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Spell Catalogue

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Advanced Player's Guide

Spirit Sense

Rank 2 · Spell · Common

Registry ID
spirit-sense
SpellCommondivinationdivineoccult

You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits. Success: The creature disbelieves the illusion. Failure: All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground.

Description snippet: You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 st

Source lines: 31673 - 31713

Raw text block

SPIRIT SENSE
SPELL 2
MENTAL
Traditions divine, occult
Cast [two-actions] somatic, verbal
Area 30-foot emanation
Duration 10 minutes
You open your mind to the metaphysical, enabling you to sense
nearby spirits. Even if you aren't Searching, you get a check to
find haunts and spirits in the area. You gain a +1 status bonus
to the following checks regarding haunts or spirits: Perception
checks to Seek, attempts to Recall Knowledge, skill checks to
determine the reason for their existence, and skill checks to
disable a haunt. You also gain a +1 status bonus to AC and
saving throws against haunts and spirits.
Heightened (6th) The spell's duration lasts until the next time
you make your daily preparations.
STRANGE GEOMETRY
Traditions occult
Cast [three-actions] material, somatic, verbal
Range 60 feet; Area 4 cubes, each 10 feet on a side
Saving Throw Will; Duration 1 minute
You cause the areas to appear to swell, bend, and break,
twisting together in a bizarre spatial geometry. The cubes of
the spell's area can't be adjacent to one another. A creature
must attempt a Will save if it's in one of the cubes when you
Cast the Spell, or if it later enters one of the areas, with the
following effects. A creature interacting with the illusion can
also attempt a Will save to disbelieve the illusion, as normal.
Success The creature disbelieves the illusion.
Failure All terrain in the cubes is difficult terrain for the creature,
including the air if the creature is flying, walls if it's climbing,
and so on. When the creature would exit one of the cubes,
it exits from one randomly determined by the GM. This is a
teleportation effect. It can exit from any edge of that cube it
chooses. When selecting a random cube, the GM excludes
any that don't match the creature's terrain; for instance, if
the creature were exiting along the ground, the GM would
exclude any cube that didn't have an exit on the ground.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "The spell's duration lasts until the next time you make your daily preparations. STRANGE GEOMETRY Traditions occult Cast [three-actions] material, somatic, verbal Range 60 feet; Area 4 cubes, each 10 feet on a side Saving Throw Will; Duration 1 minute You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal."
    }
]

Damage clauses

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

Effects

{
    "description": "You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.",
    "outcomes": {
        "Success": "The creature disbelieves the illusion.",
        "Failure": "All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground."
    }
}

Full schema_data

{
    "id": "spirit-sense",
    "name": "Spirit Sense",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot emanation",
    "targets": "none",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits. Success: The creature disbelieves the illusion. Failure: All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground.",
    "description_snippet": "You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 st",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The spell's duration lasts until the next time you make your daily preparations. STRANGE GEOMETRY Traditions occult Cast [three-actions] material, somatic, verbal Range 60 feet; Area 4 cubes, each 10 feet on a side Saving Throw Will; Duration 1 minute You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The spell's duration lasts until the next time you make your daily preparations. STRANGE GEOMETRY Traditions occult Cast [three-actions] material, somatic, verbal Range 60 feet; Area 4 cubes, each 10 feet on a side Saving Throw Will; Duration 1 minute You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.",
        "outcomes": {
            "Success": "The creature disbelieves the illusion.",
            "Failure": "All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground."
        }
    },
    "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": 31673,
    "source_line_end": 31713,
    "raw_text_block": "SPIRIT SENSE\nSPELL 2\nMENTAL\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nArea 30-foot emanation\nDuration 10 minutes\nYou open your mind to the metaphysical, enabling you to sense\nnearby spirits. Even if you aren't Searching, you get a check to\nfind haunts and spirits in the area. You gain a +1 status bonus\nto the following checks regarding haunts or spirits: Perception\nchecks to Seek, attempts to Recall Knowledge, skill checks to\ndetermine the reason for their existence, and skill checks to\ndisable a haunt. You also gain a +1 status bonus to AC and\nsaving throws against haunts and spirits.\nHeightened (6th) The spell's duration lasts until the next time\nyou make your daily preparations.\nSTRANGE GEOMETRY\nTraditions occult\nCast [three-actions] material, somatic, verbal\nRange 60 feet; Area 4 cubes, each 10 feet on a side\nSaving Throw Will; Duration 1 minute\nYou cause the areas to appear to swell, bend, and break,\ntwisting together in a bizarre spatial geometry. The cubes of\nthe spell's area can't be adjacent to one another. A creature\nmust attempt a Will save if it's in one of the cubes when you\nCast the Spell, or if it later enters one of the areas, with the\nfollowing effects. A creature interacting with the illusion can\nalso attempt a Will save to disbelieve the illusion, as normal.\nSuccess The creature disbelieves the illusion.\nFailure All terrain in the cubes is difficult terrain for the creature,\nincluding the air if the creature is flying, walls if it's climbing,\nand so on. When the creature would exit one of the cubes,\nit exits from one randomly determined by the GM. This is a\nteleportation effect. It can exit from any edge of that cube it\nchooses. When selecting a random cube, the GM excludes\nany that don't match the creature's terrain; for instance, if\nthe creature were exiting along the ground, the GM would\nexclude any cube that didn't have an exit on the ground.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "spirit-sense",
    "content_id": "spirit-sense",
    "level": 2
}

Core Rulebook (Fourth Printing)

Spiritual Weapon

Rank 2 · Spell · Common

Registry ID
spiritual-weapon
SpellCommonevocationdivineoccult

A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon. When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty. The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.

