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Showing page 12 of 36 for 898 matching canonical spell rows.

Page 12 of 36

Core Rulebook (Fourth Printing)

Create Undead

Rank 2 · Ritual · Uncommon

Registry ID
create-undead
RitualUncommonnecromancyNone

You transform the target into an undead creature with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead. Critical Success: The target becomes an undead creature 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's intelligent and doesn't become a minion, the undead is helpful to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and 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 intelligent undead that doesn't become your minion is only friendly to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command. Failure: You fail to create the undead. Critical Failure: You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you.

Description snippet: You transform the target into an undead creature with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of undead

Source lines: 65565 - 65602

Raw text block

CREATE UNDEAD
UNCOMMON
EVIL
RITUAL 2
NECROMANCY
Cast 1 day; Cost black onyx, see Table 7-1; Secondary Casters 1
Primary Check Arcana (expert), Occultism (expert), or Religion
(expert); Secondary Checks Religion
Range 10 feet; Target 1 dead creature
You transform the target into an undead creature with a
level up to that allowed in Table 7-1. There are many versions
of this ritual, each specific to a particular type of undead
(one ritual for all zombies, one for skeletons, one for ghouls,
and so on), and the rituals that create rare undead are also
rare. Some forms of undead, such as liches, form using their
own unique methods and can't be created with a version of
create undead.
Critical Success The target becomes an undead creature 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's intelligent and doesn't become a minion, the
undead is helpful to you for awakening it, though it's still
a horrid and evil creature. If it's unintelligent and 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 intelligent undead that
doesn't become your minion is only friendly to you, and
an unintelligent undead that doesn't become your minion
leaves you alone unless you attack it. It marauds the local
area rather than following your command.
Failure You fail to create the undead.
Critical Failure You create the undead, but its soul, tortured by
your foul necromancy, is full of nothing but hatred for you.
It 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 undead creature with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead.",
    "outcomes": {
        "Critical Success": "The target becomes an undead creature 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's intelligent and doesn't become a minion, the undead is helpful to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and 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 intelligent undead that doesn't become your minion is only friendly to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command.",
        "Failure": "You fail to create the undead.",
        "Critical Failure": "You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you."
    }
}

Full schema_data

{
    "id": "create-undead",
    "name": "Create Undead",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "evil"
    ],
    "cast": "1 day",
    "cast_actions": "one_day",
    "components": [
        "none"
    ],
    "range": "10 feet Target 1 dead creature",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "black onyx, see Table 7-1",
    "primary_check": "Arcana (expert), Occultism (expert), or Religion (expert) Secondary Checks Religion",
    "secondary_casters": "1",
    "description": "You transform the target into an undead creature with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead. Critical Success: The target becomes an undead creature 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's intelligent and doesn't become a minion, the undead is helpful to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and 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 intelligent undead that doesn't become your minion is only friendly to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command. Failure: You fail to create the undead. Critical Failure: You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you.",
    "description_snippet": "You transform the target into an undead creature with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of undead",
    "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 undead creature with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead.",
        "outcomes": {
            "Critical Success": "The target becomes an undead creature 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's intelligent and doesn't become a minion, the undead is helpful to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and 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 intelligent undead that doesn't become your minion is only friendly to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command.",
            "Failure": "You fail to create the undead.",
            "Critical Failure": "You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It 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": 65565,
    "source_line_end": 65602,
    "raw_text_block": "CREATE UNDEAD\nUNCOMMON\nEVIL\nRITUAL 2\nNECROMANCY\nCast 1 day; Cost black onyx, see Table 7-1; Secondary Casters 1\nPrimary Check Arcana (expert), Occultism (expert), or Religion\n(expert); Secondary Checks Religion\nRange 10 feet; Target 1 dead creature\nYou transform the target into an undead creature with a\nlevel up to that allowed in Table 7-1. There are many versions\nof this ritual, each specific to a particular type of undead\n(one ritual for all zombies, one for skeletons, one for ghouls,\nand so on), and the rituals that create rare undead are also\nrare. Some forms of undead, such as liches, form using their\nown unique methods and can't be created with a version of\ncreate undead.\nCritical Success The target becomes an undead creature 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's intelligent and doesn't become a minion, the\nundead is helpful to you for awakening it, though it's still\na horrid and evil creature. If it's unintelligent and doesn't\nbecome a minion, you can give it one simple command. It\npursues that goal single-mindedly, ignoring any of your\nsubsequent commands.\nSuccess As critical success, except an intelligent undead that\ndoesn't become your minion is only friendly to you, and\nan unintelligent undead that doesn't become your minion\nleaves you alone unless you attack it. It marauds the local\narea rather than following your command.\nFailure You fail to create the undead.\nCritical Failure You create the undead, but its soul, tortured by\nyour foul necromancy, is full of nothing but hatred for you.\nIt attempts to destroy you.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "create-undead",
    "content_id": "create-undead",
    "level": 2
}

Core Rulebook (4th Printing)

Darkness

Rank 2 · Spell · Common

Registry ID
darkness
SpellCommonevocationarcanedivineoccult

Suppress all light in

Description snippet: Suppress all light in

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "evocation",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Suppress all light in",
    "content_id": "darkness",
    "type": "spell",
    "description": "Suppress all light in"
}

Core Rulebook (4th Printing)

Darkvision

Rank 2 · Spell · Common

Registry ID
darkvision
SpellCommondivinationarcanedivineoccult

See in the dark.

