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Showing page 11 of 36 for 898 matching canonical spell rows.

Page 11 of 36

Advanced Player's Guide

Veil Of Dreams

Rank 1 · Focus · Uncommon

Registry ID
veil-of-dreams
FocusUncommonenchantmentNone

You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes a -1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to -2 for Will saves against sleep effects. Failure: As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted.

Description snippet: You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save.

Source lines: 34356 - 34374

Raw text block

VEIL OF DREAMS
UNCOMMON
FOCUS 1
ENCHANTMENT
HEX
MENTAL
WITCH
Cast [one-action] somatic
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration sustained up to 1 minute
You draw the target into a drowsy state, causing daydreams
and sluggishness. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes a -1 status penalty to Perception,
attack rolls, and Will saves. This penalty increases to -2 for
Will saves against sleep effects.
Failure As success, and any time the target uses a
concentrate action, it must succeed at a DC 5 flat check or
the action is disrupted.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes a -1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to -2 for Will saves against sleep effects.",
        "Failure": "As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted."
    }
}

Full schema_data

{
    "id": "veil-of-dreams",
    "name": "Veil Of Dreams",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "hex",
        "mental"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "sustained up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes a -1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to -2 for Will saves against sleep effects. Failure: As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted.",
    "description_snippet": "You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes a -1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to -2 for Will saves against sleep effects.",
            "Failure": "As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "witch",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 34356,
    "source_line_end": 34374,
    "raw_text_block": "VEIL OF DREAMS\nUNCOMMON\nFOCUS 1\nENCHANTMENT\nHEX\nMENTAL\nWITCH\nCast [one-action] somatic\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration sustained up to 1 minute\nYou draw the target into a drowsy state, causing daydreams\nand sluggishness. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target takes a -1 status penalty to Perception,\nattack rolls, and Will saves. This penalty increases to -2 for\nWill saves against sleep effects.\nFailure As success, and any time the target uses a\nconcentrate action, it must succeed at a DC 5 flat check or\nthe action is disrupted.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "veil-of-dreams",
    "content_id": "veil-of-dreams",
    "level": 1
}

Core Rulebook (4th Printing)

Ventriloquism

Rank 1 · Spell · Common

Registry ID
ventriloquism
SpellCommonillusionarcanedivineoccult

Throw your voice.

Description snippet: Throw your voice.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "illusion",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Throw your voice.",
    "content_id": "ventriloquism",
    "type": "spell",
    "description": "Throw your voice."
}

Core Rulebook (Fourth Printing)

Vibrant Thorns

Rank 1 · Focus · Uncommon

Registry ID
vibrant-thorns
FocusUncommontransmutationdivine

Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to 1d6 until the start of your next turn.

Description snippet: Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that

Source lines: 63082 - 63099

Raw text block

VIBRANT THORNS
UNCOMMON
CLERIC
MORPH
FOCUS 1
PLANT
TRANSMUTATION
Domain nature
Cast [one-action] somatic
Duration 1 minute
Your body sprouts a coat of brambly thorns that harm those
that strike you and thrive on life magic. Adjacent creatures
that hit you with a melee attack, as well as creatures that hit
you with unarmed attacks, take 1 piercing damage each time
they do. Anytime you cast a positive spell, the damage from
your thorns increases to 1d6 until the start of your next turn.
Heightened (+1) The damage increases by 1, or 1d6 after you
cast a positive spell.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1, or 1d6 after you cast a positive spell."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to 1d6 until the start of your next turn.",
    "outcomes": []
}

Full schema_data

{
    "id": "vibrant-thorns",
    "name": "Vibrant Thorns",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "morph",
        "plant"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to 1d6 until the start of your next turn.",
    "description_snippet": "Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1, or 1d6 after you cast a positive spell."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1, or 1d6 after you cast a positive spell."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to 1d6 until the start of your next turn.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "nature",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63082,
    "source_line_end": 63099,
    "raw_text_block": "VIBRANT THORNS\nUNCOMMON\nCLERIC\nMORPH\nFOCUS 1\nPLANT\nTRANSMUTATION\nDomain nature\nCast [one-action] somatic\nDuration 1 minute\nYour body sprouts a coat of brambly thorns that harm those\nthat strike you and thrive on life magic. Adjacent creatures\nthat hit you with a melee attack, as well as creatures that hit\nyou with unarmed attacks, take 1 piercing damage each time\nthey do. Anytime you cast a positive spell, the damage from\nyour thorns increases to 1d6 until the start of your next turn.\nHeightened (+1) The damage increases by 1, or 1d6 after you\ncast a positive spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "vibrant-thorns",
    "content_id": "vibrant-thorns",
    "level": 1
}

Core Rulebook (Fourth Printing)

Waking Nightmare

Rank 1 · Focus · Uncommon

Registry ID
waking-nightmare
FocusUncommonenchantmentdivine

You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target is frightened 1. Failure: The target is frightened 2. Critical Failure: The target is frightened 3. If the target is unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above.

Description snippet: You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save.

Source lines: 63106 - 63127

Raw text block

WAKING NIGHTMARE
UNCOMMON
CLERIC
FOCUS 1
EMOTION
ENCHANTMENT
FEAR
MENTAL
Domain nightmares
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You fill the creature's mind with a terrifying vision out of its
nightmares. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3.
If the target is unconscious when you Cast this Spell on it, it
immediately wakes up before attempting its save, and if it fails
its save, it gains the fleeing condition for 1 round in addition to
the effects noted above.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is frightened 1.",
        "Failure": "The target is frightened 2.",
        "Critical Failure": "The target is frightened 3. If the target is unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above."
    }
}

Full schema_data

{
    "id": "waking-nightmare",
    "name": "Waking Nightmare",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "emotion",
        "fear",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target is frightened 1. Failure: The target is frightened 2. Critical Failure: The target is frightened 3. If the target is unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above.",
    "description_snippet": "You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is frightened 1.",
            "Failure": "The target is frightened 2.",
            "Critical Failure": "The target is frightened 3. If the target is unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above."
        }
    },
    "conditions_caused": [
        "fleeing",
        "frightened",
        "unconscious"
    ],
    "focus_class": "cleric",
    "focus_domain": "nightmares",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63106,
    "source_line_end": 63127,
    "raw_text_block": "WAKING NIGHTMARE\nUNCOMMON\nCLERIC\nFOCUS 1\nEMOTION\nENCHANTMENT\nFEAR\nMENTAL\nDomain nightmares\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou fill the creature's mind with a terrifying vision out of its\nnightmares. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target is frightened 1.\nFailure The target is frightened 2.\nCritical Failure The target is frightened 3.\nIf the target is unconscious when you Cast this Spell on it, it\nimmediately wakes up before attempting its save, and if it fails\nits save, it gains the fleeing condition for 1 round in addition to\nthe effects noted above.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "waking-nightmare",
    "content_id": "waking-nightmare",
    "level": 1
}

Core Rulebook

Warped Terrain

Rank 1 · Focus · Uncommon

Registry ID
warped-terrain
FocusUncommonillusionarcane

You twist perception around a small area, making a 5-foot square appear treacherous and count as difficult terrain for creatures that believe the illusion.

Description snippet: You twist perception around a small area, making a 5-foot square appear treacherous and act as difficult terrain.