Description snippet: A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity'

Source lines: 58415 - 58445

Raw text block

SPIRITUAL WEAPON
EVOCATION
SPELL 2
FORCE
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range 120 feet
Duration sustained up to 1 minute
A weapon made of pure magical force materializes and
attacks foes you designate within range. This weapon has
a ghostly appearance and manifests as a club, a dagger, or
your deity's favored weapon.
When you cast the spell, the weapon appears next to a foe
you choose within range and makes a Strike against it. Each
time you Sustain the Spell, you can move the weapon to a new
target within range (if needed) and Strike with it. The spiritual
weapon uses and contributes to your multiple attack penalty.
The weapon's Strikes are melee spell attacks. Regardless
of its appearance, the weapon deals force damage equal to
1d8 plus your spellcasting ability modifier. You can deal
damage of the type normally dealt by the weapon instead
of force damage (or any of the available damage types for a
versatile weapon). No other statistics or traits of the weapon
apply, and even a ranged weapon attacks adjacent creatures
only. Despite making a spell attack, the spiritual weapon is
a weapon for purposes of triggers, resistances, and so forth.
The weapon doesn't take up space, grant flanking, or have
any other attributes a creature would. The weapon can't make
any attack other than its Strike, and feats or spells that affect
weapons do not apply to it.
Heightened (+2) The weapon's damage increases by 1d8.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The weapon's damage increases by 1d8."
    }
]

Damage clauses

[
    {
        "formula": "1d8 + your spellcasting ability modifier",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon. When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty. The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.",
    "outcomes": []
}

Full schema_data

{
    "id": "spiritual-weapon",
    "name": "Spiritual Weapon",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "force"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon. When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty. The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.",
    "description_snippet": "A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity'",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The weapon's damage increases by 1d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The weapon's damage increases by 1d8."
        }
    ],
    "damage": [
        {
            "formula": "1d8 + your spellcasting ability modifier",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon. When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty. The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 58415,
    "source_line_end": 58445,
    "raw_text_block": "SPIRITUAL WEAPON\nEVOCATION\nSPELL 2\nFORCE\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 120 feet\nDuration sustained up to 1 minute\nA weapon made of pure magical force materializes and\nattacks foes you designate within range. This weapon has\na ghostly appearance and manifests as a club, a dagger, or\nyour deity's favored weapon.\nWhen you cast the spell, the weapon appears next to a foe\nyou choose within range and makes a Strike against it. Each\ntime you Sustain the Spell, you can move the weapon to a new\ntarget within range (if needed) and Strike with it. The spiritual\nweapon uses and contributes to your multiple attack penalty.\nThe weapon's Strikes are melee spell attacks. Regardless\nof its appearance, the weapon deals force damage equal to\n1d8 plus your spellcasting ability modifier. You can deal\ndamage of the type normally dealt by the weapon instead\nof force damage (or any of the available damage types for a\nversatile weapon). No other statistics or traits of the weapon\napply, and even a ranged weapon attacks adjacent creatures\nonly. Despite making a spell attack, the spiritual weapon is\na weapon for purposes of triggers, resistances, and so forth.\nThe weapon doesn't take up space, grant flanking, or have\nany other attributes a creature would. The weapon can't make\nany attack other than its Strike, and feats or spells that affect\nweapons do not apply to it.\nHeightened (+2) The weapon's damage increases by 1d8.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "spiritual-weapon",
    "content_id": "spiritual-weapon",
    "level": 2
}

Core Rulebook (4th Printing)

Status

Rank 2 · Spell · Common

Registry ID
status
SpellCommondivinationdivineoccultprimal

Keep track of a willing

Description snippet: Keep track of a willing

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "divination",
    "traditions": [
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Keep track of a willing",
    "content_id": "status",
    "type": "spell",
    "description": "Keep track of a willing"
}

Advanced Player's Guide

Sudden Blight

Rank 2 · Spell · Common

Registry ID
sudden-blight
SpellCommonnecromancydivineprimal

You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2 circumstance penalty to this save. You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them.

Description snippet: You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2

Source lines: 31741 - 31758

Raw text block

SUDDEN BLIGHT
NECROMANCY
SPELL 2
NEGATIVE
Traditions divine, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Area 20-foot burst
Saving Throw basic Fortitude
You accelerate the processes of decay in the area. Each living
creature in the area takes 2d10 negative damage (basic
Fortitude save). A creature afflicted by a disease takes a -2
circumstance penalty to this save.
You can also direct the blight to rot all Small and Tiny
non-creature plants in the area, eliminating non-magical
undergrowth and any resulting difficult terrain, cover, and
concealment. Sudden blight attempts to counteract any
magical effect on the plants before withering them.
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": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2 circumstance penalty to this save. You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them.",
    "outcomes": []
}

Full schema_data

{
    "id": "sudden-blight",
    "name": "Sudden Blight",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2 circumstance penalty to this save. You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them.",
    "description_snippet": "You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2",
    "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": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a -2 circumstance penalty to this save. You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 31741,
    "source_line_end": 31758,
    "raw_text_block": "SUDDEN BLIGHT\nNECROMANCY\nSPELL 2\nNEGATIVE\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 20-foot burst\nSaving Throw basic Fortitude\nYou accelerate the processes of decay in the area. Each living\ncreature in the area takes 2d10 negative damage (basic\nFortitude save). A creature afflicted by a disease takes a -2\ncircumstance penalty to this save.\nYou can also direct the blight to rot all Small and Tiny\nnon-creature plants in the area, eliminating non-magical\nundergrowth and any resulting difficult terrain, cover, and\nconcealment. Sudden blight attempts to counteract any\nmagical effect on the plants before withering them.\nHeightened (+1) The damage increases by 1d10.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "sudden-blight",
    "content_id": "sudden-blight",
    "level": 2
}

Core Rulebook (Fourth Printing)

Summon Elemental

Rank 2 · Spell · Common

Registry ID
summon-elemental
SpellCommonconjurationarcaneprimal

You conjure an elemental to fight for you. It functions like summon animal, except the summoned creature must be a common elemental of level 1 or lower.

