Live registry review
Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Spell review results
Showing page 13 of 36 for 898 matching canonical spell rows.
Page 13 of 36
Core Rulebook (4th Printing)
Glitterdust
Rank 2 · Spell · Common
Sparkling dust breaks
Advanced review details
Description snippet: Sparkling dust breaks
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "evocation",
"traditions": [
"arcane",
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Sparkling dust breaks",
"content_id": "glitterdust",
"type": "spell",
"description": "Sparkling dust breaks"
}
Secrets of Magic
Guiding Star
Rank 2 · Spell · Common
You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns.
Advanced review details
Description snippet: You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge towar
Source lines: 12583 - 12598
Raw text block
GUIDING STAR SPELL 2 DIVINATION MENTAL Traditions divine, primal Cast [two-actions] somatic, verbal Range planetary; Targets 1 creature you've met Duration until your next daily preparations You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns.",
"outcomes": []
}
Full schema_data
{
"id": "guiding-star",
"name": "Guiding Star",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "planetary",
"area": "none",
"targets": "1 creature you've met",
"duration": "until your next daily preparations",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns.",
"description_snippet": "You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge towar",
"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 call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns.",
"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": 12583,
"source_line_end": 12598,
"raw_text_block": "GUIDING STAR\nSPELL 2\nDIVINATION\nMENTAL\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange planetary; Targets 1 creature you've met\nDuration until your next daily preparations\nYou call on the constellations of the night sky to guide a\ncreature to the location where you Cast the Spell. Each time\nthe target views the stars, it receives a mental nudge toward\nyour chosen location, though it isn't compelled to follow. The\ntarget can recognize you as the source. If the creature goes\nto another planet or plane, the spell's effects are suppressed,\nbut they resume if the creature returns.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "guiding-star",
"content_id": "guiding-star",
"level": 2
}
Advanced Player's Guide
Heartbond
Rank 2 · Ritual · Uncommon
Diplomacy, Society Range 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once. Critical Success: Once per day, each bonded creature can use a 2-action activity, which has the concentrate trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast message as a divine innate spell at will, but can only target the other participant. Success: As a critical success, except the bonded creatures can't cast message as a divine innate spell. Failure: The ritual has no effect. Critical Failure: Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is clumsy 2 and stupefied 2 whenever they are within 30 feet of another ritual participant.
Advanced review details
Description snippet: Diplomacy, Society Range 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another.
Source lines: 34770 - 34806
Raw text block
HEARTBOND UNCOMMON RITUAL 2 ABJURATION Cast 1 hour; Cost fine wine and a set of matching rings or other tokens worth 40 gp total; Secondary Casters 2 Primary Check Nature or Religion (expert); Secondary Checks Diplomacy, Society Range 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once. Critical Success Once per day, each bonded creature can use a 2-action activity, which has the concentrate trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast message as a divine innate spell at will, but can only target the other participant. Success As a critical success, except the bonded creatures can't cast message as a divine innate spell. Failure The ritual has no effect. Critical Failure Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is clumsy 2 and stupefied 2 whenever they are within 30 feet of another ritual participant. Heightened (6th) Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level telepathy spell, but only with each other.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level telepathy spell, but only with each other."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Diplomacy, Society Range 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once.",
"outcomes": {
"Critical Success": "Once per day, each bonded creature can use a 2-action activity, which has the concentrate trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast message as a divine innate spell at will, but can only target the other participant.",
"Success": "As a critical success, except the bonded creatures can't cast message as a divine innate spell.",
"Failure": "The ritual has no effect.",
"Critical Failure": "Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is clumsy 2 and stupefied 2 whenever they are within 30 feet of another ritual participant."
}
}
Full schema_data
{
"id": "heartbond",
"name": "Heartbond",
"rank": 2,
"is_cantrip": false,
"spell_type": "ritual",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "1 hour",
"cast_actions": "one_hour",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "fine wine and a set of matching rings or other tokens worth 40 gp total",
"primary_check": "Nature or Religion (expert) Secondary Checks",
"secondary_casters": "2",
"description": "Diplomacy, Society Range 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once. Critical Success: Once per day, each bonded creature can use a 2-action activity, which has the concentrate trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast message as a divine innate spell at will, but can only target the other participant. Success: As a critical success, except the bonded creatures can't cast message as a divine innate spell. Failure: The ritual has no effect. Critical Failure: Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is clumsy 2 and stupefied 2 whenever they are within 30 feet of another ritual participant.",
"description_snippet": "Diplomacy, Society Range 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another.",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level telepathy spell, but only with each other."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level telepathy spell, but only with each other."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Diplomacy, Society Range 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once.",
"outcomes": {
"Critical Success": "Once per day, each bonded creature can use a 2-action activity, which has the concentrate trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast message as a divine innate spell at will, but can only target the other participant.",
"Success": "As a critical success, except the bonded creatures can't cast message as a divine innate spell.",
"Failure": "The ritual has no effect.",
"Critical Failure": "Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is clumsy 2 and stupefied 2 whenever they are within 30 feet of another ritual participant."
}
},
"conditions_caused": [
"broken",
"clumsy",
"stupefied"
],
"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": 34770,
"source_line_end": 34806,
"raw_text_block": "HEARTBOND\nUNCOMMON\nRITUAL 2\nABJURATION\nCast 1 hour; Cost fine wine and a set of matching rings or other\ntokens worth 40 gp total; Secondary Casters 2\nPrimary Check Nature or Religion (expert); Secondary Checks\nDiplomacy, Society\nRange 20 feet\nYou create a magical bond between two willing creatures, who are\nsecondary casters of the ritual and must share genuine affection\nfor one another. As part of the ritual, both members of the bond\nreceive a ring, amulet, or similar token to symbolize their shared\nconnection. They lose the effects of the ritual when not wearing\nthe token, and the bond is broken if either token is destroyed.\nCreatures benefiting from a successful heartbond ritual can\nlater participate in a heightened version of the ritual without\nrequiring new checks by spending the required time and paying\nthe difference of the two costs. A creature can be under the\neffects of multiple heartbond rituals at once.\nCritical Success Once per day, each bonded creature can use\na 2-action activity, which has the concentrate trait, to learn\nthe present state of the other bonded creature. The creature\nknows the other creature's direction and distance and any\nconditions affecting them. Both of the participants can cast\nmessage as a divine innate spell at will, but can only target\nthe other participant.\nSuccess As a critical success, except the bonded creatures\ncan't cast message as a divine innate spell.\nFailure The ritual has no effect.\nCritical Failure Magical backlash creates discordant energy\namong the participants. For 1 week, each ritual participant\nis clumsy 2 and stupefied 2 whenever they are within 30\nfeet of another ritual participant.\nHeightened (6th) Increase the cost to a total value of 600 gp. On\na success, secondary casters in the ritual permanently gain the\neffects of a 6th-level telepathy spell, but only with each other.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "heartbond",
"content_id": "heartbond",
"level": 2
}
Advanced Player's Guide
Heat Metal
Rank 2 · Spell · Common
This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 metal item or metal creature This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up. Critical Success: The creature is unaffected. Success: The creature takes half damage and the object deals no persistent fire damage. Failure: The creature takes full damage and the object deals full persistent damage. Critical Failure: As failure, but the creature takes double damage and the object deals double persistent damage.