Source lines: 65345 - 65379

Raw text block

WARPED TERRAIN
UNCOMMON
ILLUSION
VISUAL
FOCUS 1
WIZARD
Cast [one-action] to [three-actions] somatic, verbal
Range 60 feet; Area 5-foot burst or more
Duration 1 minute
You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions.
Heightened (4th) You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

[]

Full schema_data

{
    "id": "warped-terrain",
    "name": "Warped Terrain",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "illusion",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "wizard",
        "illusion"
    ],
    "cast": "[one-action]",
    "cast_actions": "1_action",
    "components": [],
    "range": "30 feet",
    "area": "1 square",
    "targets": "1 5-foot square",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You twist perception around a small area, making a 5-foot square appear treacherous and count as difficult terrain for creatures that believe the illusion.",
    "description_snippet": "You twist perception around a small area, making a 5-foot square appear treacherous and act as difficult terrain.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": "none",
    "effects": [],
    "conditions_caused": [],
    "focus_class": "wizard",
    "focus_domain": "illusion",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook",
    "source_file": "wizard_school_focus_spells_intermediary.json",
    "source_line_start": 65345,
    "source_line_end": 65379,
    "raw_text_block": "WARPED TERRAIN\nUNCOMMON\nILLUSION\nVISUAL\nFOCUS 1\nWIZARD\nCast [one-action] to [three-actions] somatic, verbal\nRange 60 feet; Area 5-foot burst or more\nDuration 1 minute\nYou create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions.\nHeightened (4th) You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures.",
    "spell_id": "warped-terrain",
    "content_id": "warped-terrain",
    "level": 1
}

Core Rulebook (Fourth Printing)

Wild Morph

Rank 1 · Focus · Uncommon

Registry ID
wild-morph
FocusUncommontransmutationprimal

You morph your body based on your training, choosing one of the following effects based on your wild order feats. • If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage. • If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • If you have Soaring Shape, you can cast the spell as a two-action activity ([two-actions] somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.

Description snippet: You morph your body based on your training, choosing one of the following effects based on your wild order feats. • If you have Wild Shape, you can morph your hands into wild claws

Source lines: 63458 - 63499

Raw text block

WILD MORPH
UNCOMMON
DRUID
FOCUS 1
MORPH
TRANSMUTATION
Cast [one-action] to [two-actions] somatic, verbal
Duration 1 minute
You morph your body based on your training, choosing one of
the following effects based on your wild order feats.
• If you have Wild Shape, you can morph your hands
into wild claws. Your hands transform into incredibly
sharp claws. These claws are an unarmed attack you're
trained in and deal 1d6 slashing damage each (agile,
finesse). You can still hold and use items with your
hands while they're transformed by this spell, but you
cannot hold an item while attacking. If you have Insect
Shape, you can instead transform your mouth into wild
jaws, an unarmed attack you're trained in that deals
1d8 piercing damage.
• If you have Elemental Shape, you can morph your body
to be partially composed of elemental matter, granting
you resistance 5 to critical hits and precision damage.
• If you have Plant Shape, you can morph your arms into
long vines, increasing your reach to 10 feet (or 15 feet
with a reach weapon).
• If you have Soaring Shape, you can cast the spell as
a two-action activity ([two-actions] somatic, verbal) to grow
wings from your back. These wings allow you to fly
with a fly Speed of 30 feet.
Heightened (6th) You can choose up to two of the effects from
the list. Wild claws leave terrible, ragged wounds that also
deal 2d6 persistent bleed damage on a hit, and wild jaws
are envenomed, also dealing 2d6 persistent poison damage
on a hit.
Heightened (10th) You can choose up to three of the effects from
the list. Wild claws deal 4d6 persistent bleed damage on a hit,
and wild jaws deal 4d6 persistent poison damage on a hit.
You move so fast you blur across planar boundaries. You teleport
up to a distance equal to your Speed within your line of sight.
EMPTY BODY
WILD SHAPE

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit."
    },
    {
        "label": "10th",
        "type": "fixed_rank",
        "rank": 10,
        "text": "You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit. You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight. EMPTY BODY WILD SHAPE"
    }
]

Damage clauses

[
    {
        "formula": "1d6",
        "type": "slashing",
        "persistent": false
    },
    {
        "formula": "1d8",
        "type": "piercing",
        "persistent": false
    },
    {
        "formula": "2d6",
        "type": "bleed",
        "persistent": true
    },
    {
        "formula": "2d6",
        "type": "poison",
        "persistent": true
    },
    {
        "formula": "4d6",
        "type": "bleed",
        "persistent": true
    },
    {
        "formula": "4d6",
        "type": "poison",
        "persistent": true
    }
]

Effects

{
    "description": "You morph your body based on your training, choosing one of the following effects based on your wild order feats. • If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage. • If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • If you have Soaring Shape, you can cast the spell as a two-action activity ([two-actions] somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.",
    "outcomes": []
}

Full schema_data

{
    "id": "wild-morph",
    "name": "Wild Morph",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "morph"
    ],
    "cast": "[one-action] to [two-actions] somatic, verbal",
    "cast_actions": "1_action_to_2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You morph your body based on your training, choosing one of the following effects based on your wild order feats. • If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage. • If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • If you have Soaring Shape, you can cast the spell as a two-action activity ([two-actions] somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.",
    "description_snippet": "You morph your body based on your training, choosing one of the following effects based on your wild order feats. • If you have Wild Shape, you can morph your hands into wild claws",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit."
        },
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit. You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight. EMPTY BODY WILD SHAPE"
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit."
        },
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit. You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight. EMPTY BODY WILD SHAPE"
        }
    ],
    "damage": [
        {
            "formula": "1d6",
            "type": "slashing",
            "persistent": false
        },
        {
            "formula": "1d8",
            "type": "piercing",
            "persistent": false
        },
        {
            "formula": "2d6",
            "type": "bleed",
            "persistent": true
        },
        {
            "formula": "2d6",
            "type": "poison",
            "persistent": true
        },
        {
            "formula": "4d6",
            "type": "bleed",
            "persistent": true
        },
        {
            "formula": "4d6",
            "type": "poison",
            "persistent": true
        }
    ],
    "damage_type": [
        "bleed",
        "piercing",
        "poison",
        "slashing"
    ],
    "effects": {
        "description": "You morph your body based on your training, choosing one of the following effects based on your wild order feats. • If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage. • If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • If you have Soaring Shape, you can cast the spell as a two-action activity ([two-actions] somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.",
        "outcomes": []
    },
    "conditions_caused": [
        "persistent bleed"
    ],
    "focus_class": "druid",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63458,
    "source_line_end": 63499,
    "raw_text_block": "WILD MORPH\nUNCOMMON\nDRUID\nFOCUS 1\nMORPH\nTRANSMUTATION\nCast [one-action] to [two-actions] somatic, verbal\nDuration 1 minute\nYou morph your body based on your training, choosing one of\nthe following effects based on your wild order feats.\n• If you have Wild Shape, you can morph your hands\ninto wild claws. Your hands transform into incredibly\nsharp claws. These claws are an unarmed attack you're\ntrained in and deal 1d6 slashing damage each (agile,\nfinesse). You can still hold and use items with your\nhands while they're transformed by this spell, but you\ncannot hold an item while attacking. If you have Insect\nShape, you can instead transform your mouth into wild\njaws, an unarmed attack you're trained in that deals\n1d8 piercing damage.\n• If you have Elemental Shape, you can morph your body\nto be partially composed of elemental matter, granting\nyou resistance 5 to critical hits and precision damage.\n• If you have Plant Shape, you can morph your arms into\nlong vines, increasing your reach to 10 feet (or 15 feet\nwith a reach weapon).\n• If you have Soaring Shape, you can cast the spell as\na two-action activity ([two-actions] somatic, verbal) to grow\nwings from your back. These wings allow you to fly\nwith a fly Speed of 30 feet.\nHeightened (6th) You can choose up to two of the effects from\nthe list. Wild claws leave terrible, ragged wounds that also\ndeal 2d6 persistent bleed damage on a hit, and wild jaws\nare envenomed, also dealing 2d6 persistent poison damage\non a hit.\nHeightened (10th) You can choose up to three of the effects from\nthe list. Wild claws deal 4d6 persistent bleed damage on a hit,\nand wild jaws deal 4d6 persistent poison damage on a hit.\nYou move so fast you blur across planar boundaries. You teleport\nup to a distance equal to your Speed within your line of sight.\nEMPTY BODY\nWILD SHAPE",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wild-morph",
    "content_id": "wild-morph",
    "level": 1
}

Core Rulebook (Fourth Printing)

Acid Arrow

Rank 2 · Spell · Common

Registry ID
acid-arrow
SpellCommonevocationarcaneprimal

You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.