Description snippet: Conjure an elemental to fight on your behalf.

Source lines: 59184 - 59191

Raw text block

SUMMON ELEMENTAL
SPELL 2
CONJURATION
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 30 feet
Duration sustained up to 1 minute
You conjure an elemental to fight for you. This works like summon animal, except you summon a common creature that has the elemental trait and whose level is 1 or lower.
Heightened As summon animal.

Heightened

[
    {
        "label": "As summon animal",
        "type": "special",
        "text": "Heightened As summon animal."
    }
]

Damage clauses

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

Effects

{
    "description": "You conjure an elemental to fight for you. It functions like summon animal, except the summoned creature must be a common elemental of level 1 or lower.",
    "outcomes": []
}

Full schema_data

{
    "id": "summon-elemental",
    "name": "Summon Elemental",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You conjure an elemental to fight for you. It functions like summon animal, except the summoned creature must be a common elemental of level 1 or lower.",
    "description_snippet": "Conjure an elemental to fight on your behalf.",
    "heightened": [
        {
            "label": "As summon animal",
            "type": "special",
            "text": "Heightened As summon animal."
        }
    ],
    "heightened_scaling": [
        {
            "label": "As summon animal",
            "type": "special",
            "text": "Heightened As summon animal."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You conjure an elemental to fight for you. It functions like summon animal, except the summoned creature must be a common elemental of level 1 or lower.",
        "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": 59184,
    "source_line_end": 59191,
    "raw_text_block": "SUMMON ELEMENTAL\nSPELL 2\nCONJURATION\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure an elemental to fight for you. This works like summon animal, except you summon a common creature that has the elemental trait and whose level is 1 or lower.\nHeightened As summon animal.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "summon-elemental",
    "content_id": "summon-elemental",
    "level": 2
}

Secrets of Magic

Summoner's Precaution

Rank 2 · Spell · Common

Registry ID
summoners-precaution
SpellCommonnecromancyarcanedivineoccult

You have an eidolon. Duration until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. Sever Conduit [reaction] (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.

Description snippet: You have an eidolon. Duration until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside yo

Source lines: 15686 - 15707

Raw text block

SUMMONER'S PRECAUTION
CONTINGENCY
SPELL 2
NECROMANCY
Traditions arcane, divine, occult, primal
Cast 10 minutes (material, somatic, verbal); Requirements
You have an eidolon.
Duration until your next daily preparations
You create a buffer in the link between yourself and your
eidolon in order to prevent you from falling alongside your
bonded ally. You gain the following reaction; after using it,
the spell ends.
Sever Conduit [reaction] (concentrate) Trigger Your eidolon takes
damage that would bring you to 0 Hit Points and comes
from an effect other than a death effect; Effect You
quickly shut the buffer in your link with your eidolon,
causing your bonded ally to wink out of existence
before you can be laid low. Your eidolon unmanifests,
and you can't Manifest your Eidolon for 1 minute. In
exchange, you don't take the triggering damage, though
your eidolon still suffers any other adverse effects that
accompanied the damage.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You have an eidolon. Duration until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. Sever Conduit [reaction] (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "summoners-precaution",
    "name": "Summoner's Precaution",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "contingency"
    ],
    "cast": "10 minutes (material, somatic, verbal) Requirements",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You have an eidolon. Duration until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. Sever Conduit [reaction] (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.",
    "description_snippet": "You have an eidolon. Duration until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside yo",
    "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 have an eidolon. Duration until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. Sever Conduit [reaction] (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.",
        "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": 15686,
    "source_line_end": 15707,
    "raw_text_block": "SUMMONER'S PRECAUTION\nCONTINGENCY\nSPELL 2\nNECROMANCY\nTraditions arcane, divine, occult, primal\nCast 10 minutes (material, somatic, verbal); Requirements\nYou have an eidolon.\nDuration until your next daily preparations\nYou create a buffer in the link between yourself and your\neidolon in order to prevent you from falling alongside your\nbonded ally. You gain the following reaction; after using it,\nthe spell ends.\nSever Conduit [reaction] (concentrate) Trigger Your eidolon takes\ndamage that would bring you to 0 Hit Points and comes\nfrom an effect other than a death effect; Effect You\nquickly shut the buffer in your link with your eidolon,\ncausing your bonded ally to wink out of existence\nbefore you can be laid low. Your eidolon unmanifests,\nand you can't Manifest your Eidolon for 1 minute. In\nexchange, you don't take the triggering damage, though\nyour eidolon still suffers any other adverse effects that\naccompanied the damage.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "summoners-precaution",
    "content_id": "summoners-precaution",
    "level": 2
}

Secrets of Magic

Summoner's Visage

Rank 2 · Spell · Common

Registry ID
summoners-visage
SpellCommontransmutationarcanedivineoccult

You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained. Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. You can Dismiss the spell.