Advanced review details
Description snippet: This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The ree
Source lines: 30825 - 30877
Raw text block
HEAT METAL EVOCATION SPELL 2 FIRE Traditions divine, occult Cast (1 minute) material, somatic, verbal Area 60-foot emanation Duration 10 minutes This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 metal item or metal creature This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up. Critical Success The creature is unaffected. Success The creature takes half damage and the object deals no persistent fire damage. Failure The creature takes full damage and the object deals full persistent damage. Critical Failure As failure, but the creature takes double damage and the object deals double persistent damage. Heightened (+1) The initial damage increases by 2d6 and the persistent damage increases by 1d4. GRISLY GROWTHS ICE STORM
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage increases by 2d6 and the persistent damage increases by 1d4. GRISLY GROWTHS ICE STORM"
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "negative",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": false
},
{
"formula": "2d4",
"type": "fire",
"persistent": true
}
]
Effects
{
"description": "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 metal item or metal creature This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage and the object deals no persistent fire damage.",
"Failure": "The creature takes full damage and the object deals full persistent damage.",
"Critical Failure": "As failure, but the creature takes double damage and the object deals double persistent damage."
}
}
Full schema_data
{
"id": "heat-metal",
"name": "Heat Metal",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"fire"
],
"cast": "(1 minute) material, somatic, verbal",
"cast_actions": "none",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "60-foot emanation",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 metal item or metal creature This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up. Critical Success: The creature is unaffected. Success: The creature takes half damage and the object deals no persistent fire damage. Failure: The creature takes full damage and the object deals full persistent damage. Critical Failure: As failure, but the creature takes double damage and the object deals double persistent damage.",
"description_snippet": "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The ree",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage increases by 2d6 and the persistent damage increases by 1d4. GRISLY GROWTHS ICE STORM"
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage increases by 2d6 and the persistent damage increases by 1d4. GRISLY GROWTHS ICE STORM"
}
],
"damage": [
{
"formula": "2d6",
"type": "negative",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": false
},
{
"formula": "2d4",
"type": "fire",
"persistent": true
}
],
"damage_type": [
"fire",
"negative"
],
"effects": {
"description": "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 metal item or metal creature This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage and the object deals no persistent fire damage.",
"Failure": "The creature takes full damage and the object deals full persistent damage.",
"Critical Failure": "As failure, but the creature takes double damage and the object deals double persistent damage."
}
},
"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": 30825,
"source_line_end": 30877,
"raw_text_block": "HEAT METAL\nEVOCATION\nSPELL 2\nFIRE\nTraditions divine, occult\nCast (1 minute) material, somatic, verbal\nArea 60-foot emanation\nDuration 10 minutes\nThis spell compels local spirits to reenact a violent event of\nthe recent past that you're aware of and name as you Cast the\nSpell. You take the role of the primary victim. The reenactment\nplays out the final 9 minutes leading up to the death or injury\nof the victim and the minute after their death or injury. The\nspirits don't change form, so this doesn't help determine\nperpetrators by their look. Spiritual forms of missing creatures\nnecessary for the event manifest as needed, and missing items\nappear as shadowy outlines.\nOnce the scene ends, you take 2d6 negative damage\nfor each ghostly apparition that participated in the scene\n(typically equal to the number of creatures involved other\nthan the victim). Any creature that observed the ghostly\nrecreation, including you, can attempt checks to investigate\nthe event to discover new clues and information.\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 metal item or metal creature\nThis spell heats the targeted metal to become red-hot for a\nmoment. This is usually harmless to an unattended metal item,\nwhich doesn't get a saving throw, though the GM might rule\nthat flammable materials connected to the object catch fire\nor melt. If you target an item worn or carried by a creature,\nor you target a creature made primarily of metal, the heat\ndeals 4d6 fire damage and 2d4 persistent fire damage to the\ncreature, which must attempt a Reflex saving throw.\nIf you target an item held by the creature, the creature\ncan Release the item to improve their degree of success by\none step from the result of their saving throw. The persistent\ndamage is associated with the object and damages whichever\ncreature is holding or wearing it. It has no effect if no one is\nholding the item, but you continue to attempt flat checks to\nend the persistent damage as normal, since the item remains\nhot and can sear someone who picks it up.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage and the object deals\nno persistent fire damage.\nFailure The creature takes full damage and the object deals\nfull persistent damage.\nCritical Failure As failure, but the creature takes double\ndamage and the object deals double persistent damage.\nHeightened (+1) The initial damage increases by 2d6 and the\npersistent damage increases by 1d4.\nGRISLY GROWTHS\nICE STORM",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "heat-metal",
"content_id": "heat-metal",
"level": 2
}
Secrets of Magic
Heat Metal APG
Rank 2 · Spell · Common
Make metal red hot.
Advanced review details
Description snippet: Make metal red hot.
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": "Make metal red hot.",
"content_id": "heat_metal_apg",
"type": "spell",
"description": "Make metal red hot."
}
Core Rulebook (Fourth Printing)
Hideous Laughter
Rank 2 · Spell · Common
The target is overtaken with uncontrollable laughter. It must attempt a Will save. Critical Success: The target is unaffected. Success: The target is plagued with uncontrollable laugher. It can't use reactions. Failure: The target is slowed 1 and can't use reactions. Critical Failure: The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.