Description snippet: You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid dama

Source lines: 49049 - 49064

Raw text block

ACID ARROW
ACID
ATTACK
SPELL 2
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You conjure an arrow of acid that keeps corroding the target after
it hits. Make a spell attack against the target. On a hit, you deal
3d8 acid damage plus 1d6 persistent acid damage. On a critical
hit, double the initial damage, but not the persistent damage.
Heightened (+2) The initial damage increases by 2d8, and the
persistent acid damage increases by 1d6.
DISEASE
AERIAL FORM

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The initial damage increases by 2d8, and the persistent acid damage increases by 1d6. DISEASE AERIAL FORM"
    }
]

Damage clauses

[
    {
        "formula": "3d8",
        "type": "acid",
        "persistent": false
    },
    {
        "formula": "1d6",
        "type": "acid",
        "persistent": true
    },
    {
        "formula": "1d6",
        "type": "acid",
        "persistent": false
    }
]

Effects

{
    "description": "You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "acid-arrow",
    "name": "Acid Arrow",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "acid",
        "attack"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.",
    "description_snippet": "You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid dama",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial damage increases by 2d8, and the persistent acid damage increases by 1d6. DISEASE AERIAL FORM"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial damage increases by 2d8, and the persistent acid damage increases by 1d6. DISEASE AERIAL FORM"
        }
    ],
    "damage": [
        {
            "formula": "3d8",
            "type": "acid",
            "persistent": false
        },
        {
            "formula": "1d6",
            "type": "acid",
            "persistent": true
        },
        {
            "formula": "1d6",
            "type": "acid",
            "persistent": false
        }
    ],
    "damage_type": [
        "acid"
    ],
    "effects": {
        "description": "You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 49049,
    "source_line_end": 49064,
    "raw_text_block": "ACID ARROW\nACID\nATTACK\nSPELL 2\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nYou conjure an arrow of acid that keeps corroding the target after\nit hits. Make a spell attack against the target. On a hit, you deal\n3d8 acid damage plus 1d6 persistent acid damage. On a critical\nhit, double the initial damage, but not the persistent damage.\nHeightened (+2) The initial damage increases by 2d8, and the\npersistent acid damage increases by 1d6.\nDISEASE\nAERIAL FORM",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "acid-arrow",
    "content_id": "acid-arrow",
    "level": 2
}

Core Rulebook (Fourth Printing)

Animal Form

Rank 2 · Spell · Common

Registry ID
animal-form
SpellCommontransmutationprimal

You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; one or more unarmed melee attacks specific to the battle form you choose; and Athletics modifier +9 unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose, including ape, bear, bull, canine, cat, deer, frog, shark, and snake movement and attack profiles.

Description snippet: Turn into a Medium animal battle form.

Source lines: 49601 - 49695

Raw text block

SPELL 2
TRANSMUTATION
Traditions primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; one or more unarmed melee attacks specific to the battle form you choose; and Athletics modifier +9 unless your own modifier is higher.
You also gain specific abilities based on the type of animal you choose, including ape, bear, bull, canine, cat, deer, frog, shark, and snake movement and attack profiles.
Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.

Heightened

[
    {
        "label": "3rd",
        "type": "fixed_rank",
        "rank": 3,
        "text": "You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14."
    },
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; one or more unarmed melee attacks specific to the battle form you choose; and Athletics modifier +9 unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose, including ape, bear, bull, canine, cat, deer, frog, shark, and snake movement and attack profiles.",
    "outcomes": []
}

Full schema_data

{
    "id": "animal-form",
    "name": "Animal Form",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "self",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; one or more unarmed melee attacks specific to the battle form you choose; and Athletics modifier +9 unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose, including ape, bear, bull, canine, cat, deer, frog, shark, and snake movement and attack profiles.",
    "description_snippet": "Turn into a Medium animal battle form.",
    "heightened": [
        {
            "label": "3rd",
            "type": "fixed_rank",
            "rank": 3,
            "text": "You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "fixed_rank",
            "rank": 3,
            "text": "You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; one or more unarmed melee attacks specific to the battle form you choose; and Athletics modifier +9 unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose, including ape, bear, bull, canine, cat, deer, frog, shark, and snake movement and attack profiles.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 49601,
    "source_line_end": 49695,
    "raw_text_block": "SPELL 2\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.\nYou gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; one or more unarmed melee attacks specific to the battle form you choose; and Athletics modifier +9 unless your own modifier is higher.\nYou also gain specific abilities based on the type of animal you choose, including ape, bear, bull, canine, cat, deer, frog, shark, and snake movement and attack profiles.\nHeightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.\nHeightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.\nHeightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "animal-form",
    "content_id": "animal-form",
    "level": 2
}

Core Rulebook (Fourth Printing)

Animal Messenger

Rank 2 · Spell · Common

Registry ID
animal-messenger
SpellCommonenchantmentprimal

You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. You can also attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. If there are no Tiny wild animals in range, the spell is lost. SPELL 2 MENTAL

Description snippet: You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you with

Source lines: 49378 - 49394

Raw text block

ANIMAL MESSENGER
ENCHANTMENT
Traditions primal
Cast 1 minute (material, somatic, verbal)
Range 120 feet
Duration see text
You offer food, and an ordinary Tiny animal within range
approaches to eat it. You imprint the image, direction, and
distance of an obvious place or landmark well known to you
within the animal. You can also attach a small object or note up to
light Bulk to it. The animal does its best to reach the destination; if
it makes it there, it waits nearby and allows nonhostile creatures
to approach and remove the attached object. The spell ends after
the message is delivered or after 24 hours, whichever comes first.
If there are no Tiny wild animals in range, the spell is lost.
SPELL 2
MENTAL

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. You can also attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. If there are no Tiny wild animals in range, the spell is lost. SPELL 2 MENTAL",
    "outcomes": []
}

Full schema_data

{
    "id": "animal-messenger",
    "name": "Animal Messenger",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "none",
    "duration": "see text",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. You can also attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. If there are no Tiny wild animals in range, the spell is lost. SPELL 2 MENTAL",
    "description_snippet": "You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you with",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. You can also attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. If there are no Tiny wild animals in range, the spell is lost. SPELL 2 MENTAL",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 49378,
    "source_line_end": 49394,
    "raw_text_block": "ANIMAL MESSENGER\nENCHANTMENT\nTraditions primal\nCast 1 minute (material, somatic, verbal)\nRange 120 feet\nDuration see text\nYou offer food, and an ordinary Tiny animal within range\napproaches to eat it. You imprint the image, direction, and\ndistance of an obvious place or landmark well known to you\nwithin the animal. You can also attach a small object or note up to\nlight Bulk to it. The animal does its best to reach the destination; if\nit makes it there, it waits nearby and allows nonhostile creatures\nto approach and remove the attached object. The spell ends after\nthe message is delivered or after 24 hours, whichever comes first.\nIf there are no Tiny wild animals in range, the spell is lost.\nSPELL 2\nMENTAL",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "animal-messenger",
    "content_id": "animal-messenger",
    "level": 2
}

Core Rulebook (Fourth Printing)

Animate Object

Rank 2 · Ritual · Uncommon

Registry ID
animate-object
RitualUncommontransmutationNone

You transform the target into an animated object with a level up to that allowed by Table 7-1 and of a type corresponding to the object (so a broom would become an animated broom). Critical Success: The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. Success: As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command. Failure: You fail to create the animated object. Critical Failure: You create the animated object, but it goes berserk and attempts to destroy you.

Description snippet: You transform the target into an animated object with a level up to that allowed by Table 7-1 and of a type corresponding to the object (so a broom would become an animated broom).