Description snippet: See in the dark.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "divination",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "See in the dark.",
    "content_id": "darkvision",
    "type": "spell",
    "description": "See in the dark."
}

Core Rulebook (4th Printing)

Deafness

Rank 2 · Spell · Common

Registry ID
deafness
SpellCommonnecromancyarcanedivineoccult

Make a creature deaf.

Description snippet: Make a creature deaf.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "necromancy",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Make a creature deaf.",
    "content_id": "deafness",
    "type": "spell",
    "description": "Make a creature deaf."
}

Core Rulebook (Fourth Printing)

Death Knell

Rank 2 · Spell · Common

Registry ID
death-knell
SpellCommonnecromancydivineoccult

You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. critical_success: The target is unaffected. success: The target's dying value increases by 1. failure: The target dies.

Description snippet: Kill a dying creature and gain a short-lived buff.

Source lines: 51323 - 51359

Raw text block

DEATH KNELL
DEATH
SPELL 2
NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living creature that has 0 HP
Saving Throw Will
You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.
Critical Success The target is unaffected.
Success The target's dying value increases by 1.
Failure The target dies.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.",
    "outcomes": {
        "critical_success": "The target is unaffected.",
        "success": "The target's dying value increases by 1.",
        "failure": "The target dies."
    }
}

Full schema_data

{
    "id": "death-knell",
    "name": "Death Knell",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "death"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 living creature that has 0 HP",
    "duration": "none",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. critical_success: The target is unaffected. success: The target's dying value increases by 1. failure: The target dies.",
    "description_snippet": "Kill a dying creature and gain a short-lived buff.",
    "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 snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.",
        "outcomes": {
            "critical_success": "The target is unaffected.",
            "success": "The target's dying value increases by 1.",
            "failure": "The target dies."
        }
    },
    "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": 51323,
    "source_line_end": 51359,
    "raw_text_block": "DEATH KNELL\nDEATH\nSPELL 2\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living creature that has 0 HP\nSaving Throw Will\nYou snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.\nCritical Success The target is unaffected.\nSuccess The target's dying value increases by 1.\nFailure The target dies.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "death-knell",
    "content_id": "death-knell",
    "level": 2
}

Core Rulebook (Fourth Printing)

Disease

Rank 2 · Spell · Common

Registry ID
disease
SpellCommonnecromancydivineoccult

You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is afflicted with ghoul fever at stage 1. Failure: The target is afflicted with ghoul fever at stage 2. Critical Failure: The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight

Description snippet: You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.

Source lines: 53122 - 53142

Raw text block

DISEASE
EVIL
SPELL 2
NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
You touch the target to afflict it with ghoul fever, infesting it
with hunger and a steadily decreasing connection to positive
energy; the target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is afflicted with ghoul fever at stage 1.
Failure The target is afflicted with ghoul fever at stage 2.
Critical Failure The target is afflicted with ghoul fever at stage 3.
Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1
day); Stage 2 3d8 negative damage and the creature regains half
as many Hit Points from all healing (1 day); Stage 3 as stage 2
(1 day); Stage 4 3d8 negative damage and the creature gains no
benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6
the creature dies and rises as a ghoul at the next midnight

Heightened

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

Damage clauses

[
    {
        "formula": "3d8",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is afflicted with ghoul fever at stage 1.",
        "Failure": "The target is afflicted with ghoul fever at stage 2.",
        "Critical Failure": "The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight"
    }
}

Full schema_data

{
    "id": "disease",
    "name": "Disease",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "evil"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is afflicted with ghoul fever at stage 1. Failure: The target is afflicted with ghoul fever at stage 2. Critical Failure: The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight",
    "description_snippet": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "3d8",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is afflicted with ghoul fever at stage 1.",
            "Failure": "The target is afflicted with ghoul fever at stage 2.",
            "Critical Failure": "The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight"
        }
    },
    "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": 53122,
    "source_line_end": 53142,
    "raw_text_block": "DISEASE\nEVIL\nSPELL 2\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Fortitude\nYou touch the target to afflict it with ghoul fever, infesting it\nwith hunger and a steadily decreasing connection to positive\nenergy; the target must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target is afflicted with ghoul fever at stage 1.\nFailure The target is afflicted with ghoul fever at stage 2.\nCritical Failure The target is afflicted with ghoul fever at stage 3.\nGhoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1\nday); Stage 2 3d8 negative damage and the creature regains half\nas many Hit Points from all healing (1 day); Stage 3 as stage 2\n(1 day); Stage 4 3d8 negative damage and the creature gains no\nbenefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6\nthe creature dies and rises as a ghoul at the next midnight",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "disease",
    "content_id": "disease",
    "level": 2
}

Advanced Player's Guide

Dismantle

Rank 2 · Spell · Common

Registry ID
dismantle
SpellCommontransmutationarcaneoccult

Temporarily disassemble

Description snippet: Temporarily disassemble

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "transmutation",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "description_snippet": "Temporarily disassemble",
    "content_id": "dismantle",
    "type": "spell",
    "description": "Temporarily disassemble"
}

Core Rulebook (Fourth Printing)

Dispel Magic

Rank 2 · Spell · Common

Registry ID
dispel-magic
SpellCommonabjurationarcanedivineoccult

You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.