Advanced review details
Description snippet: The target is overtaken with uncontrollable laughter. It must attempt a Will save.
Source lines: 53608 - 53624
Raw text block
HIDEOUS LAUGHTER SPELL 2 MENTAL Traditions arcane, occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature Saving Throw Will; Duration sustained The target is overtaken with uncontrollable laughter. It must attempt a Will save. Critical Success The target is unaffected. Success The target is plagued with uncontrollable laugher. It can't use reactions. Failure The target is slowed 1 and can't use reactions. Critical Failure The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The target is overtaken with uncontrollable laughter. It must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is plagued with uncontrollable laugher. It can't use reactions.",
"Failure": "The target is slowed 1 and can't use reactions.",
"Critical Failure": "The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects."
}
}
Full schema_data
{
"id": "hideous-laughter",
"name": "Hideous Laughter",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 living creature",
"duration": "sustained",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The target is overtaken with uncontrollable laughter. It must attempt a Will save. Critical Success: The target is unaffected. Success: The target is plagued with uncontrollable laugher. It can't use reactions. Failure: The target is slowed 1 and can't use reactions. Critical Failure: The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.",
"description_snippet": "The target is overtaken with uncontrollable laughter. It must attempt a Will save.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The target is overtaken with uncontrollable laughter. It must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is plagued with uncontrollable laugher. It can't use reactions.",
"Failure": "The target is slowed 1 and can't use reactions.",
"Critical Failure": "The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects."
}
},
"conditions_caused": [
"prone",
"slowed"
],
"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": 53608,
"source_line_end": 53624,
"raw_text_block": "HIDEOUS LAUGHTER\nSPELL 2\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 living creature\nSaving Throw Will; Duration sustained\nThe target is overtaken with uncontrollable laughter. It must\nattempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target is plagued with uncontrollable laugher. It\ncan't use reactions.\nFailure The target is slowed 1 and can't use reactions.\nCritical Failure The target falls prone and can't use actions or\nreactions for 1 round. It then suffers the failure effects.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "hideous-laughter",
"content_id": "hideous-laughter",
"level": 2
}
Core Rulebook (Fourth Printing)
Humanoid Form
Rank 2 · Spell · Common
You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.
Advanced review details
Description snippet: You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to y
Source lines: 53711 - 53740
Raw text block
HUMANOID FORM SPELL 2 TRANSMUTATION Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Duration 10 minutes You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell. Heightened (3rd) You gain darkvision or low-light vision if the form you assume has that ability. Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.
Heightened
[
{
"label": "3rd",
"type": "raw",
"text": "You gain darkvision or low-light vision if the form you assume has that ability."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.",
"outcomes": []
}
Full schema_data
{
"id": "humanoid-form",
"name": "Humanoid Form",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.",
"description_snippet": "You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to y",
"heightened": [
{
"label": "3rd",
"type": "raw",
"text": "You gain darkvision or low-light vision if the form you assume has that ability."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell."
}
],
"heightened_scaling": [
{
"label": "3rd",
"type": "raw",
"text": "You gain darkvision or low-light vision if the form you assume has that ability."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.",
"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": 53711,
"source_line_end": 53740,
"raw_text_block": "HUMANOID FORM\nSPELL 2\nTRANSMUTATION\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou transform your appearance to that of a Small or Medium\nhumanoid, such as a dwarf, elf, goblin, halfling, human, orc,\nor lizardfolk. You gain the humanoid trait in addition to your\nother traits while in this form, as well as any trait related to the\ncreature's kind (such as goblin or human). If this transformation\nreduces your size, it reduces your reach accordingly (as the\nshrink spell). This transformation doesn't change your statistics\nin any way, and you don't gain any special abilities of the\nhumanoid form you assume. You can still wear and use your\ngear, which changes size (if necessary) to match your new form.\nIf items leave your person, they return to their usual size.\nHumanoid form grants you a +4 status bonus to Deception\nchecks to pass as a generic member of the chosen ancestry, and\nyou add your level even if you're untrained, but you can't make\nyourself look like a specific person. If you want to Impersonate\nan individual, you still need to create a disguise, though the GM\nwon't factor in the difference in ancestry when determining the\nDC of your Deception check. You can Dismiss this spell.\nHeightened (3rd) You gain darkvision or low-light vision if the\nform you assume has that ability.\nHeightened (5th) You can take on the appearance of a Large\nhumanoid. If this increases your size, you gain the effects\nof the enlarge spell.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "humanoid-form",
"content_id": "humanoid-form",
"level": 2
}
Advanced Player's Guide
Hunter's Luck
Rank 2 · Focus · Uncommon
Knowledge about a creature, but you haven't rolled yet. You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result.
Advanced review details
Description snippet: Knowledge about a creature, but you haven't rolled yet. You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better res
Source lines: 33364 - 33373
Raw text block
HUNTER'S LUCK UNCOMMON FOCUS 2 DIVINATION FORTUNE RANGER Cast [free-action] verbal; Trigger You attempt a check to Recall Knowledge about a creature, but you haven't rolled yet. You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Knowledge about a creature, but you haven't rolled yet. You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result.",
"outcomes": []
}
Full schema_data
{
"id": "hunters-luck",
"name": "Hunter's Luck",
"rank": 2,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"fortune"
],
"cast": "[free-action] verbal",
"cast_actions": "free_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "You attempt a check to Recall",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Knowledge about a creature, but you haven't rolled yet. You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result.",
"description_snippet": "Knowledge about a creature, but you haven't rolled yet. You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better res",
"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": "Knowledge about a creature, but you haven't rolled yet. You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "ranger",
"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": 33364,
"source_line_end": 33373,
"raw_text_block": "HUNTER'S LUCK\nUNCOMMON\nFOCUS 2\nDIVINATION\nFORTUNE\nRANGER\nCast [free-action] verbal; Trigger You attempt a check to Recall\nKnowledge about a creature, but you haven't rolled yet.\nYou have a preternatural ability to remember details about your\nfoes. Roll the triggering check twice and use the better result.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "hunters-luck",
"content_id": "hunters-luck",
"level": 2
}
Secrets of Magic
Ignite Fireworks
Rank 2 · Spell · Common
A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage and is dazzled for 1 round. Failure: The creature takes full damage and is dazzled for 3 rounds. Critical Failure: The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.