Description snippet: You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as w

Source lines: 15712 - 15737

Raw text block

SUMMONER'S VISAGE
POLYMORPH
SPELL 2
TRANSMUTATION
Traditions arcane, divine, occult, primal
Cast [two-actions] somatic, verbal
Range touch; Targets your eidolon
Duration 10 minutes
You transform your eidolon into your identical twin.
Assuming you are a humanoid, the eidolon gains the
humanoid trait in addition to its other traits while it's in
this form, as well as any other trait related to your form
(such as elf or gnome). Your eidolon gains a +4 status
bonus to Deception checks to Impersonate you and can
add its level to such checks even if it's untrained.
Although your eidolon looks like you, it doesn't gain any
new abilities, and its statistics don't change in any way—the
transformation is purely cosmetic. If this transformation
reduces your eidolon's size, the eidolon loses any other
effects of its larger size, such as any increase to reach.
Your eidolon can still use gear only if it has the eidolon
trait, which allows eidolons to use it. Any such eidolon
items the eidolon was wearing change size and shape, if
necessary, and its effects remain active.
You can Dismiss the spell.
Heightened (4th) The duration increases to 1 hour.

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The duration increases to 1 hour."
    }
]

Damage clauses

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

Effects

{
    "description": "You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained. Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. You can Dismiss the spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "summoners-visage",
    "name": "Summoner's Visage",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "your eidolon",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained. Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. You can Dismiss the spell.",
    "description_snippet": "You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as w",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to 1 hour."
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to 1 hour."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it's untrained. Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. You can Dismiss the spell.",
        "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": 15712,
    "source_line_end": 15737,
    "raw_text_block": "SUMMONER'S VISAGE\nPOLYMORPH\nSPELL 2\nTRANSMUTATION\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets your eidolon\nDuration 10 minutes\nYou transform your eidolon into your identical twin.\nAssuming you are a humanoid, the eidolon gains the\nhumanoid trait in addition to its other traits while it's in\nthis form, as well as any other trait related to your form\n(such as elf or gnome). Your eidolon gains a +4 status\nbonus to Deception checks to Impersonate you and can\nadd its level to such checks even if it's untrained.\nAlthough your eidolon looks like you, it doesn't gain any\nnew abilities, and its statistics don't change in any way—the\ntransformation is purely cosmetic. If this transformation\nreduces your eidolon's size, the eidolon loses any other\neffects of its larger size, such as any increase to reach.\nYour eidolon can still use gear only if it has the eidolon\ntrait, which allows eidolons to use it. Any such eidolon\nitems the eidolon was wearing change size and shape, if\nnecessary, and its effects remain active.\nYou can Dismiss the spell.\nHeightened (4th) The duration increases to 1 hour.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "summoners-visage",
    "content_id": "summoners-visage",
    "level": 2
}

Secrets of Magic

Thundering Dominance

Rank 2 · Spell · Common

Registry ID
thundering-dominance
SpellCommonenchantmentoccultprimal

You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action. Thundering Roar [one-action] (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.

Description snippet: You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take

Source lines: 15965 - 15985

Raw text block

THUNDERING DOMINANCE
ENCHANTMENT
SPELL 2
MENTAL
Traditions occult, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Targets your companion or eidolon
Duration 1 minute
You shroud the target in a powerful predatory aura and
amplify its vocalizations. It gains a +1 status bonus to
Intimidation checks. Once during this spell's duration, it
can take the Thundering Roar action.
Thundering Roar [one-action] (auditory, concentrate, emotion,
enchantment, fear, flourish, mental, sonic) The target
unleashes a powerful vocalization. Each enemy in a 10foot emanation takes 4d8 sonic damage with a basic
Will save against your spell DC. A creature that fails its
Will save is also frightened 1.
Heightened (+2) The status bonus to Intimidation checks
increases by 1 (to a maximum of a +4 status bonus for an
8th-level spell), and the damage from the roar increases
by 2d8.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8."
    }
]

Damage clauses

[
    {
        "formula": "4d8",
        "type": "sonic",
        "persistent": false
    }
]

Effects

{
    "description": "You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action. Thundering Roar [one-action] (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.",
    "outcomes": []
}

Full schema_data

{
    "id": "thundering-dominance",
    "name": "Thundering Dominance",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "occult",
        "primal"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "your companion or eidolon",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action. Thundering Roar [one-action] (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.",
    "description_snippet": "You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8."
        }
    ],
    "damage": [
        {
            "formula": "4d8",
            "type": "sonic",
            "persistent": false
        }
    ],
    "damage_type": [
        "sonic"
    ],
    "effects": {
        "description": "You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell's duration, it can take the Thundering Roar action. Thundering Roar [one-action] (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.",
        "outcomes": []
    },
    "conditions_caused": [
        "frightened"
    ],
    "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": 15965,
    "source_line_end": 15985,
    "raw_text_block": "THUNDERING DOMINANCE\nENCHANTMENT\nSPELL 2\nMENTAL\nTraditions occult, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets your companion or eidolon\nDuration 1 minute\nYou shroud the target in a powerful predatory aura and\namplify its vocalizations. It gains a +1 status bonus to\nIntimidation checks. Once during this spell's duration, it\ncan take the Thundering Roar action.\nThundering Roar [one-action] (auditory, concentrate, emotion,\nenchantment, fear, flourish, mental, sonic) The target\nunleashes a powerful vocalization. Each enemy in a 10foot emanation takes 4d8 sonic damage with a basic\nWill save against your spell DC. A creature that fails its\nWill save is also frightened 1.\nHeightened (+2) The status bonus to Intimidation checks\nincreases by 1 (to a maximum of a +4 status bonus for an\n8th-level spell), and the damage from the roar increases\nby 2d8.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "thundering-dominance",
    "content_id": "thundering-dominance",
    "level": 2
}

Secrets of Magic

Timely Tutor

Rank 2 · Spell · Common

Registry ID
timely-tutor
SpellCommondivinationarcaneoccult

You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill. If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends.

