base : integer {Shadows at Sundown.system.skills.performance.base} (same value: 24)
[intimidation] : object {Shadows at Sundown.system.skills.intimidation}
base : integer {Shadows at Sundown.system.skills.intimidation.base} (3 different values)
31 (x1)
23 (x1)
14 (x1)
[spellcasting] : object {Shadows at Sundown.system.spellcasting}
rituals : object {Shadows at Sundown.system.spellcasting.rituals}
dc : integer {Shadows at Sundown.system.spellcasting.rituals.dc} (2 different values)
29 (x1)
33 (x2)
traits : object {Shadows at Sundown.system.traits}
rarity : string {Shadows at Sundown.system.traits.rarity} (4 different values)
unique (x9)
uncommon (x1)
rare (x7)
common (x1)
size : object {Shadows at Sundown.system.traits.size}
value : string {Shadows at Sundown.system.traits.size.value} (3 different values)
med (x15)
sm (x2)
huge (x1)
value : array<string> {Shadows at Sundown.system.traits.value}
Length: min=1 max=6
Value type: string {Shadows at Sundown.system.traits.value.[]} (all different values)
[creatureType] : string {Shadows at Sundown.system.creatureType} (same value: )
[statusEffects] : array<> {Shadows at Sundown.system.statusEffects}
Length: min=0 max=0
Value type: mixed
type : string {Shadows at Sundown.type} (2 different values)
npc (x13)
hazard (x5)