Advanced review details
Description snippet: A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. Al
Source lines: 12741 - 12767
Raw text block
IGNITE FIREWORKS FIRE SPELL 2 SONIC Traditions arcane, primal Cast [two-actions] somatic, verbal Range 60 feet; Area 10-foot burst Saving Throw Reflex A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage and is dazzled for 1 round. Failure The creature takes full damage and is dazzled for 3 rounds. Critical Failure The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute. Heightened (+2) The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4. IMPENDING DOOM DIVINATION EMOTION
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4. IMPENDING DOOM DIVINATION EMOTION"
}
]
Damage clauses
[
{
"formula": "1d8",
"type": "fire",
"persistent": false
},
{
"formula": "1d8",
"type": "sonic",
"persistent": false
},
{
"formula": "1d4",
"type": "fire",
"persistent": true
}
]
Effects
{
"description": "A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage and is dazzled for 1 round.",
"Failure": "The creature takes full damage and is dazzled for 3 rounds.",
"Critical Failure": "The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute."
}
}
Full schema_data
{
"id": "ignite-fireworks",
"name": "Ignite Fireworks",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"fire",
"sonic"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "10-foot burst",
"targets": "none",
"duration": "none",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage and is dazzled for 1 round. Failure: The creature takes full damage and is dazzled for 3 rounds. Critical Failure: The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.",
"description_snippet": "A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. Al",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4. IMPENDING DOOM DIVINATION EMOTION"
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4. IMPENDING DOOM DIVINATION EMOTION"
}
],
"damage": [
{
"formula": "1d8",
"type": "fire",
"persistent": false
},
{
"formula": "1d8",
"type": "sonic",
"persistent": false
},
{
"formula": "1d4",
"type": "fire",
"persistent": true
}
],
"damage_type": [
"fire",
"sonic"
],
"effects": {
"description": "A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage and is dazzled for 1 round.",
"Failure": "The creature takes full damage and is dazzled for 3 rounds.",
"Critical Failure": "The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute."
}
},
"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": 12741,
"source_line_end": 12767,
"raw_text_block": "IGNITE FIREWORKS\nFIRE\nSPELL 2\nSONIC\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 60 feet; Area 10-foot burst\nSaving Throw Reflex\nA brilliant and clamorous display of sparks and colorful\nfireworks explode around your enemies, dealing 1d8\nfire damage and 1d8 sonic damage to creatures within\na 10-foot burst. All creatures in the area must attempt\na Reflex save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage and is dazzled for\n1 round.\nFailure The creature takes full damage and is dazzled for\n3 rounds.\nCritical Failure The creature takes double damage, takes\n1d4 persistent fire damage, and is dazzled for 1 minute.\nHeightened (+2) The initial fire damage increases by 1d8,\nthe sonic damage increases by 1d8, and the persistent\nfire damage a creature takes on a critical failure\nincreases by 1d4.\nIMPENDING DOOM\nDIVINATION\nEMOTION",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ignite-fireworks",
"content_id": "ignite-fireworks",
"level": 2
}
Core Rulebook (Fourth Printing)
Illusory Creature
Rank 2 · Spell · Common
You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC - 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.
Advanced review details
Description snippet: You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther t
Source lines: 53817 - 53866
Raw text block
ILLUSORY CREATURE AUDITORY ILLUSION SPELL 2 OLFACTORY VISUAL Traditions arcane, occult Cast [two-actions] somatic, verbal Range 500 feet Duration sustained You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC - 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. Heightened (+1) The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan).
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)."
}
]
Damage clauses
[
{
"formula": "1d4 + your spellcasting ability modifier",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC - 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.",
"outcomes": []
}
Full schema_data
{
"id": "illusory-creature",
"name": "Illusory Creature",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"auditory",
"olfactory",
"visual"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "500 feet",
"area": "none",
"targets": "none",
"duration": "sustained",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC - 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.",
"description_snippet": "You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther t",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)."
}
],
"damage": [
{
"formula": "1d4 + your spellcasting ability modifier",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC - 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.",
"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": 53817,
"source_line_end": 53866,
"raw_text_block": "ILLUSORY CREATURE\nAUDITORY\nILLUSION\nSPELL 2\nOLFACTORY\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 500 feet\nDuration sustained\nYou create an illusory image of a Large or smaller creature. It\ngenerates the appropriate sounds, smells, and feels believable\nto the touch. If you and the image are ever farther than 500\nfeet apart, the spell ends.\nThe image can't speak, but you can use your actions to\nspeak through the creature, with the spell disguising your\nvoice as appropriate. You might need to attempt a Deception\nor Performance check to mimic the creature, as determined\nby the GM. This is especially likely if you're trying to imitate a\nspecific person and engage with someone that person knows.\nIn combat, the illusion can use 2 actions per turn, which it\nuses when you Sustain the Spell. It uses your spell attack roll\nfor attack rolls and your spell DC for its AC. Its saving throw\nmodifiers are equal to your spell DC - 10. It is substantial\nenough that it can flank other creatures. If the image is hit by\nan attack or fails a save, the spell ends.\nThe illusion can cause damage by making the target believe\nthe illusion's attacks are real, but it cannot otherwise directly\naffect the physical world. If the illusory creature hits with a\nStrike, the target takes mental damage equal to 1d4 plus your\nspellcasting ability modifier. This is a mental effect. The illusion's\nStrikes are nonlethal. If the damage doesn't correspond to the\nimage of the monster—for example, if an illusory Large dragon\ndeals only 5 damage—the GM might allow the target to attempt\nan immediate Perception check to disbelieve the spell. Any\nrelevant resistances and weaknesses apply if the target thinks\nthey do, as judged by the GM. For example, if the illusion wields\na warhammer and attacks a creature resistant to bludgeoning\ndamage, the creature would take less mental damage. However,\nillusory damage does not deactivate regeneration or trigger\nother effects that require a certain damage type. The GM should\ntrack illusory damage dealt by the illusion.\nAny creature that touches the image or uses the Seek\naction to examine it can attempt to disbelieve your illusion.\nWhen a creature disbelieves the illusion, it recovers from half\nthe damage it had taken from it (if any) and doesn't take any\nfurther damage from it.\nHeightened (+1) The damage of the image's Strikes increases\nby 1d4, and the maximum size of creature you can create\nincreases by one (to a maximum of Gargantuan).",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "illusory-creature",
"content_id": "illusory-creature",
"level": 2
}
Secrets of Magic
Inner Radiance Torrent
Rank 2 · Spell · Common
You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. [two-actions] (somatic, verbal) The line is 60 feet long. [three-actions] (material, somatic, verbal) The line is 120 feet long. Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you. critical_failure: The creature takes the spell's damage and is blinded for 1 round.