Description snippet: You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for ad

Source lines: 16017 - 16037

Raw text block

TIMELY TUTOR
DIVINATION
SPELL 2
MENTAL
Traditions arcane, occult
Cast [one-action] somatic
Range touch; Targets your eidolon or familiar
Duration sustained up to 1 minute
You serve as an astral connection between your eidolon or
familiar and the Akashic Record—a demiplane consisting of
a comprehensive psychic library—then turn to the creature
for advice. If you cast this spell on your familiar, your
familiar adds your spellcasting ability modifier on checks
to Recall Knowledge with the Lore skill of your choice,
much like it does for Acrobatics and Stealth. Your familiar
must have the speech familiar ability in order to share any
information it learns with you. If you cast this spell on your
eidolon, it instead becomes trained in the Lore skill.
If you lose physical contact with the target, its
connection to the Akashic Record is severed and timely
tutor immediately ends.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill. If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "timely-tutor",
    "name": "Timely Tutor",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "touch",
    "area": "none",
    "targets": "your eidolon or familiar",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill. If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends.",
    "description_snippet": "You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for ad",
    "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 serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to Recall Knowledge with the Lore skill of your choice, much like it does for Acrobatics and Stealth. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the Lore skill. If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 16017,
    "source_line_end": 16037,
    "raw_text_block": "TIMELY TUTOR\nDIVINATION\nSPELL 2\nMENTAL\nTraditions arcane, occult\nCast [one-action] somatic\nRange touch; Targets your eidolon or familiar\nDuration sustained up to 1 minute\nYou serve as an astral connection between your eidolon or\nfamiliar and the Akashic Record—a demiplane consisting of\na comprehensive psychic library—then turn to the creature\nfor advice. If you cast this spell on your familiar, your\nfamiliar adds your spellcasting ability modifier on checks\nto Recall Knowledge with the Lore skill of your choice,\nmuch like it does for Acrobatics and Stealth. Your familiar\nmust have the speech familiar ability in order to share any\ninformation it learns with you. If you cast this spell on your\neidolon, it instead becomes trained in the Lore skill.\nIf you lose physical contact with the target, its\nconnection to the Akashic Record is severed and timely\ntutor immediately ends.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "timely-tutor",
    "content_id": "timely-tutor",
    "level": 2
}

Core Rulebook (Fourth Printing)

Touch Of Idiocy

Rank 2 · Spell · Common

Registry ID
touch-of-idiocy
SpellCommonenchantmentarcaneoccult

You dull the target's mind; the target must attempt a Will save. Success: The target is unaffected. Failure: The target is stupefied 2. Critical Failure: The target is stupefied 4.

Description snippet: You dull the target's mind; the target must attempt a Will save.

Source lines: 59351 - 59362

Raw text block

TOUCH OF IDIOCY
ENCHANTMENT
SPELL 2
MENTAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living creature
Saving Throw Will; Duration 1 minute
You dull the target's mind; the target must attempt a Will save.
Success The target is unaffected.
Failure The target is stupefied 2.
Critical Failure The target is stupefied 4.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You dull the target's mind; the target must attempt a Will save.",
    "outcomes": {
        "Success": "The target is unaffected.",
        "Failure": "The target is stupefied 2.",
        "Critical Failure": "The target is stupefied 4."
    }
}

Full schema_data

{
    "id": "touch-of-idiocy",
    "name": "Touch Of Idiocy",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 living creature",
    "duration": "1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You dull the target's mind; the target must attempt a Will save. Success: The target is unaffected. Failure: The target is stupefied 2. Critical Failure: The target is stupefied 4.",
    "description_snippet": "You dull the target's mind; the target must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You dull the target's mind; the target must attempt a Will save.",
        "outcomes": {
            "Success": "The target is unaffected.",
            "Failure": "The target is stupefied 2.",
            "Critical Failure": "The target is stupefied 4."
        }
    },
    "conditions_caused": [
        "stupefied"
    ],
    "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": 59351,
    "source_line_end": 59362,
    "raw_text_block": "TOUCH OF IDIOCY\nENCHANTMENT\nSPELL 2\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living creature\nSaving Throw Will; Duration 1 minute\nYou dull the target's mind; the target must attempt a Will save.\nSuccess The target is unaffected.\nFailure The target is stupefied 2.\nCritical Failure The target is stupefied 4.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "touch-of-idiocy",
    "content_id": "touch-of-idiocy",
    "level": 2
}

Core Rulebook (Fourth Printing)

Tree Shape

Rank 2 · Spell · Common

Registry ID
tree-shape
SpellCommontransmutationprimal

You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the concentrate trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.

