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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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Showing page 14 of 36 for 898 matching canonical spell rows.
Page 14 of 36
Secrets of Magic
Persistent Servant
Rank 2 · Spell · Common
You call forth an unseen servant and task it to perform a specific chore repeatedly within the spell's area. It keeps working without needing Sustain a Spell, but it can't leave the area or handle tasks requiring timing, discretion, or delicate judgment.
Advanced review details
Description snippet: Summon an unseen servant to repeat a simple chore.
Source lines: 13909 - 13938
Raw text block
PERSISTENT SERVANT SPELL 2 CONJURATION Tradition arcane, occult Cast 1 minute (material, somatic, verbal) Range 120 feet; Area 60-foot burst Duration until your next daily preparations You call forth an unseen servant and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area. The servant isn't a minion, and you don't need to Sustain the Spell in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range. Tasks that rely on timing, discretion, or significant manual dexterity are doomed to failure.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call forth an unseen servant and task it to perform a specific chore repeatedly within the spell's area. It keeps working without needing Sustain a Spell, but it can't leave the area or handle tasks requiring timing, discretion, or delicate judgment.",
"outcomes": []
}
Full schema_data
{
"id": "persistent-servant",
"name": "Persistent Servant",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "1_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "60-foot burst",
"targets": "none",
"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 forth an unseen servant and task it to perform a specific chore repeatedly within the spell's area. It keeps working without needing Sustain a Spell, but it can't leave the area or handle tasks requiring timing, discretion, or delicate judgment.",
"description_snippet": "Summon an unseen servant to repeat a simple chore.",
"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 an unseen servant and task it to perform a specific chore repeatedly within the spell's area. It keeps working without needing Sustain a Spell, but it can't leave the area or handle tasks requiring timing, discretion, or delicate judgment.",
"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": 13909,
"source_line_end": 13938,
"raw_text_block": "PERSISTENT SERVANT\nSPELL 2\nCONJURATION\nTradition arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange 120 feet; Area 60-foot burst\nDuration until your next daily preparations\nYou call forth an unseen servant and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area.\nThe servant isn't a minion, and you don't need to Sustain the Spell in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range.\nTasks that rely on timing, discretion, or significant manual dexterity are doomed to failure.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "persistent-servant",
"content_id": "persistent-servant",
"level": 2
}
Advanced Player's Guide
Phantasmal Treasure
Rank 2 · Spell · Common
A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save. Critical Success: The target is unaffected. Success: The target becomes fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends. Failure: As success, but the duration is 1 minute. Critical Failure: As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)
Advanced review details
Description snippet: A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure,
Source lines: 31285 - 31314
Raw text block
PHANTASMAL TREASURE EMOTION ILLUSION SPELL 2 MENTAL Traditions arcane, occult Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 living creature Saving Throw Will; Duration varies A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save. Critical Success The target is unaffected. Success The target becomes fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends.",
"Failure": "As success, but the duration is 1 minute.",
"Critical Failure": "As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)"
}
}
Full schema_data
{
"id": "phantasmal-treasure",
"name": "Phantasmal Treasure",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"emotion",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 living creature",
"duration": "varies",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save. Critical Success: The target is unaffected. Success: The target becomes fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends. Failure: As success, but the duration is 1 minute. Critical Failure: As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)",
"description_snippet": "A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure,",
"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": "A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. The target's response to the treasure is based on the outcome of the target's Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends.",
"Failure": "As success, but the duration is 1 minute.",
"Critical Failure": "As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)"
}
},
"conditions_caused": [
"fascinated"
],
"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": 31285,
"source_line_end": 31314,
"raw_text_block": "PHANTASMAL TREASURE\nEMOTION\nILLUSION\nSPELL 2\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 living creature\nSaving Throw Will; Duration varies\nA phantasmal image of the most precious thing imaginable\nto the target appears in a location of your choice within the\nspell's range. Only the spell's target can see the treasure,\nthough you can see the vague shape of the treasure—be it a\npile of items, a deific avatar, or a cherished loved one or hero.\nThe target's response to the treasure is based on the outcome\nof the target's Will save.\nCritical Success The target is unaffected.\nSuccess The target becomes fascinated with the treasure, and\nthe duration is until the end of its turn. The target can also try\nto disbelieve the illusion if it touches the treasure, Seeks to\nexamine it, or speaks to it if the illusion appears to be a person\nor the like. If the target disbelieves the illusion, the spell ends.\nFailure As success, but the duration is 1 minute.\nCritical Failure As success, but the duration is 1 minute. The\ntarget finds the treasure so appealing that until the spell\nends, it must spend each action focused on it. This can\ninclude moving toward the treasure if the target isn't next\nto it, and Interacting with the treasure if the target is next\nto it. (If the illusion appears to be a person or the like, the\ntarget can also Interact to converse with it.)",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "phantasmal-treasure",
"content_id": "phantasmal-treasure",
"level": 2
}
Secrets of Magic
Phantom Crowd
Rank 2 · Spell · Common
A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action.