Advanced review details
Description snippet: Fire a line of force-infused spiritual radiance.
Source lines: 12855 - 12891
Raw text block
INNER RADIANCE TORRENT FORCE LIGHT SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] to 2 rounds Area line 60 feet or longer Saving Throw basic Reflex You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. [two-actions] (somatic, verbal) The line is 60 feet long. [three-actions] (material, somatic, verbal) The line is 120 feet long. Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you. Heightened (+1) The initial damage, as well as the additional damage for the 2-round casting time, each increase by 4d4, and the damage to adjacent creatures dealt while in your shining state increases by 1.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage, the additional damage for the 2-round casting time, and the damage dealt while in your shining state each increase."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. [two-actions] (somatic, verbal) The line is 60 feet long. [three-actions] (material, somatic, verbal) The line is 120 feet long. Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.",
"outcomes": {
"critical_failure": "The creature takes the spell's damage and is blinded for 1 round."
}
}
Full schema_data
{
"id": "inner-radiance-torrent",
"name": "Inner Radiance Torrent",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"force",
"light"
],
"cast": "[two-actions] to 2 rounds",
"cast_actions": "none",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "line 60 feet or longer",
"targets": "none",
"duration": "none",
"save": "basic Reflex",
"save_type": "basic_reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. [two-actions] (somatic, verbal) The line is 60 feet long. [three-actions] (material, somatic, verbal) The line is 120 feet long. Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you. critical_failure: The creature takes the spell's damage and is blinded for 1 round.",
"description_snippet": "Fire a line of force-infused spiritual radiance.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage, the additional damage for the 2-round casting time, and the damage dealt while in your shining state each increase."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage, the additional damage for the 2-round casting time, and the damage dealt while in your shining state each increase."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. [two-actions] (somatic, verbal) The line is 60 feet long. [three-actions] (material, somatic, verbal) The line is 120 feet long. Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.",
"outcomes": {
"critical_failure": "The creature takes the spell's damage and is blinded for 1 round."
}
},
"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": 12855,
"source_line_end": 12891,
"raw_text_block": "INNER RADIANCE TORRENT\nFORCE\nLIGHT\nSPELL 2\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] to 2 rounds\nArea line 60 feet or longer\nSaving Throw basic Reflex\nYou gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness.\n[two-actions] (somatic, verbal) The line is 60 feet long.\n[three-actions] (material, somatic, verbal) The line is 120 feet long.\nTwo Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.\nHeightened (+1) The initial damage, as well as the additional damage for the 2-round casting time, each increase by 4d4, and the damage to adjacent creatures dealt while in your shining state increases by 1.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "inner-radiance-torrent",
"content_id": "inner-radiance-torrent",
"level": 2
}
Secrets of Magic
Instant Armor
Rank 2 · Spell · Common
Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space linked to you. It remains ready to snap back onto your body with the Armor Up! action until the spell ends.
Advanced review details
Description snippet: Store your armor extradimensionally until you call it back.
Source lines: 12893 - 12914
Raw text block
INSTANT ARMOR CONJURATION CONTINGENCY SPELL 2 EXTRADIMENSIONAL Traditions arcane, divine, occult, primal Cast 10 minutes (material, somatic, verbal) Duration 24 hours Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you. Armor Up! [one-action] (manipulate) Effect You snap your fingers. The armor returns to your body.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space linked to you. It remains ready to snap back onto your body with the Armor Up! action until the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "instant-armor",
"name": "Instant Armor",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"contingency",
"extradimensional"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "10_minutes",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "24 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space linked to you. It remains ready to snap back onto your body with the Armor Up! action until the spell ends.",
"description_snippet": "Store your armor extradimensionally until you call it back.",
"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": "Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space linked to you. It remains ready to snap back onto your body with the Armor Up! action until the spell ends.",
"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": 12893,
"source_line_end": 12914,
"raw_text_block": "INSTANT ARMOR\nCONJURATION\nCONTINGENCY\nSPELL 2\nEXTRADIMENSIONAL\nTraditions arcane, divine, occult, primal\nCast 10 minutes (material, somatic, verbal)\nDuration 24 hours\nUpon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you.\nArmor Up! [one-action] (manipulate) Effect You snap your fingers. The armor returns to your body.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "instant-armor",
"content_id": "instant-armor",
"level": 2
}
Core Rulebook (Fourth Printing)
Inveigle
Rank 2 · Ritual · Uncommon
Religion (expert) Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual's level Duration 1 year or until dismissed You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained. If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect. Critical Success: The ritual succeeds and the target takes a -4 status penalty to Will saves to end the effect. Success: The ritual succeeds. Failure: The ritual fails. Critical Failure: The ritual fails and the target instead hates you, becoming hostile to you for the duration.
Advanced review details
Description snippet: Religion (expert) Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual's level Duration 1 year or until dismissed You win over the target's mind,
Source lines: 65850 - 65887
Raw text block
INVEIGLE UNCOMMON ENCHANTMENT RITUAL 2 MENTAL Cast 1 day; Cost rare oils worth a total value of 10 gp × the target's level Primary Check Arcana (expert), Occultism (expert), or Religion (expert) Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual's level Duration 1 year or until dismissed You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained. If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect. Critical Success The ritual succeeds and the target takes a -4 status penalty to Will saves to end the effect. Success The ritual succeeds. Failure The ritual fails. Critical Failure The ritual fails and the target instead hates you, becoming hostile to you for the duration. Heightened (6th) You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Religion (expert) Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual's level Duration 1 year or until dismissed You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained. If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect.",
"outcomes": {
"Critical Success": "The ritual succeeds and the target takes a -4 status penalty to Will saves to end the effect.",
"Success": "The ritual succeeds.",
"Failure": "The ritual fails.",
"Critical Failure": "The ritual fails and the target instead hates you, becoming hostile to you for the duration."