Source lines: 65173 - 65197

Raw text block

ANIMATE OBJECT
RITUAL 2
UNCOMMON TRANSMUTATION
Cast 1 day; Cost rare oils, see Table 7-1; Secondary Casters 1
Primary Check Arcana (expert); Secondary Checks Crafting
Range 10 feet; Target 1 object
You transform the target into an animated object with a level
up to that allowed by Table 7-1 and of a type corresponding
to the object (so a broom would become an animated broom).
Critical Success The target becomes an animated object of the
appropriate type. If it's at least 4 levels lower than you, you
can make it a minion. This gives it the minion trait, meaning
it can use 2 actions when you command it, and commanding
it is a single action that has the auditory and concentrate
traits. You can have a maximum of four minions under your
control. If it doesn't become a minion, you can give it one
simple command. It pursues that goal single-mindedly,
ignoring any of your subsequent commands.
Success As critical success, except an animated object that
doesn't become your minion stays in place and attacks
anyone that attacks it or tries to steal or move it, rather
than following your command.
Failure You fail to create the animated object.
Critical Failure You create the animated object, but it goes
berserk and attempts to destroy you.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You transform the target into an animated object with a level up to that allowed by Table 7-1 and of a type corresponding to the object (so a broom would become an animated broom).",
    "outcomes": {
        "Critical Success": "The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.",
        "Success": "As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command.",
        "Failure": "You fail to create the animated object.",
        "Critical Failure": "You create the animated object, but it goes berserk and attempts to destroy you."
    }
}

Full schema_data

{
    "id": "animate-object",
    "name": "Animate Object",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 day",
    "cast_actions": "one_day",
    "components": [
        "none"
    ],
    "range": "10 feet Target 1 object",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "rare oils, see Table 7-1",
    "primary_check": "Arcana (expert) Secondary Checks Crafting",
    "secondary_casters": "1",
    "description": "You transform the target into an animated object with a level up to that allowed by Table 7-1 and of a type corresponding to the object (so a broom would become an animated broom). Critical Success: The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. Success: As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command. Failure: You fail to create the animated object. Critical Failure: You create the animated object, but it goes berserk and attempts to destroy you.",
    "description_snippet": "You transform the target into an animated object with a level up to that allowed by Table 7-1 and of a type corresponding to the object (so a broom would become an animated broom).",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You transform the target into an animated object with a level up to that allowed by Table 7-1 and of a type corresponding to the object (so a broom would become an animated broom).",
        "outcomes": {
            "Critical Success": "The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.",
            "Success": "As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command.",
            "Failure": "You fail to create the animated object.",
            "Critical Failure": "You create the animated object, but it goes berserk and attempts to destroy you."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 65173,
    "source_line_end": 65197,
    "raw_text_block": "ANIMATE OBJECT\nRITUAL 2\nUNCOMMON TRANSMUTATION\nCast 1 day; Cost rare oils, see Table 7-1; Secondary Casters 1\nPrimary Check Arcana (expert); Secondary Checks Crafting\nRange 10 feet; Target 1 object\nYou transform the target into an animated object with a level\nup to that allowed by Table 7-1 and of a type corresponding\nto the object (so a broom would become an animated broom).\nCritical Success The target becomes an animated object of the\nappropriate type. If it's at least 4 levels lower than you, you\ncan make it a minion. This gives it the minion trait, meaning\nit can use 2 actions when you command it, and commanding\nit is a single action that has the auditory and concentrate\ntraits. You can have a maximum of four minions under your\ncontrol. If it doesn't become a minion, you can give it one\nsimple command. It pursues that goal single-mindedly,\nignoring any of your subsequent commands.\nSuccess As critical success, except an animated object that\ndoesn't become your minion stays in place and attacks\nanyone that attacks it or tries to steal or move it, rather\nthan following your command.\nFailure You fail to create the animated object.\nCritical Failure You create the animated object, but it goes\nberserk and attempts to destroy you.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "animate-object",
    "content_id": "animate-object",
    "level": 2
}

Advanced Player's Guide

Animated Assault

Rank 2 · Spell · Common

Registry ID
animated-assault
SpellCommonevocationarcaneoccult

You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, you can Sustain this Spell, dealing 1d10 bludgeoning damage (basic Reflex save) to each creature in the area.

Description snippet: You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a ch

Source lines: 30026 - 30041

Raw text block

ANIMATED ASSAULT
SPELL 2
EVOCATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 120 feet; Area 10-foot burst
Saving Throw basic Reflex; Duration sustained up to 1 minute
You use your mind to manipulate unattended objects in the
area, temporarily animating them to attack. The objects hover
in the air, then hurl themselves at nearby creatures in a chaotic
flurry of debris. This assault deals 2d10 bludgeoning damage
(basic Reflex save) to each creature in the area. On subsequent
rounds, you can Sustain this Spell, dealing 1d10 bludgeoning
damage (basic Reflex save) to each creature in the area.
Heightened (+2) The initial damage increases by 2d10 and the
subsequent damage increases by 1d10.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The initial damage increases by 2d10 and the subsequent damage increases by 1d10."
    }
]

Damage clauses

[
    {
        "formula": "2d10",
        "type": "bludgeoning",
        "persistent": false
    },
    {
        "formula": "1d10",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, you can Sustain this Spell, dealing 1d10 bludgeoning damage (basic Reflex save) to each creature in the area.",
    "outcomes": []
}

Full schema_data

{
    "id": "animated-assault",
    "name": "Animated Assault",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "10-foot burst",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, you can Sustain this Spell, dealing 1d10 bludgeoning damage (basic Reflex save) to each creature in the area.",
    "description_snippet": "You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a ch",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial damage increases by 2d10 and the subsequent damage increases by 1d10."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial damage increases by 2d10 and the subsequent damage increases by 1d10."
        }
    ],
    "damage": [
        {
            "formula": "2d10",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "1d10",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning"
    ],
    "effects": {
        "description": "You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, you can Sustain this Spell, dealing 1d10 bludgeoning damage (basic Reflex save) to each creature in the area.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30026,
    "source_line_end": 30041,
    "raw_text_block": "ANIMATED ASSAULT\nSPELL 2\nEVOCATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 10-foot burst\nSaving Throw basic Reflex; Duration sustained up to 1 minute\nYou use your mind to manipulate unattended objects in the\narea, temporarily animating them to attack. The objects hover\nin the air, then hurl themselves at nearby creatures in a chaotic\nflurry of debris. This assault deals 2d10 bludgeoning damage\n(basic Reflex save) to each creature in the area. On subsequent\nrounds, you can Sustain this Spell, dealing 1d10 bludgeoning\ndamage (basic Reflex save) to each creature in the area.\nHeightened (+2) The initial damage increases by 2d10 and the\nsubsequent damage increases by 1d10.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "animated-assault",
    "content_id": "animated-assault",
    "level": 2
}

Secrets of Magic

Ash Cloud

Rank 2 · Spell · Common

Registry ID
ash-cloud
SpellCommonconjurationarcaneprimal

You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage and is dazzled for 1 round. Critical Failure: The target takes double damage and is blinded for 1 round.

Description snippet: You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Cr

Source lines: 10294 - 10315

Raw text block

ASH CLOUD
AIR
CONJURATION
SPELL 2
FIRE
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet; Area 20-foot burst
Saving Throw Fortitude; Duration 1 minute
You summon a tumultuous cloud of ash and smoke. The
cloud is difficult terrain for flying creatures, and creatures
in the cloud can't detect anything using their sense of
smell. Creatures that start their turn within the cloud
take 2d4 fire damage as their lungs fill with the hot, acrid
smoke, with a Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and is dazzled for
1 round.
Critical Failure The target takes double damage and is
blinded for 1 round.
Heightened (+1) The damage increases by 1d4.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d4."
    }
]

Damage clauses

[
    {
        "formula": "2d4",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes half damage.",
        "Failure": "The target takes full damage and is dazzled for 1 round.",
        "Critical Failure": "The target takes double damage and is blinded for 1 round."
    }
}