Description snippet: You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you successfully counteract a magic item, the item becomes a mundane it

Source lines: 51422 - 51433

Raw text block

DISPEL MAGIC
SPELL 2
ABJURATION
Traditions arcane, divine, occult, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt
a counteract check against the target (page 458). If you
successfully counteract a magic item, the item becomes a
mundane item of its type for 10 minutes. This doesn't change
the item's non-magical properties. If the target is an artifact or
similar item, you automatically fail.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.",
    "outcomes": []
}

Full schema_data

{
    "id": "dispel-magic",
    "name": "Dispel Magic",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 spell effect or unattended magic item",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.",
    "description_snippet": "You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you successfully counteract a magic item, the item becomes a mundane it",
    "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 unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.",
        "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": 51422,
    "source_line_end": 51433,
    "raw_text_block": "DISPEL MAGIC\nSPELL 2\nABJURATION\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 spell effect or unattended magic item\nYou unravel the magic behind a spell or effect. Attempt\na counteract check against the target (page 458). If you\nsuccessfully counteract a magic item, the item becomes a\nmundane item of its type for 10 minutes. This doesn't change\nthe item's non-magical properties. If the target is an artifact or\nsimilar item, you automatically fail.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dispel-magic",
    "content_id": "dispel-magic",
    "level": 2
}

Secrets of Magic

Dispel MagicC

Rank 2 · Spell · Rare

Registry ID
dispel-magicc
SpellRareabjurationprimal

End a spell or suppress an item’s magic.

Description snippet: End a spell or suppress an item’s magic.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "abjuration",
    "traditions": [
        "primal"
    ],
    "heightenable": false,
    "rarity": "rare",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "End a spell or suppress an item’s magic.",
    "content_id": "dispel_magicc",
    "type": "spell",
    "description": "End a spell or suppress an item’s magic."
}

Secrets of Magic

Elemental Zone

Rank 2 · Spell · Common

Registry ID
elemental-zone
SpellCommonevocationarcaneprimal

Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type.

Description snippet: Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits

Source lines: 11904 - 11927

Raw text block

ELEMENTAL ZONE
SPELL 2
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Area 20-foot radius burst
Duration 1 minute
Select an elemental trait: air, earth, fire, or water. Elemental
zone gains the trait you chose. You imbue the area with
the raw energy of that element, creating a zone that
emits and amplifies magic of that type. The temperature
might suddenly rise or fall, a storm cloud might form,
and so on. Spells with the chosen elemental trait cast
against creatures in the zone get a +2 status bonus to one
damage type the spell deals based on the chosen trait:
bludgeoning or electricity for air, bludgeoning for earth,
fire for fire, and bludgeoning or cold for water. The caster
chooses one type to add the bonus to if the spell deals
more than one eligible type. This bonus is halved if the
spell didn't use a spell slot (such as a cantrip, focus spell,
or innate spell).
The zone has no effect on the spell if the spell doesn't
deal any damage of an eligible type.
Heightened (+2) The status bonus increases by 1.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The status bonus increases by 1."
    }
]

Damage clauses

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

Effects

{
    "description": "Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type.",
    "outcomes": []
}

Full schema_data

{
    "id": "elemental-zone",
    "name": "Elemental Zone",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "20-foot radius burst",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type.",
    "description_snippet": "Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The status bonus increases by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The status bonus increases by 1."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Select an elemental trait: air, earth, fire, or water. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for air, bludgeoning for earth, fire for fire, and bludgeoning or cold for water. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type.",
        "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": 11904,
    "source_line_end": 11927,
    "raw_text_block": "ELEMENTAL ZONE\nSPELL 2\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 20-foot radius burst\nDuration 1 minute\nSelect an elemental trait: air, earth, fire, or water. Elemental\nzone gains the trait you chose. You imbue the area with\nthe raw energy of that element, creating a zone that\nemits and amplifies magic of that type. The temperature\nmight suddenly rise or fall, a storm cloud might form,\nand so on. Spells with the chosen elemental trait cast\nagainst creatures in the zone get a +2 status bonus to one\ndamage type the spell deals based on the chosen trait:\nbludgeoning or electricity for air, bludgeoning for earth,\nfire for fire, and bludgeoning or cold for water. The caster\nchooses one type to add the bonus to if the spell deals\nmore than one eligible type. This bonus is halved if the\nspell didn't use a spell slot (such as a cantrip, focus spell,\nor innate spell).\nThe zone has no effect on the spell if the spell doesn't\ndeal any damage of an eligible type.\nHeightened (+2) The status bonus increases by 1.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "elemental-zone",
    "content_id": "elemental-zone",
    "level": 2
}

Core Rulebook (Fourth Printing)

Endure Elements

Rank 2 · Spell · Common

Registry ID
endure-elements
SpellCommonabjurationarcanedivineprimal

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

Description snippet: You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Source lines: 52206 - 52219

Raw text block

ENDURE ELEMENTS
SPELL 2
ABJURATION
Traditions arcane, divine, primal
Cast 10 minutes (somatic, verbal)
Range touch; Targets 1 willing creature
Duration until the next time you make your daily preparations
You shield the target against dangerous temperatures.
Choose severe cold or heat. The target is protected from the
temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold
and heat.
Heightened (5th) The target is protected from severe cold,
severe heat, extreme cold, and extreme heat.