}
}
Full schema_data
{
"id": "inveigle",
"name": "Inveigle",
"rank": 2,
"is_cantrip": false,
"spell_type": "ritual",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"mental"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "rare oils worth a total value of 10 gp × the target's level",
"primary_check": "Arcana (expert), Occultism (expert), or",
"secondary_casters": "none",
"description": "Religion (expert) Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual's level Duration 1 year or until dismissed You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained. If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect. Critical Success: The ritual succeeds and the target takes a -4 status penalty to Will saves to end the effect. Success: The ritual succeeds. Failure: The ritual fails. Critical Failure: The ritual fails and the target instead hates you, becoming hostile to you for the duration.",
"description_snippet": "Religion (expert) Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual's level Duration 1 year or until dismissed You win over the target's mind,",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Religion (expert) Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual's level Duration 1 year or until dismissed You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained. If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect.",
"outcomes": {
"Critical Success": "The ritual succeeds and the target takes a -4 status penalty to Will saves to end the effect.",
"Success": "The ritual succeeds.",
"Failure": "The ritual fails.",
"Critical Failure": "The ritual fails and the target instead hates you, becoming hostile to you for the duration."
}
},
"conditions_caused": [
"restrained"
],
"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": 65850,
"source_line_end": 65887,
"raw_text_block": "INVEIGLE\nUNCOMMON ENCHANTMENT\nRITUAL 2\nMENTAL\nCast 1 day; Cost rare oils worth a total value of 10 gp × the\ntarget's level\nPrimary Check Arcana (expert), Occultism (expert), or\nReligion (expert)\nRange 10 feet; Target 1 creature of a level no greater than\ndouble the inveigle ritual's level\nDuration 1 year or until dismissed\nYou win over the target's mind, causing it to see you as a close\nand trusted friend and look upon your every suggestion as\nreasonable. The target is helpful toward you, so it will go out\nof its way to help you. As with any other helpful creature,\nthere are limits to what you can ask of it. If you ever ask\nthe target to do something completely against its nature or\nneedlessly harmful to the target or its interests, not only does\nit refuse, but it also can attempt a Will save to end the effect\nearly. Because of the casting time and range, it's generally\ndifficult to cast this ritual unless the target is willing (perhaps\nconvinced the ritual will have some other effect) or restrained.\nIf the creature is unwilling to accept the ritual, it can attempt\na Will save to negate the effect.\nCritical Success The ritual succeeds and the target takes a -4\nstatus penalty to Will saves to end the effect.\nSuccess The ritual succeeds.\nFailure The ritual fails.\nCritical Failure The ritual fails and the target instead hates\nyou, becoming hostile to you for the duration.\nHeightened (6th) You can use inveigle on a creature up to 1 mile\naway throughout the casting, as long as you have a lock of\nhair, a drop of blood, or some other piece of the creature's body,\nwhich you mix into the oils used in the cost. The base cost\nincreases to 100 gp. The duration is shorter than normal, based\non how large a piece of the creature's body you use. Blood, hair,\nscales, and the like cause the ritual to last 1 week, while a hand\nor other substantial body part causes the ritual to last 1 month.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "inveigle",
"content_id": "inveigle",
"level": 2
}
Core Rulebook (4th Printing)
Invisibility
Rank 2 · Spell · Common
A creature can’t be
Advanced review details
Description snippet: A creature can’t be
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "illusion",
"traditions": [
"arcane",
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "A creature can’t be",
"content_id": "invisibility",
"type": "spell",
"description": "A creature can’t be"
}
Core Rulebook (4th Printing)
Knock
Rank 2 · Spell · Common
Make a door, lock, or
Advanced review details
Description snippet: Make a door, lock, or
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "transmutation",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Make a door, lock, or",
"content_id": "knock",
"type": "spell",
"description": "Make a door, lock, or"
}
Secrets of Magic
Lucky Number
Rank 2 · Spell · Common
Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 DIVINATION Tradition arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Duration until the next time you make your daily preparations When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. That's My Number! [reaction] (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received.
Advanced review details
Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 DIVINATION Tradition arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Duration un
Source lines: 13161 - 13191
Raw text block
LUCKY NUMBER CONTINGENCY Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 DIVINATION Tradition arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Duration until the next time you make your daily preparations When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. That's My Number! [reaction] (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 DIVINATION Tradition arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Duration until the next time you make your daily preparations When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. That's My Number! [reaction] (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received.",
"outcomes": []
}
Full schema_data
{
"id": "lucky-number",
"name": "Lucky Number",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"contingency"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 DIVINATION Tradition arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Duration until the next time you make your daily preparations When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. That's My Number! [reaction] (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received.",
"description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 DIVINATION Tradition arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Duration un",
"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": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 DIVINATION Tradition arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Duration until the next time you make your daily preparations When you Cast this Spell, roll 1d20 and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. That's My Number! [reaction] (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received.",
"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": 13161,
"source_line_end": 13191,
"raw_text_block": "LUCKY NUMBER\nCONTINGENCY\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nSPELL 2\nDIVINATION\nTradition arcane, divine, occult\nCast 10 minutes (material, somatic, verbal)\nDuration until the next time you make your daily\npreparations\nWhen you Cast this Spell, roll 1d20 and make a note of\nthe result. You gain the following reaction; once you use\nthe reaction, the spell ends, and you become temporarily\nimmune to lucky number until the next time you make your\ndaily preparations.\nThat's My Number! [reaction] (divination, fortune) Trigger\nYou roll your lucky number as your d20 result on a\nnon-secret attack roll, saving throw, or skill check;\nEffect You call upon the fortune stored within your\nlucky number and reroll the triggering check. However,\npushing your luck has a price: if your result on the\nreroll is the same number again, you critically fail,\nregardless of what degree of success you ordinarily\nwould have received.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "lucky-number",
"content_id": "lucky-number",
"level": 2
}
Core Rulebook (Fourth Printing)
Magic Mouth
Rank 2 · Spell · Common
You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.