Description snippet: You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tr

Source lines: 59367 - 59384

Raw text block

TREE SHAPE
PLANT
POLYMORPH
SPELL 2
TRANSMUTATION
Traditions primal
Cast [two-actions] somatic, verbal
Duration 8 hours
You transform into a Large tree. Perception checks don't
reveal your true nature, but a successful Nature or Survival
check against your spell DC reveals that you appear to be a
tree that is strangely new to the area. While in tree form, you
can observe everything around you, but you can't act other
than to end the spell, and your turn, by using a single action,
which has the concentrate trait. As a tree, your AC is 20, and
only status bonuses, status penalties, circumstance bonuses,
and circumstance penalties affect you. Any successes and
critical successes you roll on Reflex saves are failures.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the concentrate trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.",
    "outcomes": []
}

Full schema_data

{
    "id": "tree-shape",
    "name": "Tree Shape",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "plant",
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "8 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the concentrate trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.",
    "description_snippet": "You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tr",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the concentrate trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.",
        "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": 59367,
    "source_line_end": 59384,
    "raw_text_block": "TREE SHAPE\nPLANT\nPOLYMORPH\nSPELL 2\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 8 hours\nYou transform into a Large tree. Perception checks don't\nreveal your true nature, but a successful Nature or Survival\ncheck against your spell DC reveals that you appear to be a\ntree that is strangely new to the area. While in tree form, you\ncan observe everything around you, but you can't act other\nthan to end the spell, and your turn, by using a single action,\nwhich has the concentrate trait. As a tree, your AC is 20, and\nonly status bonuses, status penalties, circumstance bonuses,\nand circumstance penalties affect you. Any successes and\ncritical successes you roll on Reflex saves are failures.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "tree-shape",
    "content_id": "tree-shape",
    "level": 2
}

Secrets of Magic

Umbral Extraction

Rank 2 · Spell · Common

Registry ID
umbral-extraction
SpellCommonillusionarcaneoccult

You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting umbral extraction. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot. Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast umbral extraction, any previous casting of umbral extraction currently affecting you ends.

Description snippet: You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you c

Source lines: 16067 - 16116

Raw text block

UMBRAL EXTRACTION
SPELL 2
SHADOW
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 3 rounds
You prepare to steal spells from your foes, ripping them
from the foe's shadow to stow them in an ephemeral
pocket in the Shadow Plane. You gain a temporary spell
slot, which you can fill only by stealing a spell from an
enemy spellcaster. During umbral extraction's duration,
you can use the Steal action to attempt to take one of the
foe's prepared spells or unused spontaneous spell slots
instead of an item. You can also make one attempt to Steal
as part of Casting umbral extraction. If you succeed at your
check to Steal a spell, you deal 1d4 mental damage to the
target per level of the spell stolen due to the psychological
toll of the spiritual emptiness created by wrenching
the spell away, and you place the stolen spell in your
temporary spell slot. It gains the shadow trait if cast from
this temporary slot.
Determine the stolen spell at random from the target's
spells that are 1 level lower than umbral extraction, or from
spells of the same level if you got a critical success. If the
target has no spell slots of that level, use the highest level
below that in which the target does have a spell slot. (If
the target has no eligible spells, you get nothing, but you
can continue to attempt to Steal spells for the remaining
duration.) If the target is a prepared caster, you randomly
steal one of their prepared spells. If the target is a
spontaneous caster, you instead steal an unexpended spell
slot of the appropriate level and determine the spell at
random from all the target's known spells at that level. You
can't steal a target's innate spells, focus spells, or cantrips.
You know what the spell is as soon as you steal it, and your
temporary spell slot becomes a spell slot of the same level
as the spell you stole.
As normal, you can Steal only from a target within
your reach. Once you've placed a spell in your temporary
spell slot, you can't attempt to Steal more spells. If you
succeed at your Thievery check, you must take the spell
you stole. Even if you're a spontaneous caster, you can use
the temporary spell slot only to cast the stolen spell and
you can cast only the stolen spell from your temporary
spell slot. When umbral extraction ends, you lose the
temporary spell slot and any spell still stored in it. When
you cast umbral extraction, any previous casting of umbral
extraction currently affecting you ends.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting umbral extraction. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot. Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast umbral extraction, any previous casting of umbral extraction currently affecting you ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "umbral-extraction",
    "name": "Umbral Extraction",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "shadow"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "3 rounds",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting umbral extraction. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot. Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast umbral extraction, any previous casting of umbral extraction currently affecting you ends.",
    "description_snippet": "You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you c",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "1d4",
            "type": "mental",
            "persistent": false
        }
    ],
    "damage_type": [
        "mental"
    ],
    "effects": {
        "description": "You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the Steal action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to Steal as part of Casting umbral extraction. If you succeed at your check to Steal a spell, you deal 1d4 mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the shadow trait if cast from this temporary slot. Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to Steal spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. As normal, you can Steal only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to Steal more spells. If you succeed at your Thievery check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast umbral extraction, any previous casting of umbral extraction currently affecting you ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 16067,
    "source_line_end": 16116,
    "raw_text_block": "UMBRAL EXTRACTION\nSPELL 2\nSHADOW\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 3 rounds\nYou prepare to steal spells from your foes, ripping them\nfrom the foe's shadow to stow them in an ephemeral\npocket in the Shadow Plane. You gain a temporary spell\nslot, which you can fill only by stealing a spell from an\nenemy spellcaster. During umbral extraction's duration,\nyou can use the Steal action to attempt to take one of the\nfoe's prepared spells or unused spontaneous spell slots\ninstead of an item. You can also make one attempt to Steal\nas part of Casting umbral extraction. If you succeed at your\ncheck to Steal a spell, you deal 1d4 mental damage to the\ntarget per level of the spell stolen due to the psychological\ntoll of the spiritual emptiness created by wrenching\nthe spell away, and you place the stolen spell in your\ntemporary spell slot. It gains the shadow trait if cast from\nthis temporary slot.\nDetermine the stolen spell at random from the target's\nspells that are 1 level lower than umbral extraction, or from\nspells of the same level if you got a critical success. If the\ntarget has no spell slots of that level, use the highest level\nbelow that in which the target does have a spell slot. (If\nthe target has no eligible spells, you get nothing, but you\ncan continue to attempt to Steal spells for the remaining\nduration.) If the target is a prepared caster, you randomly\nsteal one of their prepared spells. If the target is a\nspontaneous caster, you instead steal an unexpended spell\nslot of the appropriate level and determine the spell at\nrandom from all the target's known spells at that level. You\ncan't steal a target's innate spells, focus spells, or cantrips.\nYou know what the spell is as soon as you steal it, and your\ntemporary spell slot becomes a spell slot of the same level\nas the spell you stole.\nAs normal, you can Steal only from a target within\nyour reach. Once you've placed a spell in your temporary\nspell slot, you can't attempt to Steal more spells. If you\nsucceed at your Thievery check, you must take the spell\nyou stole. Even if you're a spontaneous caster, you can use\nthe temporary spell slot only to cast the stolen spell and\nyou can cast only the stolen spell from your temporary\nspell slot. When umbral extraction ends, you lose the\ntemporary spell slot and any spell still stored in it. When\nyou cast umbral extraction, any previous casting of umbral\nextraction currently affecting you ends.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "umbral-extraction",
    "content_id": "umbral-extraction",
    "level": 2
}