Heightened

[
    {
        "label": "3rd",
        "type": "raw",
        "text": "The target is protected from severe cold and heat."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The target is protected from severe cold, severe heat, extreme cold, and extreme heat."
    }
]

Damage clauses

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

Effects

{
    "description": "You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).",
    "outcomes": []
}

Full schema_data

{
    "id": "endure-elements",
    "name": "Endure Elements",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "10 minutes (somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "until the next time you make your daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).",
    "description_snippet": "You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).",
    "heightened": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The target is protected from severe cold and heat."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The target is protected from severe cold, severe heat, extreme cold, and extreme heat."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The target is protected from severe cold and heat."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The target is protected from severe cold, severe heat, extreme cold, and extreme heat."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or 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": 52206,
    "source_line_end": 52219,
    "raw_text_block": "ENDURE ELEMENTS\nSPELL 2\nABJURATION\nTraditions arcane, divine, primal\nCast 10 minutes (somatic, verbal)\nRange touch; Targets 1 willing creature\nDuration until the next time you make your daily preparations\nYou shield the target against dangerous temperatures.\nChoose severe cold or heat. The target is protected from the\ntemperature you chose (but not extreme cold or heat).\nHeightened (3rd) The target is protected from severe cold\nand heat.\nHeightened (5th) The target is protected from severe cold,\nsevere heat, extreme cold, and extreme heat.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "endure-elements",
    "content_id": "endure-elements",
    "level": 2
}

Core Rulebook (Fourth Printing)

Enhance Victuals

Rank 2 · Spell · Common

Registry ID
enhance-victuals
SpellCommontransmutationdivineprimal

You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.

Description snippet: You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. Prior to t

Source lines: 52261 - 52295

Raw text block

ENHANCE VICTUALS
SPELL 2
TRANSMUTATION
Traditions divine, primal
Cast 1 minute (material, somatic, verbal)
Range touch; Targets up to 1 gallon of non-magical water or up
to 5 pounds of food
Duration 1 hour
You transform the target into delicious fare, changing water
into wine or another fine beverage or enhancing the food's
taste and ingredients to make it a gourmet treat.
Prior to the transformation, the spell attempts to counteract
any poisons in the food or water. The food turns back to
normal if not consumed before the duration expires, though
any poisons that were counteracted are still gone.
Heightened (+1) The number of gallons of water you can target
increases by 1, or the number of pounds of food you can
target increases by 5.
ENLARGE
TRANSMUTATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 willing creature
Duration 5 minutes
Bolstered by magical power, the target grows to size Large. Its
equipment grows with it but returns to natural size if removed.
The creature is clumsy 1. Its reach increases by 5 feet (or by 10
feet if it started out Tiny), and it gains a +2 status bonus to melee
damage. This spell has no effect on a Large or larger creature.
Heightened (4th) The creature instead grows to size Huge. The
status bonus to melee damage is +4 and the creature's reach
increases by 10 feet (or 15 feet if the creature started out
Tiny). The spell has no effect on a Huge or larger creature.
Heightened (6th) Choose either the 2nd-level or 4th-level version
of this spell and apply its effects to up to 10 willing creatures.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5. ENLARGE TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing creature Duration 5 minutes Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature."
    },
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature."
    },
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "Choose either the 2nd-level or 4th-level version of this spell and apply its effects to up to 10 willing creatures."
    }
]

Damage clauses

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

Effects

{
    "description": "You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.",
    "outcomes": []
}

Full schema_data

{
    "id": "enhance-victuals",
    "name": "Enhance Victuals",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "up to 1 gallon of non-magical water or up to 5 pounds of food",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.",
    "description_snippet": "You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. Prior to t",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5. ENLARGE TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing creature Duration 5 minutes Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "Choose either the 2nd-level or 4th-level version of this spell and apply its effects to up to 10 willing creatures."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5. ENLARGE TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing creature Duration 5 minutes Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "Choose either the 2nd-level or 4th-level version of this spell and apply its effects to up to 10 willing creatures."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.",
        "outcomes": []
    },
    "conditions_caused": [
        "clumsy"
    ],
    "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": 52261,
    "source_line_end": 52295,
    "raw_text_block": "ENHANCE VICTUALS\nSPELL 2\nTRANSMUTATION\nTraditions divine, primal\nCast 1 minute (material, somatic, verbal)\nRange touch; Targets up to 1 gallon of non-magical water or up\nto 5 pounds of food\nDuration 1 hour\nYou transform the target into delicious fare, changing water\ninto wine or another fine beverage or enhancing the food's\ntaste and ingredients to make it a gourmet treat.\nPrior to the transformation, the spell attempts to counteract\nany poisons in the food or water. The food turns back to\nnormal if not consumed before the duration expires, though\nany poisons that were counteracted are still gone.\nHeightened (+1) The number of gallons of water you can target\nincreases by 1, or the number of pounds of food you can\ntarget increases by 5.\nENLARGE\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 willing creature\nDuration 5 minutes\nBolstered by magical power, the target grows to size Large. Its\nequipment grows with it but returns to natural size if removed.\nThe creature is clumsy 1. Its reach increases by 5 feet (or by 10\nfeet if it started out Tiny), and it gains a +2 status bonus to melee\ndamage. This spell has no effect on a Large or larger creature.\nHeightened (4th) The creature instead grows to size Huge. The\nstatus bonus to melee damage is +4 and the creature's reach\nincreases by 10 feet (or 15 feet if the creature started out\nTiny). The spell has no effect on a Huge or larger creature.\nHeightened (6th) Choose either the 2nd-level or 4th-level version\nof this spell and apply its effects to up to 10 willing creatures.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "enhance-victuals",
    "content_id": "enhance-victuals",
    "level": 2
}

Core Rulebook (4th Printing)

Enlarge

Rank 2 · Spell · Common

Registry ID
enlarge
SpellCommontransmutationarcaneprimal

A creature grows in size.