Advanced review details
Description snippet: A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a S
Source lines: 14080 - 14102
Raw text block
PHANTOM CROWD SPELL 2 VISUAL Traditions arcane, occult Cast [two-actions] somatic, verbal Range 60 feet; Area a 10-foot square Duration sustained up to 10 minutes A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action. Heightened (+1) The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action.",
"outcomes": []
}
Full schema_data
{
"id": "phantom-crowd",
"name": "Phantom Crowd",
"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": "60 feet",
"area": "a 10-foot square",
"targets": "none",
"duration": "sustained up to 10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that action.",
"description_snippet": "A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a S",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion. When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a Performance check, you can also Sustain this Spell as part of that 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": 14080,
"source_line_end": 14102,
"raw_text_block": "PHANTOM CROWD\nSPELL 2\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Area a 10-foot square\nDuration sustained up to 10 minutes\nA tightly packed crowd of humanoids appropriate to the\narea appear, facing you and agreeing loudly with anything\nyou say. A creature that touches a member of the crowd\nor makes a Seek action to examine the crowd can attempt\nto disbelieve your illusion. The crowd is difficult terrain for\nanyone who hasn't disbelieved the illusion.\nWhen you spend 1 or more actions to cast a composition\nspell (Core Rulebook 386) or to perform an activity that\nincludes a Performance check, you can also Sustain this\nSpell as part of that action.\nHeightened (+1) The crowd occupies an additional 10-foot\nsquare in range. The additional square doesn't need to\nbe adjacent to any other square created by the spell.\nIt can overlap, but there's no additional effect in the\noverlapped squares.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "phantom-crowd",
"content_id": "phantom-crowd",
"level": 2
}
Core Rulebook (Fourth Printing)
Phantom Steed
Rank 2 · Spell · Common
You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk.
Advanced review details
Description snippet: You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 H
Source lines: 55834 - 55853
Raw text block
PHANTOM STEED SPELL 2 CONJURATION Traditions arcane, occult, primal Cast 10 minutes (somatic, verbal) Range 30 feet Duration 8 hours You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk. Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall. Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain.
Heightened
[
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk.",
"outcomes": []
}
Full schema_data
{
"id": "phantom-steed",
"name": "Phantom Steed",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "10 minutes (somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "8 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk.",
"description_snippet": "You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 H",
"heightened": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain."
}
],
"heightened_scaling": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk.",
"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": 55834,
"source_line_end": 55853,
"raw_text_block": "PHANTOM STEED\nSPELL 2\nCONJURATION\nTraditions arcane, occult, primal\nCast 10 minutes (somatic, verbal)\nRange 30 feet\nDuration 8 hours\nYou conjure a Large, magical, equine creature that only you (or\nanother Medium or Small creature you choose) can ride. The\nhorse is clearly phantasmal in nature, has 20 AC and 10 Hit\nPoints, and automatically fails all saves. If it's reduced to 0 Hit\nPoints, it disappears and the spell ends. The steed has a Speed\nof 40 feet and can hold its rider's body weight, plus 20 Bulk.\nHeightened (4th) The steed has a Speed of 60 feet, can walk\non water, and ignores areas of natural difficult terrain.\nHeightened (5th) The steed has a Speed of 60 feet, can walk\non water, and ignores areas of natural difficult terrain. It can\nalso air walk but must end its turn on solid ground or fall.\nHeightened (6th) The steed can walk or fly at a Speed of 80\nfeet, can walk on water, and ignores natural difficult terrain.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "phantom-steed",
"content_id": "phantom-steed",
"level": 2
}
Secrets of Magic
Quench APG
Rank 2 · Spell · Common
Put out fires and hurt fire creatures.
Advanced review details
Description snippet: Put out fires and hurt fire creatures.
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "abjuration",
"traditions": [
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Put out fires and hurt fire creatures.",
"content_id": "quench_apg",
"type": "spell",
"description": "Put out fires and hurt fire creatures."
}
Secrets of Magic
Rapid Adaptation
Rank 2 · Spell · Common
You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment. • Aquatic The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. • Arctic The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead. • Desert The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead. • Forest The target gains scent as an imprecise sense with a range of 30 feet. • Mountain The target isn't flat-footed when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead. • Plains The target gains a +10-foot status bonus to its land Speed. • Underground The target gains darkvision.