Core Rulebook (Fourth Printing)

Undetectable Alignment

Rank 2 · Spell · Uncommon

Registry ID
undetectable-alignment
SpellUncommonabjurationdivineoccult

You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. SPELL 2 Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Targets up to 10 creatures Duration 1 hour You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties.

Description snippet: You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. SPELL 2 Traditions primal Cast [t

Source lines: 59209 - 59215

Raw text block

UNDETECTABLE ALIGNMENT
Range touch; Targets 1 creature or object
Duration until the next time you make your daily preparations
You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment.

Heightened

[
    {
        "label": "9th",
        "type": "fixed_rank",
        "rank": 9,
        "text": "The targets also ignore greater difficult terrain from environmental properties."
    }
]

Damage clauses

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

Effects

{
    "description": "You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. SPELL 2 Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Targets up to 10 creatures Duration 1 hour You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties.",
    "outcomes": []
}

Full schema_data

{
    "id": "undetectable-alignment",
    "name": "Undetectable Alignment",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature or object",
    "duration": "until the next time you make your daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. SPELL 2 Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Targets up to 10 creatures Duration 1 hour You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties.",
    "description_snippet": "You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. SPELL 2 Traditions primal Cast [t",
    "heightened": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The targets also ignore greater difficult terrain from environmental properties."
        }
    ],
    "heightened_scaling": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The targets also ignore greater difficult terrain from environmental properties."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. SPELL 2 Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Targets up to 10 creatures Duration 1 hour You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties.",
        "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": 59209,
    "source_line_end": 59215,
    "raw_text_block": "UNDETECTABLE ALIGNMENT\nRange touch; Targets 1 creature or object\nDuration until the next time you make your daily preparations\nYou shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "undetectable-alignment",
    "content_id": "undetectable-alignment",
    "level": 2
}

Advanced Player's Guide

Vomit Swarm

Rank 2 · Spell · Common

Registry ID
vomit-swarm
SpellCommonevocationarcaneoccultprimal

You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes sickened 1. Once the spell ends, the swarm disappears.

Description snippet: You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of c

Source lines: 31923 - 31938

Raw text block

VOMIT SWARM
SPELL 2
EVOCATION
Traditions arcane, occult, primal
Cast [two-actions] somatic, verbal
Area 30-foot cone
Saving Throw basic Reflex
You belch forth a swarm of magical vermin. You evoke and
shape the creatures from your own imagination, allowing you
to change the appearance of the creatures (typically a mix
of centipedes, roaches, wasps, and worms), but this doesn't
change the effect of the spell. The vermin swarm over anyone
in the area, their bites and stings dealing 2d8 piercing damage
(basic Reflex save). A creature that fails its saving throw also
becomes sickened 1. Once the spell ends, the swarm disappears.
Heightened (+1) Increase the damage by 1d8.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "Increase the damage by 1d8."
    }
]

Damage clauses

[
    {
        "formula": "2d8",
        "type": "piercing",
        "persistent": false
    }
]

Effects

{
    "description": "You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes sickened 1. Once the spell ends, the swarm disappears.",
    "outcomes": []
}

Full schema_data

{
    "id": "vomit-swarm",
    "name": "Vomit Swarm",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes sickened 1. Once the spell ends, the swarm disappears.",
    "description_snippet": "You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of c",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 1d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 1d8."
        }
    ],
    "damage": [
        {
            "formula": "2d8",
            "type": "piercing",
            "persistent": false
        }
    ],
    "damage_type": [
        "piercing"
    ],
    "effects": {
        "description": "You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes sickened 1. Once the spell ends, the swarm disappears.",
        "outcomes": []
    },
    "conditions_caused": [
        "sickened"
    ],
    "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": 31923,
    "source_line_end": 31938,
    "raw_text_block": "VOMIT SWARM\nSPELL 2\nEVOCATION\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nArea 30-foot cone\nSaving Throw basic Reflex\nYou belch forth a swarm of magical vermin. You evoke and\nshape the creatures from your own imagination, allowing you\nto change the appearance of the creatures (typically a mix\nof centipedes, roaches, wasps, and worms), but this doesn't\nchange the effect of the spell. The vermin swarm over anyone\nin the area, their bites and stings dealing 2d8 piercing damage\n(basic Reflex save). A creature that fails its saving throw also\nbecomes sickened 1. Once the spell ends, the swarm disappears.\nHeightened (+1) Increase the damage by 1d8.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "vomit-swarm",
    "content_id": "vomit-swarm",
    "level": 2
}

Secrets of Magic

Warrior's Regret

Rank 2 · Spell · Common

Registry ID
warriors-regret
SpellCommonenchantmentarcanedivineoccult

Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. Critical Success: The target is unaffected. Success: At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures. Failure: As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature. Critical Failure: As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins.