Description snippet: A creature grows in size.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "transmutation",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "A creature grows in size.",
    "content_id": "enlarge",
    "type": "spell",
    "description": "A creature grows in size."
}

Core Rulebook (4th Printing)

Entangle

Rank 2 · Spell · Common

Registry ID
entangle
SpellCommontransmutationprimal

Plants in an area grow

Description snippet: Plants in an area grow

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "transmutation",
    "traditions": [
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Plants in an area grow",
    "content_id": "entangle",
    "type": "spell",
    "description": "Plants in an area grow"
}

Secrets of Magic

Expeditious Excavation LOGM

Rank 2 · Spell · Common

Registry ID
expeditious-excavation-logm
SpellCommontransmutationprimal

Dig up loose soil, sand,

Description snippet: Dig up loose soil, sand,

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "transmutation",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Dig up loose soil, sand,",
    "content_id": "expeditious_excavation_logm",
    "type": "spell",
    "description": "Dig up loose soil, sand,"
}

Secrets of Magic

Extract Poison

Rank 2 · Spell · Common

Registry ID
extract-poison
SpellCommonabjurationarcaneprimal

With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal.

Description snippet: With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become a

Source lines: 11956 - 11973

Raw text block

EXTRACT POISON
SPELL 2
ABJURATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 poison on or in an object
With the lightest touch, you can siphon the poison from an
object and save it for your own later use, making an assassin's
blade or politician's wine less deadly while you become all the
more so. Attempt a counteract check against one poison you're
aware of on or in an object you touch. If you successfully
counteract the poison, you negate the object's toxicity and
transfer the poison into a weapon you are holding, coating
the weapon with a simple but powerful poison. On your next
successful attack with that weapon before the end of your
next turn, you add 1d6 poison damage per level of the poison
you counteracted. On a critically failed attack roll, you lose the
extracted poison from your weapon as normal.

Heightened

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

Damage clauses

[
    {
        "formula": "1d6",
        "type": "poison",
        "persistent": false
    }
]

Effects

{
    "description": "With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal.",
    "outcomes": []
}

Full schema_data

{
    "id": "extract-poison",
    "name": "Extract Poison",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 poison on or in an object",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal.",
    "description_snippet": "With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become a",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "1d6",
            "type": "poison",
            "persistent": false
        }
    ],
    "damage_type": [
        "poison"
    ],
    "effects": {
        "description": "With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add 1d6 poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal.",
        "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": 11956,
    "source_line_end": 11973,
    "raw_text_block": "EXTRACT POISON\nSPELL 2\nABJURATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 poison on or in an object\nWith the lightest touch, you can siphon the poison from an\nobject and save it for your own later use, making an assassin's\nblade or politician's wine less deadly while you become all the\nmore so. Attempt a counteract check against one poison you're\naware of on or in an object you touch. If you successfully\ncounteract the poison, you negate the object's toxicity and\ntransfer the poison into a weapon you are holding, coating\nthe weapon with a simple but powerful poison. On your next\nsuccessful attack with that weapon before the end of your\nnext turn, you add 1d6 poison damage per level of the poison\nyou counteracted. On a critically failed attack roll, you lose the\nextracted poison from your weapon as normal.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "extract-poison",
    "content_id": "extract-poison",
    "level": 2
}

Core Rulebook (Fourth Printing)

Faerie Fire

Rank 2 · Spell · Common

Registry ID
faerie-fire
SpellCommonevocationdivineoccultprimal

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

Description snippet: All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affec

Source lines: 52456 - 52468

Raw text block

FAERIE FIRE
EVOCATION
SPELL 2
LIGHT
Traditions divine, occult, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Area 10-foot burst
Duration 5 minutes
All creatures in the area when you cast the spell are limned
in colorful, heatless fire of a color of your choice for the
duration. Visible creatures can't be concealed while affected
by faerie fire. If the creatures are invisible, they are concealed
while affected by faerie fire, rather than being undetected.