Full schema_data

{
    "id": "ash-cloud",
    "name": "Ash Cloud",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "air",
        "fire"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "1 minute",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage and is dazzled for 1 round. Critical Failure: The target takes double damage and is blinded for 1 round.",
    "description_snippet": "You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Cr",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4."
        }
    ],
    "damage": [
        {
            "formula": "2d4",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes half damage.",
            "Failure": "The target takes full damage and is dazzled for 1 round.",
            "Critical Failure": "The target takes double damage and is blinded for 1 round."
        }
    },
    "conditions_caused": [
        "blinded"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 10294,
    "source_line_end": 10315,
    "raw_text_block": "ASH CLOUD\nAIR\nCONJURATION\nSPELL 2\nFIRE\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 20-foot burst\nSaving Throw Fortitude; Duration 1 minute\nYou summon a tumultuous cloud of ash and smoke. The\ncloud is difficult terrain for flying creatures, and creatures\nin the cloud can't detect anything using their sense of\nsmell. Creatures that start their turn within the cloud\ntake 2d4 fire damage as their lungs fill with the hot, acrid\nsmoke, with a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target takes half damage.\nFailure The target takes full damage and is dazzled for\n1 round.\nCritical Failure The target takes double damage and is\nblinded for 1 round.\nHeightened (+1) The damage increases by 1d4.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ash-cloud",
    "content_id": "ash-cloud",
    "level": 2
}

Core Rulebook (4th Printing)

Augury

Rank 2 · Spell · Common

Registry ID
augury
SpellCommondivinationdivineoccult

Predict whether a course

Description snippet: Predict whether a course

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "divination",
    "traditions": [
        "divine",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Predict whether a course",
    "content_id": "augury",
    "type": "spell",
    "description": "Predict whether a course"
}

Core Rulebook (4th Printing)

Barkskin

Rank 2 · Spell · Common

Registry ID
barkskin
SpellCommonabjurationprimal

Target’s skin is covered

Description snippet: Target’s skin is covered

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "abjuration",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Target’s skin is covered",
    "content_id": "barkskin",
    "type": "spell",
    "description": "Target’s skin is covered"
}

Secrets of Magic

Befitting Attire

Rank 2 · Spell · Common

Registry ID
befitting-attire
SpellCommonillusionarcaneoccult

You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion.

Description snippet: You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory

Source lines: 10350 - 10369

Raw text block

BEFITTING ATTIRE
ILLUSION
SPELL 2
VISUAL
Traditions arcane, occult
Cast [two-actions] material, verbal
Range 30 feet; Targets 5 willing creatures
Duration 1 hour
You cloak the targets in an illusion, shaping their clothing
and worn items into ones suitable for a particular
occasion. You visualize the occasion, and the spell creates
illusory attire customized to each target. For instance, if
you visualized a noble ball, armor would appear to be fine
clothing. This doesn't change identifying details of the
targets' appearances other than their clothes.
Any creature that touches the attire, uses the Seek
action to examine it, or otherwise interacts with it can
attempt to disbelieve your illusion.
Heightened (4th) You can target up to 20 creatures.
Heightened (5th) You can target up to 100 creatures.

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "You can target up to 20 creatures."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "You can target up to 100 creatures."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion.",
    "outcomes": []
}

Full schema_data

{
    "id": "befitting-attire",
    "name": "Befitting Attire",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "visual"
    ],
    "cast": "[two-actions] material, verbal",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "5 willing creatures",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion.",
    "description_snippet": "You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can target up to 20 creatures."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "You can target up to 100 creatures."
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can target up to 20 creatures."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "You can target up to 100 creatures."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. Any creature that touches the attire, uses the Seek action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 10350,
    "source_line_end": 10369,
    "raw_text_block": "BEFITTING ATTIRE\nILLUSION\nSPELL 2\nVISUAL\nTraditions arcane, occult\nCast [two-actions] material, verbal\nRange 30 feet; Targets 5 willing creatures\nDuration 1 hour\nYou cloak the targets in an illusion, shaping their clothing\nand worn items into ones suitable for a particular\noccasion. You visualize the occasion, and the spell creates\nillusory attire customized to each target. For instance, if\nyou visualized a noble ball, armor would appear to be fine\nclothing. This doesn't change identifying details of the\ntargets' appearances other than their clothes.\nAny creature that touches the attire, uses the Seek\naction to examine it, or otherwise interacts with it can\nattempt to disbelieve your illusion.\nHeightened (4th) You can target up to 20 creatures.\nHeightened (5th) You can target up to 100 creatures.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "befitting-attire",
    "content_id": "befitting-attire",
    "level": 2
}

Advanced Player's Guide

Blistering Invective

Rank 2 · Spell · Common

Registry ID
blistering-invective
SpellCommonenchantmentoccult

A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. Critical Success: The target is unaffected. Success: The target takes half the persistent fire damage. Failure: The target becomes frightened 1 and takes the full persistent fire damage. Critical Failure: The target becomes frightened 2 and takes double the persistent fire damage.

Description snippet: A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the

Source lines: 30251 - 30275

Raw text block

BLISTERING INVECTIVE
AUDITORY
EMOTION
ENCHANTMENT
SPELL 2
FEAR
MENTAL
Traditions occult
Cast [two-actions] verbal, somatic
Range 30 feet; Targets 1 creature
Saving Throw Will
A heap of insults and invectives spew from your mouth—
words so devastating your foes burn from the intensity of
your diatribe. Your words deal 2d6 persistent fire damage,
and the target must attempt a Will save. If the target doesn't
understand the language or you're not speaking a language, it
gains a +4 circumstance bonus to its save.
Critical Success The target is unaffected.
Success The target takes half the persistent fire damage.
Failure The target becomes frightened 1 and takes the full
persistent fire damage.
Critical Failure The target becomes frightened 2 and takes
double the persistent fire damage.
Heightened (+2) You can target two additional creatures, and
the persistent damage increases by 2d6.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "You can target two additional creatures, and the persistent damage increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "fire",
        "persistent": true
    }
]

Effects

{
    "description": "A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes half the persistent fire damage.",
        "Failure": "The target becomes frightened 1 and takes the full persistent fire damage.",
        "Critical Failure": "The target becomes frightened 2 and takes double the persistent fire damage."
    }
}

Full schema_data

{
    "id": "blistering-invective",
    "name": "Blistering Invective",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "auditory",
        "emotion",
        "fear",
        "mental"
    ],
    "cast": "[two-actions] verbal, somatic",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. Critical Success: The target is unaffected. Success: The target takes half the persistent fire damage. Failure: The target becomes frightened 1 and takes the full persistent fire damage. Critical Failure: The target becomes frightened 2 and takes double the persistent fire damage.",
    "description_snippet": "A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "You can target two additional creatures, and the persistent damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "You can target two additional creatures, and the persistent damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "fire",
            "persistent": true
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes half the persistent fire damage.",
            "Failure": "The target becomes frightened 1 and takes the full persistent fire damage.",
            "Critical Failure": "The target becomes frightened 2 and takes double the persistent fire damage."
        }
    },
    "conditions_caused": [
        "frightened"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30251,
    "source_line_end": 30275,
    "raw_text_block": "BLISTERING INVECTIVE\nAUDITORY\nEMOTION\nENCHANTMENT\nSPELL 2\nFEAR\nMENTAL\nTraditions occult\nCast [two-actions] verbal, somatic\nRange 30 feet; Targets 1 creature\nSaving Throw Will\nA heap of insults and invectives spew from your mouth—\nwords so devastating your foes burn from the intensity of\nyour diatribe. Your words deal 2d6 persistent fire damage,\nand the target must attempt a Will save. If the target doesn't\nunderstand the language or you're not speaking a language, it\ngains a +4 circumstance bonus to its save.\nCritical Success The target is unaffected.\nSuccess The target takes half the persistent fire damage.\nFailure The target becomes frightened 1 and takes the full\npersistent fire damage.\nCritical Failure The target becomes frightened 2 and takes\ndouble the persistent fire damage.\nHeightened (+2) You can target two additional creatures, and\nthe persistent damage increases by 2d6.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blistering-invective",
    "content_id": "blistering-invective",
    "level": 2
}

Secrets of Magic

Blistering Invective APG

Rank 2 · Spell · Common

Registry ID
blistering-invective-apg
SpellCommonenchantmentprimal

Light a creature on fire with

Description snippet: Light a creature on fire with

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "enchantment",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Light a creature on fire with",
    "content_id": "blistering_invective_apg",
    "type": "spell",
    "description": "Light a creature on fire with"
}

Advanced Player's Guide

Blood Vendetta

Rank 2 · Spell · Common

Registry ID
blood-vendetta
SpellCommonnecromancyarcanedivineoccult

You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes half the persistent bleed damage. Failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Critical Failure: As failure, but the target takes double the persistent bleed damage.