Advanced review details
Description snippet: You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the ta
Source lines: 54524 - 54537
Raw text block
MAGIC MOUTH SPELL 2 VISUAL Traditions arcane, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 creature or object Duration unlimited You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "magic-mouth",
"name": "Magic Mouth",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"visual"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature or object",
"duration": "unlimited",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.",
"description_snippet": "You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the ta",
"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 specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.",
"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": 54524,
"source_line_end": 54537,
"raw_text_block": "MAGIC MOUTH\nSPELL 2\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature or object\nDuration unlimited\nYou specify a trigger (described on page 305) and a message\nup to 25 words long. When the specified trigger occurs\nwithin 30 feet of the target, an illusory mouth appears on\nthe target and speaks the message, and the magic mouth\nspell ends.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "magic-mouth",
"content_id": "magic-mouth",
"level": 2
}
Secrets of Magic
Magnetic Attraction
Rank 2 · Spell · Common
Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.
Advanced review details
Description snippet: Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in y
Source lines: 13259 - 13281
Raw text block
MAGNETIC ATTRACTION SPELL 2 EVOCATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range 60 feet; Targets up to 10 metal objects with a total Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.",
"outcomes": []
}
Full schema_data
{
"id": "magnetic-attraction",
"name": "Magnetic Attraction",
"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": "60 feet",
"area": "none",
"targets": "up to 10 metal objects with a total",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.",
"description_snippet": "Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in y",
"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": "Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a spell attack roll instead of an Athletics check to do so. Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.",
"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": 13259,
"source_line_end": 13281,
"raw_text_block": "MAGNETIC ATTRACTION\nSPELL 2\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets up to 10 metal objects with a total\nBulk of 1 or less\nYou adjust your magnetic polarity, plucking daggers from\nhands and coins from belts. The targeted objects fly to your\nlocation, letting you catch them easily in your hands, or\ndropping to the ground at your position, at your discretion.\nUnattended objects fly to you automatically. If you target\nsecured objects or those in another creature's possession\n(such as sheathed weapons), you must attempt to Disarm\nthe creature of the metal objects, making a spell attack roll\ninstead of an Athletics check to do so.\nInstead of drawing the objects to yourself, you can\npolarize a single metal object within range, designating\nit as a lodestone and causing the metal objects to fly to\nit instead. The lodestone must be at least three times\nthe total Bulk of the targeted metal objects. Objects will\nstick to the lodestone for 1 minute, though they can be\nwrenched away with an Interact action.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "magnetic-attraction",
"content_id": "magnetic-attraction",
"level": 2
}
Secrets of Magic
Magnetic Repulsion
Rank 2 · Spell · Common
You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is -2 and the squares adjacent to you are greater difficult terrain. While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're slowed 1.
Advanced review details
Description snippet: You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares ad
Source lines: 13290 - 13323
Raw text block
MAGNETIC REPULSION SPELL 2 ABJURATION MANTLE OF THE FROZEN HEART MORPH MANTLE OF THE MAGMA HEART FIRE Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is -2 and the squares adjacent to you are greater difficult terrain. While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're slowed 1. Heightened (+3) The status penalty to attack rolls increases by 1. COLD smooth surface, you gain a +20-foot status bonus to your land Speed. • Icy Claws Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the agile and finesse traits, in the brawling weapon group. Your claw attack deals 1d6 piercing damage as its base damage, plus an additional 2d6 cold damage.
Heightened
[
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The status penalty to attack rolls increases by 1. COLD smooth surface, you gain a +20-foot status bonus to your land Speed. • Icy Claws Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the agile and finesse traits, in the brawling weapon group. Your claw attack deals 1d6 piercing damage as its base damage, plus an additional 2d6 cold damage."
}
]
Damage clauses
[
{
"formula": "1d6",
"type": "piercing",
"persistent": false
},
{
"formula": "2d6",
"type": "cold",
"persistent": false
}
]
Effects
{
"description": "You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is -2 and the squares adjacent to you are greater difficult terrain. While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're slowed 1.",
"outcomes": []
}
Full schema_data
{
"id": "magnetic-repulsion",
"name": "Magnetic Repulsion",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"fire",
"frozen",
"heart",
"magma",
"mantle",
"morph",
"of",
"the"
],
"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": "You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is -2 and the squares adjacent to you are greater difficult terrain. While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're slowed 1.",
"description_snippet": "You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares ad",
"heightened": [
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The status penalty to attack rolls increases by 1. COLD smooth surface, you gain a +20-foot status bonus to your land Speed. • Icy Claws Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the agile and finesse traits, in the brawling weapon group. Your claw attack deals 1d6 piercing damage as its base damage, plus an additional 2d6 cold damage."
}
],
"heightened_scaling": [
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The status penalty to attack rolls increases by 1. COLD smooth surface, you gain a +20-foot status bonus to your land Speed. • Icy Claws Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the agile and finesse traits, in the brawling weapon group. Your claw attack deals 1d6 piercing damage as its base damage, plus an additional 2d6 cold damage."
}
],
"damage": [
{
"formula": "1d6",
"type": "piercing",
"persistent": false
},
{
"formula": "2d6",
"type": "cold",
"persistent": false
}
],
"damage_type": [
"cold",
"piercing"
],
"effects": {
"description": "You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a -1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is -2 and the squares adjacent to you are greater difficult terrain. While this spell is active, you require an additional Interact action before using a metal object (including to Strike with a metal weapon), and if you're wearing metal armor, you're slowed 1.",
"outcomes": []
},
"conditions_caused": [
"slowed"
],
"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": 13290,
"source_line_end": 13323,
"raw_text_block": "MAGNETIC REPULSION\nSPELL 2\nABJURATION\nMANTLE OF THE FROZEN HEART\nMORPH\nMANTLE OF THE MAGMA HEART\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou adjust your magnetic polarity, causing metal objects\nto jump and shudder away from you. Attacks made with\nmetal objects against you take a -1 status penalty, and the\nsquares adjacent to you are difficult terrain for creatures\nwearing metal armor. For creatures made entirely of metal,\nthe penalty to their attack rolls is -2 and the squares\nadjacent to you are greater difficult terrain.\nWhile this spell is active, you require an additional\nInteract action before using a metal object (including to\nStrike with a metal weapon), and if you're wearing metal\narmor, you're slowed 1.\nHeightened (+3) The status penalty to attack rolls increases\nby 1.\nCOLD\nsmooth surface, you gain a +20-foot status bonus to\nyour land Speed.\n• Icy Claws Your hands morph into vicious, piercing\nclaws of ice useful for attacking or climbing. As long\nas you have both hands free, you gain a climb Speed\nequal to your land Speed. You gain a claw unarmed\nattack with the agile and finesse traits, in the brawling\nweapon group. Your claw attack deals 1d6 piercing\ndamage as its base damage, plus an additional 2d6\ncold damage.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "magnetic-repulsion",
"content_id": "magnetic-repulsion",
"level": 2
}
Secrets of Magic
Mimic Undead
Rank 2 · Spell · Common
Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal; Requirements You're a living creature. Duration 10 minutes You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.