Heightened

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

Damage clauses

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

Effects

{
    "description": "All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.",
    "outcomes": []
}

Full schema_data

{
    "id": "faerie-fire",
    "name": "Faerie Fire",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "light"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "10-foot burst",
    "targets": "none",
    "duration": "5 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.",
    "description_snippet": "All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affec",
    "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": "All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.",
        "outcomes": []
    },
    "conditions_caused": [
        "concealed",
        "undetected"
    ],
    "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": 52456,
    "source_line_end": 52468,
    "raw_text_block": "FAERIE FIRE\nEVOCATION\nSPELL 2\nLIGHT\nTraditions divine, occult, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 10-foot burst\nDuration 5 minutes\nAll creatures in the area when you cast the spell are limned\nin colorful, heatless fire of a color of your choice for the\nduration. Visible creatures can't be concealed while affected\nby faerie fire. If the creatures are invisible, they are concealed\nwhile affected by faerie fire, rather than being undetected.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "faerie-fire",
    "content_id": "faerie-fire",
    "level": 2
}

Core Rulebook (Fourth Printing)

False Life

Rank 2 · Spell · Common

Registry ID
false-life
SpellCommonnecromancyarcaneoccult

You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Description snippet: You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Source lines: 52473 - 52482

Raw text block

FALSE LIFE
SPELL 2
NECROMANCY
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 8 hours
You create a reservoir of vitality from necromantic energy,
gaining a number of temporary Hit Points equal to 6 plus your
spellcasting ability modifier.
Heightened (+1) The temporary Hit Points increase by 3.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The temporary Hit Points increase by 3."
    }
]

Damage clauses

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

Effects

{
    "description": "You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.",
    "outcomes": []
}

Full schema_data

{
    "id": "false-life",
    "name": "False Life",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "8 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.",
    "description_snippet": "You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The temporary Hit Points increase by 3."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The temporary Hit Points increase by 3."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.",
        "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": 52473,
    "source_line_end": 52482,
    "raw_text_block": "FALSE LIFE\nSPELL 2\nNECROMANCY\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 8 hours\nYou create a reservoir of vitality from necromantic energy,\ngaining a number of temporary Hit Points equal to 6 plus your\nspellcasting ability modifier.\nHeightened (+1) The temporary Hit Points increase by 3.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "false-life",
    "content_id": "false-life",
    "level": 2
}

Secrets of Magic

Feral Shades

Rank 2 · Spell · Common

Registry ID
feral-shades
SpellCommonnecromancyprimal

A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a -2 status penalty to the save.

Description snippet: A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You d

Source lines: 12019 - 12035

Raw text block

FERAL SHADES
SPELL 2
NECROMANCY
Traditions primal
Cast [two-actions] somatic, verbal
Area 30-foot cone
Saving Throw basic Fortitude
A wave of gray mist formed of negative energy spills out
from your outstretched hand, briefly taking the shape of
a pack of predatory animals that set viciously on your
foes. You deal 2d4 slashing damage and 2d4 negative
damage to creatures in the area. The shades set upon the
vulnerable with greater ferocity: prone creatures or those
taking persistent bleed damage take a -2 status penalty
to the save.
Heightened (+1) The slashing damage and the negative
damage each increase by 1d4.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The slashing damage and the negative damage each increase by 1d4."
    }
]

Damage clauses

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

Effects

{
    "description": "A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a -2 status penalty to the save.",
    "outcomes": []
}

Full schema_data

{
    "id": "feral-shades",
    "name": "Feral Shades",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a -2 status penalty to the save.",
    "description_snippet": "A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You d",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The slashing damage and the negative damage each increase by 1d4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The slashing damage and the negative damage each increase by 1d4."
        }
    ],
    "damage": [
        {
            "formula": "2d4",
            "type": "slashing",
            "persistent": false
        },
        {
            "formula": "2d4",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative",
        "slashing"
    ],
    "effects": {
        "description": "A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal 2d4 slashing damage and 2d4 negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: prone creatures or those taking persistent bleed damage take a -2 status penalty to the save.",
        "outcomes": []
    },
    "conditions_caused": [
        "persistent bleed",
        "prone"
    ],
    "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": 12019,
    "source_line_end": 12035,
    "raw_text_block": "FERAL SHADES\nSPELL 2\nNECROMANCY\nTraditions primal\nCast [two-actions] somatic, verbal\nArea 30-foot cone\nSaving Throw basic Fortitude\nA wave of gray mist formed of negative energy spills out\nfrom your outstretched hand, briefly taking the shape of\na pack of predatory animals that set viciously on your\nfoes. You deal 2d4 slashing damage and 2d4 negative\ndamage to creatures in the area. The shades set upon the\nvulnerable with greater ferocity: prone creatures or those\ntaking persistent bleed damage take a -2 status penalty\nto the save.\nHeightened (+1) The slashing damage and the negative\ndamage each increase by 1d4.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "feral-shades",
    "content_id": "feral-shades",
    "level": 2
}

Advanced Player's Guide

Final Sacrifice

Rank 2 · Spell · Common

Registry ID
final-sacrifice
SpellCommonevocationarcanedivineoccult

You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take 6d6 fire damage (basic Reflex save). If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect.