Advanced review details
Description snippet: You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations base
Source lines: 14432 - 14460
Raw text block
RAPID ADAPTATION SPELL 2 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range touch; Targets your companion or eidolon Duration 1 hour You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment. • Aquatic The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. • Arctic The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead. • Desert The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead. • Forest The target gains scent as an imprecise sense with a range of 30 feet. • Mountain The target isn't flat-footed when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead. • Plains The target gains a +10-foot status bonus to its land Speed. • Underground The target gains darkvision.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment. • Aquatic The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. • Arctic The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead. • Desert The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead. • Forest The target gains scent as an imprecise sense with a range of 30 feet. • Mountain The target isn't flat-footed when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead. • Plains The target gains a +10-foot status bonus to its land Speed. • Underground The target gains darkvision.",
"outcomes": []
}
Full schema_data
{
"id": "rapid-adaptation",
"name": "Rapid Adaptation",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "your companion or eidolon",
"duration": "1 hour",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment. • Aquatic The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. • Arctic The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead. • Desert The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead. • Forest The target gains scent as an imprecise sense with a range of 30 feet. • Mountain The target isn't flat-footed when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead. • Plains The target gains a +10-foot status bonus to its land Speed. • Underground The target gains darkvision.",
"description_snippet": "You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations base",
"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 flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. The target gains one of the following natural adaptations based on the surrounding environment. • Aquatic The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. • Arctic The target isn't affected by severe or extreme cold, and when it rolls a success on an Acrobatics check to Balance on ice and snow, it gets a critical success instead. • Desert The target isn't affected by severe or extreme heat, and when it rolls a success on an Acrobatics check to Balance on sand, it gets a critical success instead. • Forest The target gains scent as an imprecise sense with a range of 30 feet. • Mountain The target isn't flat-footed when Climbing, and when it rolls a success on an Acrobatics check to Balance on rubble, it gets a critical success instead. • Plains The target gains a +10-foot status bonus to its land Speed. • Underground The target gains darkvision.",
"outcomes": []
},
"conditions_caused": [
"flat-footed"
],
"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": 14432,
"source_line_end": 14460,
"raw_text_block": "RAPID ADAPTATION\nSPELL 2\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets your companion or eidolon\nDuration 1 hour\nYou flood the target with energy from the terrain around it,\ncompressing centuries of evolution into a single moment.\nThe target gains one of the following natural adaptations\nbased on the surrounding environment.\n• Aquatic The target gains a swim Speed equal to its\nland Speed. If it already had a swim Speed, it gains a\n+10-foot status bonus to its swim Speed.\n• Arctic The target isn't affected by severe or extreme\ncold, and when it rolls a success on an Acrobatics\ncheck to Balance on ice and snow, it gets a critical\nsuccess instead.\n• Desert The target isn't affected by severe or extreme\nheat, and when it rolls a success on an Acrobatics check\nto Balance on sand, it gets a critical success instead.\n• Forest The target gains scent as an imprecise sense\nwith a range of 30 feet.\n• Mountain The target isn't flat-footed when Climbing,\nand when it rolls a success on an Acrobatics check to\nBalance on rubble, it gets a critical success instead.\n• Plains The target gains a +10-foot status bonus to its\nland Speed.\n• Underground The target gains darkvision.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "rapid-adaptation",
"content_id": "rapid-adaptation",
"level": 2
}
Advanced Player's Guide
Reaper's Lantern
Rank 2 · Spell · Common
You call forth a ghostly lantern that hampers healing for the living and weakens undead in its glow. The lantern sheds light around you, and you can expand its emanation over time. failure_living: Living creatures gain only half the normal benefit from healing effects while within the area. failure_undead: Undead targets become enfeebled 1 while within the area.
Advanced review details
Description snippet: A ghostly lantern weakens the living and the undead differently.
Source lines: 31594 - 31636
Raw text block
REAPER'S LANTERN DEATH LIGHT SPELL 2 NECROMANCY Traditions divine, occult, primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw Fortitude; Duration 1 minute You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends. Living creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area. Undead targets that fail their Fortitude saves become enfeebled 1 while within the area. Once per turn, starting on the turn after you cast reaper's lantern, you can use a single action with the concentrate trait to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call forth a ghostly lantern that hampers healing for the living and weakens undead in its glow. The lantern sheds light around you, and you can expand its emanation over time.",
"outcomes": {
"failure_living": "Living creatures gain only half the normal benefit from healing effects while within the area.",
"failure_undead": "Undead targets become enfeebled 1 while within the area."