Advanced review details
Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal; Requirements You're a livi
Source lines: 13396 - 13428
Raw text block
MIMIC UNDEAD Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal; Requirements You're a living creature. Duration 10 minutes You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal; Requirements You're a living creature. Duration 10 minutes You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.",
"outcomes": []
}
Full schema_data
{
"id": "mimic-undead",
"name": "Mimic Undead",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"none"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal; Requirements You're a living creature. Duration 10 minutes You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.",
"description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal; Requirements You're a livi",
"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": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 2 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal; Requirements You're a living creature. Duration 10 minutes You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to Impersonate any other sort of undead. Mindless undead usually don't have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.",
"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": 13396,
"source_line_end": 13428,
"raw_text_block": "MIMIC UNDEAD\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nSPELL 2\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal; Requirements You're a living\ncreature.\nDuration 10 minutes\nYou take death and wrap it about you like a cloak—your\ncolors wash out and your skin grows cold to the touch.\nYour heartbeat, breathing, and similar life functions\nbecome very difficult to detect. Senses such as lifesense\ndetect you as undead unless a creature succeeds at a\nPerception check against the spell's DC, and on a failed\ncheck, they don't detect you at all if they only sense living\ncreatures. Detection spells that specifically sense living\ncreatures must succeed at a counteract check against\nmimic undead to detect you. You gain a +4 status bonus\nto Impersonate an undead but physically intact version of\nyourself and can add your level as your proficiency bonus\neven if you're untrained. You don't gain these benefits to\nImpersonate any other sort of undead. Mindless undead\nusually don't have a reason to even attempt the Perception\ncheck to notice your Impersonation unless you interact\nwith them in some way.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "mimic-undead",
"content_id": "mimic-undead",
"level": 2
}
Core Rulebook (Fourth Printing)
Mirror Image
Rank 2 · Spell · Common
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Advanced review details
Description snippet: Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random ch
Source lines: 55016 - 55036
Raw text block
MIRROR IMAGE ILLUSION SPELL 2 VISUAL Traditions arcane, occult Cast [two-actions] somatic, verbal Duration 1 minute Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "mirror-image",
"name": "Mirror Image",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"visual"
],
"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 illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.",
"description_snippet": "Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random ch",
"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": "Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.",
"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": 55016,
"source_line_end": 55036,
"raw_text_block": "MIRROR IMAGE\nILLUSION\nSPELL 2\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nThree illusory images of you swirl about your space, potentially\ncausing those who attack you to hit one of the images instead\nof you. Any attack that would hit you has a random chance of\nhitting one of your images instead of you. If all three images\nremain, there is a 1 in 4 chance of hitting you (1 on 1d4). With\ntwo images remaining, there is a 1 in 3 chance of hitting you (1-2\non 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6).\nOnce an image is hit, it is destroyed. If an attack roll fails\nto hit your AC but doesn't critically fail, it destroys an image\nbut has no additional effect (even if the attack would normally\nhave an effect on a failure). If an attack roll is a critical\nsuccess and would hit one of the images, one of the images is\ndestroyed and the attack roll becomes a success against you.\nOnce all the images are destroyed, the spell ends.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "mirror-image",
"content_id": "mirror-image",
"level": 2
}
Core Rulebook (4th Printing)
Misdirection
Rank 2 · Spell · Common
Cause one creature’s
Advanced review details
Description snippet: Cause one creature’s
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "illusion",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Cause one creature’s",
"content_id": "misdirection",
"type": "spell",
"description": "Cause one creature’s"
}
Core Rulebook (Fourth Printing)
Obscuring Mist
Rank 2 · Spell · Common
You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.
Advanced review details
Description snippet: You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the clou
Source lines: 55512 - 55522
Raw text block
OBSCURING MIST CONJURATION WATER Traditions arcane, primal SPELL 2 Cast [three-actions] material, somatic, verbal Range 120 feet; Area 20-foot burst Duration 1 minute You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.",
"outcomes": []
}
Full schema_data
{
"id": "obscuring-mist",
"name": "Obscuring Mist",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"water"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "20-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.",
"description_snippet": "You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the clou",
"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 call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.",
"outcomes": []
},
"conditions_caused": [
"concealed"
],
"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": 55512,
"source_line_end": 55522,
"raw_text_block": "OBSCURING MIST\nCONJURATION\nWATER\nTraditions arcane, primal\nSPELL 2\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 20-foot burst\nDuration 1 minute\nYou call forth a cloud of mist. All creatures within the mist\nbecome concealed, and all creatures outside the mist become\nconcealed to creatures within it. You can Dismiss the cloud.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "obscuring-mist",
"content_id": "obscuring-mist",
"level": 2
}
Secrets of Magic
Obscuring MistC
Rank 2 · Spell · Rare
Conceal creatures in a cloud of mist.
Advanced review details
Description snippet: Conceal creatures in a cloud of mist.
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "conjuration",
"traditions": [
"primal"
],
"heightenable": false,
"rarity": "rare",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Conceal creatures in a cloud of mist.",
"content_id": "obscuring_mistc",
"type": "spell",
"description": "Conceal creatures in a cloud of mist."
}
Core Rulebook (4th Printing)
Paranoia
Rank 2 · Spell · Common
Make a creature believe
Advanced review details
Description snippet: Make a creature believe
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "illusion",
"traditions": [
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Make a creature believe",
"content_id": "paranoia",
"type": "spell",
"description": "Make a creature believe"
}
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