Description snippet: You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.

Source lines: 30283 - 30302

Raw text block

BLOOD VENDETTA
CURSE
SPELL 2
NECROMANCY
Traditions arcane, divine, occult
Cast [reaction] verbal; Trigger A creature deals piercing, slashing, or
persistent bleed damage to you; Requirements You can bleed.
Range 30 feet; Targets the triggering creature
Saving Throw Will; Duration varies
You curse the target, punishing it for having the audacity to
spill your blood. The target takes 2d6 persistent bleed damage
and must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes half the persistent bleed damage.
Failure The target takes the full persistent bleed damage. Until
the bleeding stops, the target has weakness 1 to piercing
and slashing damage.
Critical Failure As failure, but the target takes double the
persistent bleed damage.
Heightened (+2) The persistent bleed damage increases by 2d6.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The persistent bleed damage increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "bleed",
        "persistent": true
    }
]

Effects

{
    "description": "You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes half the persistent bleed damage.",
        "Failure": "The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.",
        "Critical Failure": "As failure, but the target takes double the persistent bleed damage."
    }
}

Full schema_data

{
    "id": "blood-vendetta",
    "name": "Blood Vendetta",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "curse"
    ],
    "cast": "[reaction] verbal",
    "cast_actions": "reaction",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "the triggering creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "A creature deals piercing, slashing, or persistent bleed damage to you",
    "requirements": "You can bleed.",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes half the persistent bleed damage. Failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Critical Failure: As failure, but the target takes double the persistent bleed damage.",
    "description_snippet": "You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The persistent bleed damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The persistent bleed damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "bleed",
            "persistent": true
        }
    ],
    "damage_type": [
        "bleed"
    ],
    "effects": {
        "description": "You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes half the persistent bleed damage.",
            "Failure": "The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.",
            "Critical Failure": "As failure, but the target takes double the persistent bleed damage."
        }
    },
    "conditions_caused": [
        "persistent bleed"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30283,
    "source_line_end": 30302,
    "raw_text_block": "BLOOD VENDETTA\nCURSE\nSPELL 2\nNECROMANCY\nTraditions arcane, divine, occult\nCast [reaction] verbal; Trigger A creature deals piercing, slashing, or\npersistent bleed damage to you; Requirements You can bleed.\nRange 30 feet; Targets the triggering creature\nSaving Throw Will; Duration varies\nYou curse the target, punishing it for having the audacity to\nspill your blood. The target takes 2d6 persistent bleed damage\nand must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target takes half the persistent bleed damage.\nFailure The target takes the full persistent bleed damage. Until\nthe bleeding stops, the target has weakness 1 to piercing\nand slashing damage.\nCritical Failure As failure, but the target takes double the\npersistent bleed damage.\nHeightened (+2) The persistent bleed damage increases by 2d6.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blood-vendetta",
    "content_id": "blood-vendetta",
    "level": 2
}

Core Rulebook (4th Printing)

Blur

Rank 2 · Spell · Common

Registry ID
blur
SpellCommonillusionarcaneoccult

Cause a target’s form to

Description snippet: Cause a target’s form to

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "illusion",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Cause a target’s form to",
    "content_id": "blur",
    "type": "spell",
    "description": "Cause a target’s form to"
}

Core Rulebook (Fourth Printing)

Calm Emotions

Rank 2 · Spell · Common

Registry ID
calm-emotions
SpellCommonenchantmentdivineoccult

You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. Critical Success: The creature is unaffected. Success: Calming urges impose a -1 status penalty to the creature's attack rolls. Failure: Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions. Critical Failure: As failure, but hostility doesn't end the effect. CATACLYSM ACID AIR COLD • A blast of freezing wind deals 3d10 cold damage. • Incredible lightning lashes the area, dealing 3d10 electricity damage. • Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures flying in the area. • An instant tsunami sweeps over creatures in the area, dealing 3d10 bludgeoning damage with the water trait (doubled for creatures swimming in the area). • A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage.

Description snippet: You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.

Source lines: 50015 - 50049

Raw text block

CALM EMOTIONS
SPELL 2
INCAPACITATION
MENTAL
Traditions divine, occult
Cast [one-action] somatic, verbal
Range 120 feet; Area 10-foot burst
Saving Throw Will; Duration sustained up to 1 minute
You forcibly calm creatures in the area, soothing them into a
nonviolent state; each creature must attempt a Will save.
Critical Success The creature is unaffected.
Success Calming urges impose a -1 status penalty to the
creature's attack rolls.
Failure Any emotion effects that would affect the creature
are suppressed and the creature can't use hostile actions.
If the target is subject to hostility from any other creature,
it ceases to be affected by calm emotions.
Critical Failure As failure, but hostility doesn't end
the effect.
CATACLYSM
ACID
AIR
COLD
• A blast of freezing wind deals 3d10 cold damage.
• Incredible lightning lashes the area, dealing 3d10
electricity damage.
• Beating winds churn across the sky, dealing 3d10
bludgeoning damage to creatures flying in the area.
• An instant tsunami sweeps over creatures in the area,
dealing 3d10 bludgeoning damage with the water trait
(doubled for creatures swimming in the area).
• A massive wildfire burns in a sudden inferno, dealing
3d10 fire damage.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "3d10",
        "type": "cold",
        "persistent": false
    },
    {
        "formula": "3d10",
        "type": "electricity",
        "persistent": false
    },
    {
        "formula": "3d10",
        "type": "bludgeoning",
        "persistent": false
    },
    {
        "formula": "3d10",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "Calming urges impose a -1 status penalty to the creature's attack rolls.",
        "Failure": "Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.",
        "Critical Failure": "As failure, but hostility doesn't end the effect. CATACLYSM ACID AIR COLD • A blast of freezing wind deals 3d10 cold damage. • Incredible lightning lashes the area, dealing 3d10 electricity damage. • Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures flying in the area. • An instant tsunami sweeps over creatures in the area, dealing 3d10 bludgeoning damage with the water trait (doubled for creatures swimming in the area). • A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage."
    }
}

Full schema_data

{
    "id": "calm-emotions",
    "name": "Calm Emotions",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "incapacitation",
        "mental"
    ],
    "cast": "[one-action] somatic, verbal",
    "cast_actions": "1_action",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "10-foot burst",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. Critical Success: The creature is unaffected. Success: Calming urges impose a -1 status penalty to the creature's attack rolls. Failure: Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions. Critical Failure: As failure, but hostility doesn't end the effect. CATACLYSM ACID AIR COLD • A blast of freezing wind deals 3d10 cold damage. • Incredible lightning lashes the area, dealing 3d10 electricity damage. • Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures flying in the area. • An instant tsunami sweeps over creatures in the area, dealing 3d10 bludgeoning damage with the water trait (doubled for creatures swimming in the area). • A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage.",
    "description_snippet": "You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "3d10",
            "type": "cold",
            "persistent": false
        },
        {
            "formula": "3d10",
            "type": "electricity",
            "persistent": false
        },
        {
            "formula": "3d10",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "3d10",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "cold",
        "electricity",
        "fire"
    ],
    "effects": {
        "description": "You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "Calming urges impose a -1 status penalty to the creature's attack rolls.",
            "Failure": "Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.",
            "Critical Failure": "As failure, but hostility doesn't end the effect. CATACLYSM ACID AIR COLD • A blast of freezing wind deals 3d10 cold damage. • Incredible lightning lashes the area, dealing 3d10 electricity damage. • Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures flying in the area. • An instant tsunami sweeps over creatures in the area, dealing 3d10 bludgeoning damage with the water trait (doubled for creatures swimming in the area). • A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 50015,
    "source_line_end": 50049,
    "raw_text_block": "CALM EMOTIONS\nSPELL 2\nINCAPACITATION\nMENTAL\nTraditions divine, occult\nCast [one-action] somatic, verbal\nRange 120 feet; Area 10-foot burst\nSaving Throw Will; Duration sustained up to 1 minute\nYou forcibly calm creatures in the area, soothing them into a\nnonviolent state; each creature must attempt a Will save.\nCritical Success The creature is unaffected.\nSuccess Calming urges impose a -1 status penalty to the\ncreature's attack rolls.\nFailure Any emotion effects that would affect the creature\nare suppressed and the creature can't use hostile actions.\nIf the target is subject to hostility from any other creature,\nit ceases to be affected by calm emotions.\nCritical Failure As failure, but hostility doesn't end\nthe effect.\nCATACLYSM\nACID\nAIR\nCOLD\n• A blast of freezing wind deals 3d10 cold damage.\n• Incredible lightning lashes the area, dealing 3d10\nelectricity damage.\n• Beating winds churn across the sky, dealing 3d10\nbludgeoning damage to creatures flying in the area.\n• An instant tsunami sweeps over creatures in the area,\ndealing 3d10 bludgeoning damage with the water trait\n(doubled for creatures swimming in the area).\n• A massive wildfire burns in a sudden inferno, dealing\n3d10 fire damage.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "calm-emotions",
    "content_id": "calm-emotions",
    "level": 2
}