}
}
Full schema_data
{
"id": "reapers-lantern",
"name": "Reaper's Lantern",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"occult",
"primal"
],
"traits": [
"death",
"light"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "5-foot emanation",
"targets": "none",
"duration": "1 minute",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call forth a ghostly lantern that hampers healing for the living and weakens undead in its glow. The lantern sheds light around you, and you can expand its emanation over time. failure_living: Living creatures gain only half the normal benefit from healing effects while within the area. failure_undead: Undead targets become enfeebled 1 while within the area.",
"description_snippet": "A ghostly lantern weakens the living and the undead differently.",
"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 ghostly lantern that hampers healing for the living and weakens undead in its glow. The lantern sheds light around you, and you can expand its emanation over time.",
"outcomes": {
"failure_living": "Living creatures gain only half the normal benefit from healing effects while within the area.",
"failure_undead": "Undead targets become enfeebled 1 while within the area."
}
},
"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": 31594,
"source_line_end": 31636,
"raw_text_block": "REAPER'S LANTERN\nDEATH\nLIGHT\nSPELL 2\nNECROMANCY\nTraditions divine, occult, primal\nCast [two-actions] somatic, verbal\nArea 5-foot emanation\nSaving Throw Fortitude; Duration 1 minute\nYou call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends.\nLiving creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area. Undead targets that fail their Fortitude saves become enfeebled 1 while within the area.\nOnce per turn, starting on the turn after you cast reaper's lantern, you can use a single action with the concentrate trait to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "reapers-lantern",
"content_id": "reapers-lantern",
"level": 2
}
Core Rulebook (Fourth Printing)
Remove Fear
Rank 2 · Spell · Common
With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.
Advanced review details
Description snippet: With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures unde
Source lines: 56867 - 56878
Raw text block
REMOVE FEAR SPELL 2 ENCHANTMENT Traditions divine, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect. Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.",
"outcomes": []
}
Full schema_data
{
"id": "remove-fear",
"name": "Remove Fear",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.",
"description_snippet": "With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures unde",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.",
"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": 56867,
"source_line_end": 56878,
"raw_text_block": "REMOVE FEAR\nSPELL 2\nENCHANTMENT\nTraditions divine, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nWith a touch, you ease a creature's fears. You can attempt\nto counteract a single fear effect that the target suffers from.\nThis frees only the target, not any other creatures under the\nfear effect.\nHeightened (6th) The spell's range increases to 30 feet, and\nyou can target up to 10 creatures.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "remove-fear",
"content_id": "remove-fear",
"level": 2
}
Core Rulebook (Fourth Printing)
Remove Paralysis
Rank 2 · Spell · Common
A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.
Advanced review details
Description snippet: A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paraly
Source lines: 47366 - 47366
Raw text block
Remove Paralysis H (nec): Free a
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.",
"outcomes": []
}
Full schema_data
{
"id": "remove-paralysis",
"name": "Remove Paralysis",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"occult",
"primal"
],
"traits": [
"healing"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.",
"description_snippet": "A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paraly",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.",
"outcomes": []
},
"conditions_caused": [
"paralyzed"
],
"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": 47366,
"source_line_end": 47366,
"raw_text_block": "Remove Paralysis H (nec): Free a",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "remove-paralysis",
"content_id": "remove-paralysis",
"level": 2
}
Core Rulebook (Fourth Printing)
Resist Energy
Rank 2 · Spell · Common
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Advanced review details
Description snippet: A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5
Source lines: 56983 - 56997
Raw text block
RESIST ENERGY SPELL 2 ABJURATION Traditions arcane, divine, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Duration 10 minutes A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. Heightened (4th) The resistance increases to 10, and you can target up to two creatures. Heightened (7th) The resistance increases to 15, and you can target up to five creatures.
Heightened
[
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The resistance increases to 10, and you can target up to two creatures."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The resistance increases to 15, and you can target up to five creatures."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.",
"outcomes": []
}
Full schema_data
{
"id": "resist-energy",
"name": "Resist Energy",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.",
"description_snippet": "A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5",
"heightened": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The resistance increases to 10, and you can target up to two creatures."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The resistance increases to 15, and you can target up to five creatures."
