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Spell Catalogue

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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

Registry ID
persistent-servant
SpellCommonconjurationarcaneoccult

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.

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

Registry ID
phantasmal-treasure
SpellCommonillusionarcaneoccult

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,

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

Registry ID
phantom-crowd
SpellCommonillusionarcaneoccult

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

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

Registry ID
phantom-steed
SpellCommonconjurationarcaneoccultprimal

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

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

Registry ID
quench-apg
SpellCommonabjurationprimal

Put out fires and hurt fire creatures.

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

Registry ID
rapid-adaptation
SpellCommontransmutationarcaneprimal

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

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

Registry ID
reapers-lantern
SpellCommonnecromancydivineoccultprimal

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.

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

Registry ID
remove-fear
SpellCommonenchantmentdivineoccultprimal

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

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

Registry ID
remove-paralysis
SpellCommonnecromancydivineoccultprimal

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

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

Registry ID
resist-energy
SpellCommonabjurationarcanedivineoccult

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

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

Registry ID
restoration
SpellCommonnecromancydivineoccultprimal

Reduce a condition

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

Registry ID
restore-senses
SpellCommonnecromancydivineoccultprimal

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

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

Registry ID
scorching-ray
SpellCommonevocationarcaneprimal

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

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

Registry ID
see-invisibility
SpellCommondivinationarcanedivineoccult

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.

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

Registry ID
shape-wood
SpellCommontransmutationprimal

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

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

Registry ID
shatter
SpellCommonevocationoccultprimal

Shatter an object with a

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

Registry ID
shield-other
SpellCommonnecromancydivine

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.

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

Registry ID
shrink
SpellCommontransmutationarcaneprimal

Reduce a willing creature

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

Registry ID
silence
SpellCommonillusiondivineoccult

Mute all sound from a

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

Registry ID
sonata-span
SpellCommonconjurationoccult

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

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

Registry ID
soothing-mist
FocusUncommonnecromancyprimal

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

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

Registry ID
sound-burst
SpellCommonevocationdivineoccult

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.

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

Registry ID
speak-with-animals
SpellCommondivinationprimal

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

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

Registry ID
spectral-hand
SpellCommonnecromancyarcaneoccult

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

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

Registry ID
spider-climb
SpellCommontransmutationarcaneprimal

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.

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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