Description snippet: You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it t

Source lines: 30723 - 30742

Raw text block

FINAL SACRIFICE
EVOCATION
SPELL 2
FIRE
Traditions arcane, divine, occult, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature with the minion trait that
you summoned or permanently control
You channel disruptive energies through the bond between
you and your minion, causing it to violently explode. The
target is immediately slain, and creatures within 20 feet of it
take 6d6 fire damage (basic Reflex save).
If the target has the cold or water trait, the spell instead
deals cold damage and gains the cold trait in place of the fire
trait. If used on a creature that isn't mindless, this spell has
the evil trait. Attempting to cast this spell targeting a creature
that you temporarily seized control of, such as an undead
commanded by command undead, automatically fails and
breaks the controlling effect.
Heightened (+1) The damage increases by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "6d6",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take 6d6 fire damage (basic Reflex save). If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect.",
    "outcomes": []
}

Full schema_data

{
    "id": "final-sacrifice",
    "name": "Final Sacrifice",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature with the minion trait that you summoned or permanently control",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take 6d6 fire damage (basic Reflex save). If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect.",
    "description_snippet": "You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it t",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "6d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take 6d6 fire damage (basic Reflex save). If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn't mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect.",
        "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": 30723,
    "source_line_end": 30742,
    "raw_text_block": "FINAL SACRIFICE\nEVOCATION\nSPELL 2\nFIRE\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature with the minion trait that\nyou summoned or permanently control\nYou channel disruptive energies through the bond between\nyou and your minion, causing it to violently explode. The\ntarget is immediately slain, and creatures within 20 feet of it\ntake 6d6 fire damage (basic Reflex save).\nIf the target has the cold or water trait, the spell instead\ndeals cold damage and gains the cold trait in place of the fire\ntrait. If used on a creature that isn't mindless, this spell has\nthe evil trait. Attempting to cast this spell targeting a creature\nthat you temporarily seized control of, such as an undead\ncommanded by command undead, automatically fails and\nbreaks the controlling effect.\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "final-sacrifice",
    "content_id": "final-sacrifice",
    "level": 2
}

Secrets of Magic

Final Sacrifice APG

Rank 2 · Spell · Common

Registry ID
final-sacrifice-apg
SpellCommonevocationprimal

Channel energy to blow up your

Description snippet: Channel energy to blow up your

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "evocation",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Channel energy to blow up your",
    "content_id": "final_sacrifice_apg",
    "type": "spell",
    "description": "Channel energy to blow up your"
}

Secrets of Magic

Flame Wisp

Rank 2 · Spell · Common

Registry ID
flame-wisp
SpellCommonevocationarcaneprimal

Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears.

Description snippet: Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damag

Source lines: 12141 - 12153

Raw text block

FLAME WISP
EVOCATION
SPELL 2
FIRE
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Duration 1 minute
Three faintly glowing wisps of fire float around your head.
Each time you hit a creature with a Strike, one of the
wisps goes hurtling towards that creature, dealing 1d4 fire
damage. If you Cast a Spell with the fire trait while you
have fewer than three wisps, a new wisp appears.
Heightened (+2) The damage increases by 1d4.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The damage increases by 1d4."
    }
]

Damage clauses

[
    {
        "formula": "1d4",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears.",
    "outcomes": []
}

Full schema_data

{
    "id": "flame-wisp",
    "name": "Flame Wisp",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "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": "Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears.",
    "description_snippet": "Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damag",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 1d4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 1d4."
        }
    ],
    "damage": [
        {
            "formula": "1d4",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "Three faintly glowing wisps of fire float around your head. Each time you hit a creature with a Strike, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you Cast a Spell with the fire trait while you have fewer than three wisps, a new wisp appears.",
        "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": 12141,
    "source_line_end": 12153,
    "raw_text_block": "FLAME WISP\nEVOCATION\nSPELL 2\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nThree faintly glowing wisps of fire float around your head.\nEach time you hit a creature with a Strike, one of the\nwisps goes hurtling towards that creature, dealing 1d4 fire\ndamage. If you Cast a Spell with the fire trait while you\nhave fewer than three wisps, a new wisp appears.\nHeightened (+2) The damage increases by 1d4.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "flame-wisp",
    "content_id": "flame-wisp",
    "level": 2
}

Core Rulebook (Fourth Printing)

Flaming Sphere

Rank 2 · Spell · Common

Registry ID
flaming-sphere
SpellCommonevocationarcaneprimal

You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square. Creatures that succeed at their save take no damage (instead of half).

Description snippet: You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in

Source lines: 52780 - 52798

Raw text block

FLAMING SPHERE
EVOCATION
SPELL 2
FIRE
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Area 1 5-foot square
Saving Throw Reflex; Duration sustained up to 1 minute
You create a sphere of flame in a square within range. The sphere
must be supported by a solid surface, such as a stone floor. The
sphere deals 3d6 fire damage to each creature in the square
where it first appears; each creature must attempt a basic Reflex
save. On subsequent rounds, the first time you Sustain this Spell
each round, you can leave the sphere in its square or roll it to
another square within range. It deals 3d6 fire damage (basic
Reflex save) to each creature in that square.
Creatures that succeed at their save take no damage
(instead of half).
Heightened (+1) The damage increases by 1d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d6."
    }
]

Damage clauses

[
    {
        "formula": "3d6",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square. Creatures that succeed at their save take no damage (instead of half).",
    "outcomes": []
}

Full schema_data

{
    "id": "flaming-sphere",
    "name": "Flaming Sphere",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "1 5-foot square",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square. Creatures that succeed at their save take no damage (instead of half).",
    "description_snippet": "You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "3d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square. Creatures that succeed at their save take no damage (instead of half).",
        "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": 52780,
    "source_line_end": 52798,
    "raw_text_block": "FLAMING SPHERE\nEVOCATION\nSPELL 2\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 1 5-foot square\nSaving Throw Reflex; Duration sustained up to 1 minute\nYou create a sphere of flame in a square within range. The sphere\nmust be supported by a solid surface, such as a stone floor. The\nsphere deals 3d6 fire damage to each creature in the square\nwhere it first appears; each creature must attempt a basic Reflex\nsave. On subsequent rounds, the first time you Sustain this Spell\neach round, you can leave the sphere in its square or roll it to\nanother square within range. It deals 3d6 fire damage (basic\nReflex save) to each creature in that square.\nCreatures that succeed at their save take no damage\n(instead of half).\nHeightened (+1) The damage increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "flaming-sphere",
    "content_id": "flaming-sphere",
    "level": 2
}

Core Rulebook (Fourth Printing)

Gentle Repose

Rank 2 · Spell · Common

Registry ID
gentle-repose
SpellCommonnecromancyarcanedivineoccult

The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.