}
],
"heightened_scaling": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The resistance increases to 10, and you can target up to two creatures."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The resistance increases to 15, and you can target up to five creatures."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.",
"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": 56983,
"source_line_end": 56997,
"raw_text_block": "RESIST ENERGY\nSPELL 2\nABJURATION\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nDuration 10 minutes\nA shield of elemental energy protects a creature against one\ntype of energy damage. Choose acid, cold, electricity, fire, or\nsonic damage. The target and its gear gain resistance 5 against\nthe damage type you chose.\nHeightened (4th) The resistance increases to 10, and you can\ntarget up to two creatures.\nHeightened (7th) The resistance increases to 15, and you can\ntarget up to five creatures.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "resist-energy",
"content_id": "resist-energy",
"level": 2
}
Core Rulebook (4th Printing)
Restoration
Rank 2 · Spell · Common
Reduce a condition
Advanced review details
Description snippet: Reduce a condition
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "necromancy",
"traditions": [
"divine",
"occult",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Reduce a condition",
"content_id": "restoration",
"type": "spell",
"description": "Reduce a condition"
}
Core Rulebook (Fourth Printing)
Restore Senses
Rank 2 · Spell · Common
You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.
Advanced review details
Description snippet: You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and p
Source lines: 57066 - 57081
Raw text block
RESTORE SENSES HEALING SPELL 2 NECROMANCY Traditions divine, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin. Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.",
"outcomes": []
}
Full schema_data
{
"id": "restore-senses",
"name": "Restore Senses",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"occult",
"primal"
],
"traits": [
"healing"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.",
"description_snippet": "You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and p",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.",
"outcomes": []
},
"conditions_caused": [
"blinded",
"deafened"
],
"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": 57066,
"source_line_end": 57081,
"raw_text_block": "RESTORE SENSES\nHEALING\nSPELL 2\nNECROMANCY\nTraditions divine, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nYou attempt to counteract a single effect imposing the blinded\nor deafened conditions on the target, restoring its vision\nor hearing. This can counteract both temporary magic and\npermanent consequences of magic, but it doesn't cure someone\nwho does not have the sense due to some natural state or\neffect, such as from birth or from a non-magical wound or toxin.\nHeightened (6th) The spell's range increases to 30 feet, and\nyou can target up to 10 creatures. You can choose the effect\nto counteract separately for each selected creature.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "restore-senses",
"content_id": "restore-senses",
"level": 2
}
Secrets of Magic
Scorching Ray
Rank 2 · Spell · Common
You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.
Advanced review details
Description snippet: You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double dam
Source lines: 14846 - 14870
Raw text block
SCORCHING RAY ATTACK EVOCATION SPELL 2 FIRE Traditions arcane, primal Cast [one-action] to [three-actions] somatic, verbal Range 60 feet; Targets 1 or more creatures You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit. Heightened (+1) The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.",
"outcomes": []
}
Full schema_data
{
"id": "scorching-ray",
"name": "Scorching Ray",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"attack",
"fire"
],
"cast": "[one-action] to [three-actions] somatic, verbal",
"cast_actions": "1_action_to_3_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 or more creatures",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.",
"description_snippet": "You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double dam",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions."
}
],
"damage": [
{
"formula": "2d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.",
"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": 14846,
"source_line_end": 14870,
"raw_text_block": "SCORCHING RAY\nATTACK\nEVOCATION\nSPELL 2\nFIRE\nTraditions arcane, primal\nCast [one-action] to [three-actions] somatic, verbal\nRange 60 feet; Targets 1 or more creatures\nYou fire a ray of heat and flame. Make a spell attack\nroll against a single creature. On a hit, the target takes\n2d6 fire damage, and on a critical hit, the target takes\ndouble damage.\nFor each additional action you use when Casting the\nSpell, you can fire an additional ray at a different target,\nto a maximum of three rays targeting three different\ntargets for 3 actions. These attacks each increase your\nmultiple attack penalty, but you don't increase your\nmultiple attack penalty until after you make all the spell\nattack rolls for scorching ray. If you spend 2 or more\nactions Casting the Spell, the damage increases to 4d6\nfire damage on a hit, and it still deals double damage on\na critical hit.\nHeightened (+1) The damage to each target increases by\n1d6 for the 1-action version, or by 2d6 for the 2-action\nand 3-action versions.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "scorching-ray",
"content_id": "scorching-ray",
"level": 2
}
Core Rulebook (Fourth Printing)
See Invisibility
Rank 2 · Spell · Common
You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.
Advanced review details
Description snippet: You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.