Advanced Player's Guide

Charitable Urge

Rank 2 · Spell · Common

Registry ID
charitable-urge
SpellCommonenchantmentarcanedivineoccult

You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. Critical Success: The target is unaffected. Success: The target is stunned 1 as it wrestles with the urge. Failure: On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action. Critical Failure: As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success.

Description snippet: You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fai

Source lines: 30332 - 30359

Raw text block

CHARITABLE URGE
ENCHANTMENT
INCAPACITATION
SPELL 2
MENTAL
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You speak on the virtue of charity, compelling the target to
give away its possessions. The target must attempt a Will
save. If the target has no items on its person, the spell fails.
Critical Success The target is unaffected.
Success The target is stunned 1 as it wrestles with the urge.
Failure On its next turn, before it does anything else, the
target must present the nearest creature with an item in
its possession; the target chooses which item to give, and if
the only item it has is one that it's currently using to defend
itself, such as a weapon during a combat encounter, it can
choose to be stunned for 1 round instead of giving up the
item. This might require the target to Interact to retrieve an
item or move to reach the nearest creature, and handing the
item to the target always requires an Interact action.
Critical Failure As failure, except the duration is 4 rounds,
and the target must repeat the effects of failure on each
of its turns. At the end of each of its turns, the target can
attempt a new Will save to reduce the remaining duration
by 1 round, ending it entirely on a critical success.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is stunned 1 as it wrestles with the urge.",
        "Failure": "On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action.",
        "Critical Failure": "As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success."
    }
}

Full schema_data

{
    "id": "charitable-urge",
    "name": "Charitable Urge",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "incapacitation",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. Critical Success: The target is unaffected. Success: The target is stunned 1 as it wrestles with the urge. Failure: On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action. Critical Failure: As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success.",
    "description_snippet": "You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fai",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is stunned 1 as it wrestles with the urge.",
            "Failure": "On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action.",
            "Critical Failure": "As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success."
        }
    },
    "conditions_caused": [
        "stunned"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30332,
    "source_line_end": 30359,
    "raw_text_block": "CHARITABLE URGE\nENCHANTMENT\nINCAPACITATION\nSPELL 2\nMENTAL\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou speak on the virtue of charity, compelling the target to\ngive away its possessions. The target must attempt a Will\nsave. If the target has no items on its person, the spell fails.\nCritical Success The target is unaffected.\nSuccess The target is stunned 1 as it wrestles with the urge.\nFailure On its next turn, before it does anything else, the\ntarget must present the nearest creature with an item in\nits possession; the target chooses which item to give, and if\nthe only item it has is one that it's currently using to defend\nitself, such as a weapon during a combat encounter, it can\nchoose to be stunned for 1 round instead of giving up the\nitem. This might require the target to Interact to retrieve an\nitem or move to reach the nearest creature, and handing the\nitem to the target always requires an Interact action.\nCritical Failure As failure, except the duration is 4 rounds,\nand the target must repeat the effects of failure on each\nof its turns. At the end of each of its turns, the target can\nattempt a new Will save to reduce the remaining duration\nby 1 round, ending it entirely on a critical success.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "charitable-urge",
    "content_id": "charitable-urge",
    "level": 2
}

Core Rulebook (Fourth Printing)

Comprehend Language

Rank 2 · Spell · Common

Registry ID
comprehend-language
SpellCommondivinationarcanedivineoccult

The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.

Description snippet: The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and

Source lines: 50564 - 50579

Raw text block

COMPREHEND LANGUAGE
DIVINATION
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 hour
SPELL 2
The target can understand the meaning of a single language
it is hearing or reading when you cast the spell. This doesn't
let it understand codes, language couched in metaphor, and the
like (subject to GM discretion). If the target can hear multiple
languages and knows that, it can choose which language to
understand; otherwise, choose one of the languages randomly.
Heightened (3rd) The target can also speak the language.
Heightened (4th) You can target up to 10 creatures, and
targets can also speak the language.

Heightened

[
    {
        "label": "3rd",
        "type": "raw",
        "text": "The target can also speak the language."
    },
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "You can target up to 10 creatures, and targets can also speak the language."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.",
    "outcomes": []
}

Full schema_data

{
    "id": "comprehend-language",
    "name": "Comprehend Language",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.",
    "description_snippet": "The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and",
    "heightened": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The target can also speak the language."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can target up to 10 creatures, and targets can also speak the language."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The target can also speak the language."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can target up to 10 creatures, and targets can also speak the language."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 50564,
    "source_line_end": 50579,
    "raw_text_block": "COMPREHEND LANGUAGE\nDIVINATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nDuration 1 hour\nSPELL 2\nThe target can understand the meaning of a single language\nit is hearing or reading when you cast the spell. This doesn't\nlet it understand codes, language couched in metaphor, and the\nlike (subject to GM discretion). If the target can hear multiple\nlanguages and knows that, it can choose which language to\nunderstand; otherwise, choose one of the languages randomly.\nHeightened (3rd) The target can also speak the language.\nHeightened (4th) You can target up to 10 creatures, and\ntargets can also speak the language.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "comprehend-language",
    "content_id": "comprehend-language",
    "level": 2
}

Core Rulebook (Fourth Printing)

Consecration

Rank 2 · Ritual · Common

Registry ID
consecration
RitualCommonevocationNone

You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks, and creatures anathema to your deity (such as undead for Pharasma or Sarenrae) take a -1 status penalty to those checks. Attacks made by worshippers of your deity within the area deal 1 damage of one of your deity's alignment types (your choice); if your deity is true neutral, you don't gain this benefit. Critical Success: The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral. Success: The consecration succeeds. Failure: The consecration fails. Critical Failure: The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail.

Description snippet: You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill ch

Source lines: 65476 - 65509

Raw text block

CONSECRATION
RITUAL 2
EVOCATION
Cast 3 days; Cost rare incense and offerings worth a total
value of 20 gp × the spell level; Secondary Casters 2, must
be worshippers of your religion
Primary Check Religion; Secondary Checks Crafting, Performance
Range 40 feet; Area 40-foot-radius burst around an immobile
altar, shrine, or fixture of your deity
Duration 1 year
You consecrate a site to your deity, chanting praises and
creating a sacred space. While within the area, worshippers
of your deity gain a +1 status bonus to attack rolls, skill
checks, saving throws, and Perception checks, and creatures
anathema to your deity (such as undead for Pharasma or
Sarenrae) take a -1 status penalty to those checks. Attacks
made by worshippers of your deity within the area deal 1
damage of one of your deity's alignment types (your choice);
if your deity is true neutral, you don't gain this benefit.
Critical Success The consecration succeeds, and it either
lasts for 10 years instead of 1 or covers an area with
twice the radius. Occasionally, with your deity's favor,
this might produce an even more amazing effect, such as
a permanently consecrated area or the effect covering an
entire cathedral.
Success The consecration succeeds.
Failure The consecration fails.
Critical Failure The consecration fails spectacularly and
angers your deity, who sends a sign of displeasure. For at
least 1 year, further attempts to consecrate the site fail.
Heightened (7th) The consecrated area also gains the effects
of the dimensional lock spell, but the effect doesn't attempt
to counteract teleportation by worshippers of your deity.
The cost increases to 200 gp × the spell level.