Description snippet: The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of ti

Source lines: 53046 - 53061

Raw text block

GENTLE REPOSE
SPELL 2
NECROMANCY
Traditions arcane, divine, occult, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 corpse
Duration until the next time you make your daily preparations
The targeted corpse doesn't decay, nor can it be transformed
into an undead. If the corpse is subject to a spell that requires
the corpse to have died within a certain amount of time (for
example, raise dead), do not count the duration of gentle
repose against that time. This spell also prevents ordinary
bugs and pests (such as maggots) from consuming the body.
Heightened (5th) The spell's duration is unlimited, but the
spell takes one more action to cast and requires a material
component and a cost (embalming fluid worth 6 gp).

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp)."
    }
]

Damage clauses

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

Effects

{
    "description": "The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.",
    "outcomes": []
}

Full schema_data

{
    "id": "gentle-repose",
    "name": "Gentle Repose",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 corpse",
    "duration": "until the next time you make your daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.",
    "description_snippet": "The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of ti",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp)."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp)."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.",
        "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": 53046,
    "source_line_end": 53061,
    "raw_text_block": "GENTLE REPOSE\nSPELL 2\nNECROMANCY\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 corpse\nDuration until the next time you make your daily preparations\nThe targeted corpse doesn't decay, nor can it be transformed\ninto an undead. If the corpse is subject to a spell that requires\nthe corpse to have died within a certain amount of time (for\nexample, raise dead), do not count the duration of gentle\nrepose against that time. This spell also prevents ordinary\nbugs and pests (such as maggots) from consuming the body.\nHeightened (5th) The spell's duration is unlimited, but the\nspell takes one more action to cast and requires a material\ncomponent and a cost (embalming fluid worth 6 gp).",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "gentle-repose",
    "content_id": "gentle-repose",
    "level": 2
}

Core Rulebook (Fourth Printing)

Ghoulish Cravings

Rank 2 · Spell · Common

Registry ID
ghoulish-cravings
SpellCommonnecromancydivineoccult

You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is afflicted with ghoul fever at stage 1. Failure: The target is afflicted with ghoul fever at stage 2. Critical Failure: The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight

Description snippet: You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.

Source lines: 53121 - 53142

Raw text block

GHOULISH CRAVINGS
DISEASE
EVIL
SPELL 2
NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
You touch the target to afflict it with ghoul fever, infesting it
with hunger and a steadily decreasing connection to positive
energy; the target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is afflicted with ghoul fever at stage 1.
Failure The target is afflicted with ghoul fever at stage 2.
Critical Failure The target is afflicted with ghoul fever at stage 3.
Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1
day); Stage 2 3d8 negative damage and the creature regains half
as many Hit Points from all healing (1 day); Stage 3 as stage 2
(1 day); Stage 4 3d8 negative damage and the creature gains no
benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6
the creature dies and rises as a ghoul at the next midnight

Heightened

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

Damage clauses

[
    {
        "formula": "3d8",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is afflicted with ghoul fever at stage 1.",
        "Failure": "The target is afflicted with ghoul fever at stage 2.",
        "Critical Failure": "The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight"
    }
}

Full schema_data

{
    "id": "ghoulish-cravings",
    "name": "Ghoulish Cravings",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "disease",
        "evil"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is afflicted with ghoul fever at stage 1. Failure: The target is afflicted with ghoul fever at stage 2. Critical Failure: The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight",
    "description_snippet": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "3d8",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is afflicted with ghoul fever at stage 1.",
            "Failure": "The target is afflicted with ghoul fever at stage 2.",
            "Critical Failure": "The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight"
        }
    },
    "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": 53121,
    "source_line_end": 53142,
    "raw_text_block": "GHOULISH CRAVINGS\nDISEASE\nEVIL\nSPELL 2\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Fortitude\nYou touch the target to afflict it with ghoul fever, infesting it\nwith hunger and a steadily decreasing connection to positive\nenergy; the target must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target is afflicted with ghoul fever at stage 1.\nFailure The target is afflicted with ghoul fever at stage 2.\nCritical Failure The target is afflicted with ghoul fever at stage 3.\nGhoul Fever (disease) Level 3; Stage 1 carrier with no ill effects (1\nday); Stage 2 3d8 negative damage and the creature regains half\nas many Hit Points from all healing (1 day); Stage 3 as stage 2\n(1 day); Stage 4 3d8 negative damage and the creature gains no\nbenefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6\nthe creature dies and rises as a ghoul at the next midnight",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ghoulish-cravings",
    "content_id": "ghoulish-cravings",
    "level": 2
}

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