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Spell Catalogue
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Current result set: 898 matching canonical spell rows
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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
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.
Advanced review details
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
Suppress all light in
Advanced review details
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
See in the dark.
Advanced review details
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
Make a creature deaf.
Advanced review details
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
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.
Advanced review details
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
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
Advanced review details
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
Temporarily disassemble
Advanced review details
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
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.
Advanced review details
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
End a spell or suppress an item’s magic.
Advanced review details
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
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.
Advanced review details
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
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).
Advanced review details
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
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.
Advanced review details
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
A creature grows in size.
Advanced review details
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
Plants in an area grow
Advanced review details
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
Dig up loose soil, sand,
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
Channel energy to blow up your
Advanced review details
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
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.
Advanced review details
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
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).
Advanced review details
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
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.
Advanced review details
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
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
Advanced review details
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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