Heightened

[
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "The consecrated area also gains the effects of the dimensional lock spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks, and creatures anathema to your deity (such as undead for Pharasma or Sarenrae) take a -1 status penalty to those checks. Attacks made by worshippers of your deity within the area deal 1 damage of one of your deity's alignment types (your choice); if your deity is true neutral, you don't gain this benefit.",
    "outcomes": {
        "Critical Success": "The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral.",
        "Success": "The consecration succeeds.",
        "Failure": "The consecration fails.",
        "Critical Failure": "The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail."
    }
}

Full schema_data

{
    "id": "consecration",
    "name": "Consecration",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "3 days",
    "cast_actions": "three_days",
    "components": [
        "none"
    ],
    "range": "40 feet",
    "area": "40-foot-radius burst around an immobile altar, shrine, or fixture of your deity",
    "targets": "none",
    "duration": "1 year",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "rare incense and offerings worth a total value of 20 gp × the spell level",
    "primary_check": "Religion Secondary Checks Crafting, Performance",
    "secondary_casters": "2, must be worshippers of your religion",
    "description": "You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks, and creatures anathema to your deity (such as undead for Pharasma or Sarenrae) take a -1 status penalty to those checks. Attacks made by worshippers of your deity within the area deal 1 damage of one of your deity's alignment types (your choice); if your deity is true neutral, you don't gain this benefit. Critical Success: The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral. Success: The consecration succeeds. Failure: The consecration fails. Critical Failure: The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail.",
    "description_snippet": "You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill ch",
    "heightened": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The consecrated area also gains the effects of the dimensional lock spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level."
        }
    ],
    "heightened_scaling": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The consecrated area also gains the effects of the dimensional lock spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks, and creatures anathema to your deity (such as undead for Pharasma or Sarenrae) take a -1 status penalty to those checks. Attacks made by worshippers of your deity within the area deal 1 damage of one of your deity's alignment types (your choice); if your deity is true neutral, you don't gain this benefit.",
        "outcomes": {
            "Critical Success": "The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral.",
            "Success": "The consecration succeeds.",
            "Failure": "The consecration fails.",
            "Critical Failure": "The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 65476,
    "source_line_end": 65509,
    "raw_text_block": "CONSECRATION\nRITUAL 2\nEVOCATION\nCast 3 days; Cost rare incense and offerings worth a total\nvalue of 20 gp × the spell level; Secondary Casters 2, must\nbe worshippers of your religion\nPrimary Check Religion; Secondary Checks Crafting, Performance\nRange 40 feet; Area 40-foot-radius burst around an immobile\naltar, shrine, or fixture of your deity\nDuration 1 year\nYou consecrate a site to your deity, chanting praises and\ncreating a sacred space. While within the area, worshippers\nof your deity gain a +1 status bonus to attack rolls, skill\nchecks, saving throws, and Perception checks, and creatures\nanathema to your deity (such as undead for Pharasma or\nSarenrae) take a -1 status penalty to those checks. Attacks\nmade by worshippers of your deity within the area deal 1\ndamage of one of your deity's alignment types (your choice);\nif your deity is true neutral, you don't gain this benefit.\nCritical Success The consecration succeeds, and it either\nlasts for 10 years instead of 1 or covers an area with\ntwice the radius. Occasionally, with your deity's favor,\nthis might produce an even more amazing effect, such as\na permanently consecrated area or the effect covering an\nentire cathedral.\nSuccess The consecration succeeds.\nFailure The consecration fails.\nCritical Failure The consecration fails spectacularly and\nangers your deity, who sends a sign of displeasure. For at\nleast 1 year, further attempts to consecrate the site fail.\nHeightened (7th) The consecrated area also gains the effects\nof the dimensional lock spell, but the effect doesn't attempt\nto counteract teleportation by worshippers of your deity.\nThe cost increases to 200 gp × the spell level.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "consecration",
    "content_id": "consecration",
    "level": 2
}

Core Rulebook (Fourth Printing)

Continual Flame

Rank 2 · Spell · Common

Registry ID
continual-flame
SpellCommonevocationarcanedivineoccult

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

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

Source lines: 50673 - 50685

Raw text block

CONTINUAL FLAME
EVOCATION
SPELL 2
LIGHT
Traditions arcane, divine, occult, primal
Cast [three-actions] material, somatic, verbal; Cost 6 gp of ruby dust
Range touch; Targets 1 object
Duration unlimited
A magical flame springs up from the object, as bright as a torch.
It doesn't need oxygen, react to water, or generate heat.
Heightened (+1) The cost increases as follows: 16 gp for 3rd level;
30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th;
540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.",
    "outcomes": []
}

Full schema_data

{
    "id": "continual-flame",
    "name": "Continual Flame",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "light"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 object",
    "duration": "unlimited",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "6 gp of ruby dust",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.",
    "description_snippet": "A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 50673,
    "source_line_end": 50685,
    "raw_text_block": "CONTINUAL FLAME\nEVOCATION\nSPELL 2\nLIGHT\nTraditions arcane, divine, occult, primal\nCast [three-actions] material, somatic, verbal; Cost 6 gp of ruby dust\nRange touch; Targets 1 object\nDuration unlimited\nA magical flame springs up from the object, as bright as a torch.\nIt doesn't need oxygen, react to water, or generate heat.\nHeightened (+1) The cost increases as follows: 16 gp for 3rd level;\n30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th;\n540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "continual-flame",
    "content_id": "continual-flame",
    "level": 2
}

Core Rulebook (Fourth Printing)

Create Food

Rank 2 · Spell · Common

Registry ID
create-food
SpellCommonconjurationarcanedivineprimal

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

Description snippet: You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and be

Source lines: 50704 - 50719

Raw text block

CREATE FOOD
SPELL 2
CONJURATION
Traditions arcane, divine, primal
Cast 1 hour (somatic, verbal)
Range 30 feet
You create enough food to feed six Medium creatures for a
day. This food is bland and unappealing, but it is nourishing.
After 1 day, if no one has eaten the food, it decays and
becomes inedible. Most Small creatures eat one-quarter as
much as a Medium creature (one-sixteenth as much for most
Tiny creatures), and most Large creatures eat 10 times as
much (100 times as much for Huge creatures and so on).
Heightened (4th) You can feed 12 Medium creatures.
Heightened (6th) You can feed 50 Medium creatures.
Heightened (8th) You can feed 200 Medium creatures.

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "You can feed 12 Medium creatures."
    },
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "You can feed 50 Medium creatures."
    },
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "You can feed 200 Medium creatures."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).",
    "outcomes": []
}

Full schema_data

{
    "id": "create-food",
    "name": "Create Food",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 hour (somatic, verbal)",
    "cast_actions": "one_hour",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).",
    "description_snippet": "You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and be",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can feed 12 Medium creatures."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can feed 50 Medium creatures."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You can feed 200 Medium creatures."
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can feed 12 Medium creatures."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can feed 50 Medium creatures."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You can feed 200 Medium creatures."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 50704,
    "source_line_end": 50719,
    "raw_text_block": "CREATE FOOD\nSPELL 2\nCONJURATION\nTraditions arcane, divine, primal\nCast 1 hour (somatic, verbal)\nRange 30 feet\nYou create enough food to feed six Medium creatures for a\nday. This food is bland and unappealing, but it is nourishing.\nAfter 1 day, if no one has eaten the food, it decays and\nbecomes inedible. Most Small creatures eat one-quarter as\nmuch as a Medium creature (one-sixteenth as much for most\nTiny creatures), and most Large creatures eat 10 times as\nmuch (100 times as much for Huge creatures and so on).\nHeightened (4th) You can feed 12 Medium creatures.\nHeightened (6th) You can feed 50 Medium creatures.\nHeightened (8th) You can feed 200 Medium creatures.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "create-food",
    "content_id": "create-food",
    "level": 2
}

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