Source lines: 57473 - 57482
Raw text block
SEE INVISIBILITY SPELL 2 REVELATION Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Duration 10 minutes You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you. Heightened (5th) The spell has a duration of 8 hours.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The spell has a duration of 8 hours."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.",
"outcomes": []
}
Full schema_data
{
"id": "see-invisibility",
"name": "See Invisibility",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"revelation"
],
"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 can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.",
"description_snippet": "You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The spell has a duration of 8 hours."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The spell has a duration of 8 hours."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.",
"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": 57473,
"source_line_end": 57482,
"raw_text_block": "SEE INVISIBILITY\nSPELL 2\nREVELATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou can see invisible creatures and objects. They appear to\nyou as translucent shapes, and they are concealed to you.\nHeightened (5th) The spell has a duration of 8 hours.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "see-invisibility",
"content_id": "see-invisibility",
"level": 2
}
Core Rulebook (Fourth Printing)
Shape Wood
Rank 2 · Spell · Common
You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping.
Advanced review details
Description snippet: You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this
Source lines: 57627 - 57639
Raw text block
SHAPE WOOD PLANT TRANSMUTATION Traditions primal SPELL 2 Cast [two-actions] somatic, verbal Range touch; Targets an unworked piece of wood up to 20 cubic feet in volume You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping.",
"outcomes": []
}
Full schema_data
{
"id": "shape-wood",
"name": "Shape Wood",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"plant"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "an unworked piece of wood up to 20 cubic feet in volume",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping.",
"description_snippet": "You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this",
"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 shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping.",
"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": 57627,
"source_line_end": 57639,
"raw_text_block": "SHAPE WOOD\nPLANT\nTRANSMUTATION\nTraditions primal\nSPELL 2\nCast [two-actions] somatic, verbal\nRange touch; Targets an unworked piece of wood up to 20\ncubic feet in volume\nYou shape the wood into a rough shape of your choice. The\nshaping power is too crude to produce with intricate parts,\nfine details, moving pieces, or the like. You cannot use\nthis spell to enhance the value of the wooden object you\nare shaping.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "shape-wood",
"content_id": "shape-wood",
"level": 2
}
Core Rulebook (4th Printing)
Shatter
Rank 2 · Spell · Common
Shatter an object with a
Advanced review details
Description snippet: Shatter an object with a
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "evocation",
"traditions": [
"occult",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Shatter an object with a",
"content_id": "shatter",
"type": "spell",
"description": "Shatter an object with a"
}
Core Rulebook (Fourth Printing)
Shield Other
Rank 2 · Spell · Common
You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.
Advanced review details
Description snippet: Absorb half the damage an ally would take.
Source lines: 57368 - 57413
Raw text block
SHIELD OTHER SPELL 2 NECROMANCY Traditions divine Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Duration 10 minutes You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "shield-other",
"name": "Shield Other",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.",
"description_snippet": "Absorb half the damage an ally would take.",
"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 forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then 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": 57368,
"source_line_end": 57413,
"raw_text_block": "SHIELD OTHER\nSPELL 2\nNECROMANCY\nTraditions divine\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nDuration 10 minutes\nYou forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shield-other",
"content_id": "shield-other",
"level": 2
}
Core Rulebook (4th Printing)
Shrink
Rank 2 · Spell · Common
Reduce a willing creature
Advanced review details
Description snippet: Reduce a willing creature
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "transmutation",
"traditions": [
"arcane",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Reduce a willing creature",
"content_id": "shrink",
"type": "spell",
"description": "Reduce a willing creature"
}
Core Rulebook (4th Printing)
Silence
Rank 2 · Spell · Common
Mute all sound from a
Advanced review details
Description snippet: Mute all sound from a
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 2,
"school": "illusion",
"traditions": [
"divine",
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Mute all sound from a",
"content_id": "silence",
"type": "spell",
"description": "Mute all sound from a"
}
Secrets of Magic
Sonata Span
Rank 2 · Spell · Common
By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge. SOOTHING BLOSSOMS CONJURATION
Advanced review details
Description snippet: By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over
Source lines: 15033 - 15073
Raw text block
SONATA SPAN SPELL 2 SONIC Traditions occult Cast [two-actions] somatic, verbal Area 30-foot line Duration sustained By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge. SOOTHING BLOSSOMS CONJURATION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge. SOOTHING BLOSSOMS CONJURATION",
"outcomes": []
}
Full schema_data
{
"id": "sonata-span",
"name": "Sonata Span",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"sonic"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "30-foot line",
"targets": "none",
"duration": "sustained",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge. SOOTHING BLOSSOMS CONJURATION",
"description_snippet": "By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over",
"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": "By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge. SOOTHING BLOSSOMS CONJURATION",
"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": 15033,
"source_line_end": 15073,
"raw_text_block": "SONATA SPAN\nSPELL 2\nSONIC\nTraditions occult\nCast [two-actions] somatic, verbal\nArea 30-foot line\nDuration sustained\nBy playing a brief tune on an instrument or in song, you\ncause the notes of the melody to physically manifest into\na shimmering, translucent path. This path doesn't need to\nbe over solid ground and can tilt up or down diagonally up\nto 45 degrees, but it must be a straight, 5-foot-wide line.\nIt can support as many creatures as can physically fit on\nthe bridge.\nSOOTHING BLOSSOMS\nCONJURATION",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "sonata-span",
"content_id": "sonata-span",
"level": 2
}
Advanced Player's Guide
Soothing Mist
Rank 2 · Focus · Uncommon
You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 positive damage (basic Fortitude save); if it fails the save, it also takes 2 persistent positive damage.
Advanced review details
Description snippet: You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, blee
Source lines: 33456 - 33476
Raw text block
SOOTHING MIST UNCOMMON HEALING FOCUS 2 NECROMANCY POSITIVE RANGER Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing living creature or 1 undead creature You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 positive damage (basic Fortitude save); if it fails the save, it also takes 2 persistent positive damage. Heightened (+1) The amount of healing (or damage to an undead target) increases by 1d8, and the persistent positive damage to an undead creature increases by 1.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The amount of healing (or damage to an undead target) increases by 1d8, and the persistent positive damage to an undead creature increases by 1."
}
]
Damage clauses
[
{
"formula": "2d8",
"type": "positive",
"persistent": false
}
]
Effects
{
"description": "You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 positive damage (basic Fortitude save); if it fails the save, it also takes 2 persistent positive damage.",
"outcomes": []
}
Full schema_data
{
"id": "soothing-mist",
"name": "Soothing Mist",
"rank": 2,
"is_cantrip": false,
"spell_type": "focus",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"healing",
"positive"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 willing living creature or 1 undead creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 positive damage (basic Fortitude save); if it fails the save, it also takes 2 persistent positive damage.",
"description_snippet": "You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, blee",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The amount of healing (or damage to an undead target) increases by 1d8, and the persistent positive damage to an undead creature increases by 1."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The amount of healing (or damage to an undead target) increases by 1d8, and the persistent positive damage to an undead creature increases by 1."
}
],
"damage": [
{
"formula": "2d8",
"type": "positive",
"persistent": false
}
],
"damage_type": [
"positive"
],
"effects": {
"description": "You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 positive damage (basic Fortitude save); if it fails the save, it also takes 2 persistent positive damage.",
"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": 33456,
"source_line_end": 33476,
"raw_text_block": "SOOTHING MIST\nUNCOMMON\nHEALING\nFOCUS 2\nNECROMANCY\nPOSITIVE\nRANGER\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 willing living creature or 1\nundead creature\nYou call forth a magical mist of positive energy that envelops\na creature. The mist restores 2d8 Hit Points to a target living\ncreature and ends one source of persistent acid, bleed, fire,\nnegative, or poison damage affecting it. If the creature is\ntaking persistent damage from multiple sources, you select\nwhich one is removed. Against an undead target, you deal 2d8\npositive damage (basic Fortitude save); if it fails the save, it\nalso takes 2 persistent positive damage.\nHeightened (+1) The amount of healing (or damage to an\nundead target) increases by 1d8, and the persistent positive\ndamage to an undead creature increases by 1.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "soothing-mist",
"content_id": "soothing-mist",
"level": 2
}
Core Rulebook (Fourth Printing)
Sound Burst
Rank 2 · Spell · Common
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is deafened for 1 round. Critical Failure: The creature takes double damage, is deafened for 1 minute, and is stunned 1.
Advanced review details
Description snippet: A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
Source lines: 58013 - 58028
Raw text block
SOUND BURST EVOCATION SPELL 2 SONIC Traditions divine, occult Cast [two-actions] somatic, verbal Range 30 feet; Area 10-foot burst Saving Throw Fortitude A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1. Heightened (+1) The damage increases by 1d10.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10."
}
]
Damage clauses
[
{
"formula": "2d10",
"type": "sonic",
"persistent": false
}
]
Effects
{
"description": "A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is deafened for 1 round.",
"Critical Failure": "The creature takes double damage, is deafened for 1 minute, and is stunned 1."
}
}
Full schema_data
{
"id": "sound-burst",
"name": "Sound Burst",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"sonic"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "10-foot burst",
"targets": "none",
"duration": "none",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is deafened for 1 round. Critical Failure: The creature takes double damage, is deafened for 1 minute, and is stunned 1.",
"description_snippet": "A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10."
}
],
"damage": [
{
"formula": "2d10",
"type": "sonic",
"persistent": false
}
],
"damage_type": [
"sonic"
],
"effects": {
"description": "A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is deafened for 1 round.",
"Critical Failure": "The creature takes double damage, is deafened for 1 minute, and is stunned 1."
}
},
"conditions_caused": [
"deafened",
"stunned"
],
"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": 58013,
"source_line_end": 58028,
"raw_text_block": "SOUND BURST\nEVOCATION\nSPELL 2\nSONIC\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 10-foot burst\nSaving Throw Fortitude\nA cacophonous noise blasts out, dealing 2d10 sonic damage.\nEach creature must attempt a Fortitude save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and is deafened for 1 round.\nCritical Failure The creature takes double damage, is deafened\nfor 1 minute, and is stunned 1.\nHeightened (+1) The damage increases by 1d10.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "sound-burst",
"content_id": "sound-burst",
"level": 2
}
Core Rulebook (Fourth Printing)
Speak With Animals
Rank 2 · Spell · Common
You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.
Advanced review details
Description snippet: You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be te
Source lines: 58033 - 58042
Raw text block
SPEAK WITH ANIMALS SPELL 2 DIVINATION Traditions primal Cast [two-actions] somatic, verbal Duration 10 minutes You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.",
"outcomes": []
}
Full schema_data
{
"id": "speak-with-animals",
"name": "Speak With Animals",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"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 can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.",
"description_snippet": "You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be te",
"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 can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.",
"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": 58033,
"source_line_end": 58042,
"raw_text_block": "SPEAK WITH ANIMALS\nSPELL 2\nDIVINATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou can ask questions of, receive answers from, and use the\nDiplomacy skill with animals. The spell doesn't make them more\nfriendly than normal. Cunning animals are likely to be terse and\nevasive, while less intelligent ones often make inane comments.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "speak-with-animals",
"content_id": "speak-with-animals",
"level": 2
}
Core Rulebook (Fourth Printing)
Spectral Hand
Rank 2 · Spell · Common
You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.
Advanced review details
Description snippet: You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target wit
Source lines: 58068 - 58082
Raw text block
SPECTRAL HAND SPELL 2 NECROMANCY Traditions arcane, occult Cast [two-actions] somatic, verbal Range 120 feet Duration 1 minute You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.",
"outcomes": []
}
Full schema_data
{
"id": "spectral-hand",
"name": "Spectral Hand",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"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 create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.",
"description_snippet": "You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target wit",
"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 create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 58068,
"source_line_end": 58082,
"raw_text_block": "SPECTRAL HAND\nSPELL 2\nNECROMANCY\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet\nDuration 1 minute\nYou create a semicorporeal hand out of your essence that\ndelivers touch spells for you. Whenever you Cast a Spell with a\nrange of touch, you can have the hand crawl to a target within\nrange along the ground, touch it, and then crawl back to you.\nWhen making a melee spell attack with the hand, you use your\nnormal bonuses. The hand can move as far as it needs to within\nrange. The hand has your AC and saves, but any damage to the\nhand destroys it and causes you to take 1d6 damage.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "spectral-hand",
"content_id": "spectral-hand",
"level": 2
}
Core Rulebook (Fourth Printing)
Spider Climb
Rank 2 · Spell · Common
Tiny clinging hairs sprout across the creature's hands and feet, letting it climb nearly any surface at full Speed.
Advanced review details
Description snippet: Give a creature a climb Speed.
Source lines: 58553 - 58560
Raw text block
SPIDER CLIMB SPELL 2 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Duration 10 minutes Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed. Heightened (5th) The duration increases to 1 hour.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The duration increases to 1 hour."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Tiny clinging hairs sprout across the creature's hands and feet, letting it climb nearly any surface at full Speed.",
"outcomes": []
}
Full schema_data
{
"id": "spider-climb",
"name": "Spider Climb",
"rank": 2,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Tiny clinging hairs sprout across the creature's hands and feet, letting it climb nearly any surface at full Speed.",
"description_snippet": "Give a creature a climb Speed.",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The duration increases to 1 hour."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The duration increases to 1 hour."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Tiny clinging hairs sprout across the creature's hands and feet, letting it climb nearly any surface at full Speed.",
"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": 58553,
"source_line_end": 58560,
"raw_text_block": "SPIDER CLIMB\nSPELL 2\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nDuration 10 minutes\nTiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.\nHeightened (5th) The duration increases to 1 hour.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "spider-climb",
"content_id": "spider-climb",
"level": 2
}
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