Description snippet: Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save.

Source lines: 16408 - 16437

Raw text block

WARRIOR'S REGRET
CURSE
EMOTION
ENCHANTMENT
SPELL 2
MENTAL
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Will
Regret eats away at the target's mind, punishing it for
its violence until it ceases its hostility. The target must
attempt a Will save.
Critical Success The target is unaffected.
Success At the end of its next turn, the target takes 1d8
damage per different creature it intentionally damaged
on that turn (1d8 if it damaged one creature, 2d8 if
it damaged two different creatures, and so on). The
maximum is 4d8 if it damaged 4 different creatures.
Failure As success, except the curse damages the target
at the end of each of its turns and lasts until the
target spends a complete round without intentionally
damaging another creature.
Critical Failure As success, except the curse damages the
target at the end of each of its turns and lasts until the
target spends 24 hours atoning for its perceived sins.
Heightened (+2) The amount of mental damage the target
takes for each creature it damaged that turn increases
by 1d8, and the maximum damage the target can take
per turn increases by 4d8.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The amount of mental damage the target takes for each creature it damaged that turn increases by 1d8, and the maximum damage the target can take per turn increases by 4d8."
    }
]

Damage clauses

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

Effects

{
    "description": "Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures.",
        "Failure": "As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature.",
        "Critical Failure": "As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins."
    }
}

Full schema_data

{
    "id": "warriors-regret",
    "name": "Warrior's Regret",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "curse",
        "emotion",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. Critical Success: The target is unaffected. Success: At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures. Failure: As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature. Critical Failure: As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins.",
    "description_snippet": "Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save.",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The amount of mental damage the target takes for each creature it damaged that turn increases by 1d8, and the maximum damage the target can take per turn increases by 4d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The amount of mental damage the target takes for each creature it damaged that turn increases by 1d8, and the maximum damage the target can take per turn increases by 4d8."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures.",
            "Failure": "As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature.",
            "Critical Failure": "As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins."
        }
    },
    "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": 16408,
    "source_line_end": 16437,
    "raw_text_block": "WARRIOR'S REGRET\nCURSE\nEMOTION\nENCHANTMENT\nSPELL 2\nMENTAL\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Will\nRegret eats away at the target's mind, punishing it for\nits violence until it ceases its hostility. The target must\nattempt a Will save.\nCritical Success The target is unaffected.\nSuccess At the end of its next turn, the target takes 1d8\ndamage per different creature it intentionally damaged\non that turn (1d8 if it damaged one creature, 2d8 if\nit damaged two different creatures, and so on). The\nmaximum is 4d8 if it damaged 4 different creatures.\nFailure As success, except the curse damages the target\nat the end of each of its turns and lasts until the\ntarget spends a complete round without intentionally\ndamaging another creature.\nCritical Failure As success, except the curse damages the\ntarget at the end of each of its turns and lasts until the\ntarget spends 24 hours atoning for its perceived sins.\nHeightened (+2) The amount of mental damage the target\ntakes for each creature it damaged that turn increases\nby 1d8, and the maximum damage the target can take\nper turn increases by 4d8.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "warriors-regret",
    "content_id": "warriors-regret",
    "level": 2
}

Core Rulebook (Fourth Printing)

Water Breathing

Rank 2 · Spell · Common

Registry ID
water-breathing
SpellCommontransmutationarcanedivineprimal

The targets can breathe underwater.

Description snippet: Allow creatures to breathe underwater.

Source lines: 60658 - 60667

Raw text block

WATER BREATHING
SPELL 2
TRANSMUTATION
Traditions arcane, divine, primal
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets up to 5 creatures
Duration 1 hour
The targets can breathe underwater.
Heightened (3rd) The duration increases to 8 hours.
Heightened (4th) The duration increases to until your next daily preparations.

Heightened

[
    {
        "label": "3rd",
        "type": "fixed_rank",
        "rank": 3,
        "text": "The duration increases to 8 hours."
    },
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The duration increases to until your next daily preparations."
    }
]

Damage clauses

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

Effects

{
    "description": "The targets can breathe underwater.",
    "outcomes": []
}

Full schema_data

{
    "id": "water-breathing",
    "name": "Water Breathing",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 minute (somatic, verbal)",
    "cast_actions": "1_minute",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "up to 5 creatures",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The targets can breathe underwater.",
    "description_snippet": "Allow creatures to breathe underwater.",
    "heightened": [
        {
            "label": "3rd",
            "type": "fixed_rank",
            "rank": 3,
            "text": "The duration increases to 8 hours."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to until your next daily preparations."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "fixed_rank",
            "rank": 3,
            "text": "The duration increases to 8 hours."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to until your next daily preparations."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The targets can breathe underwater.",
        "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": 60658,
    "source_line_end": 60667,
    "raw_text_block": "WATER BREATHING\nSPELL 2\nTRANSMUTATION\nTraditions arcane, divine, primal\nCast 1 minute (somatic, verbal)\nRange 30 feet; Targets up to 5 creatures\nDuration 1 hour\nThe targets can breathe underwater.\nHeightened (3rd) The duration increases to 8 hours.\nHeightened (4th) The duration increases to until your next daily preparations.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "water-breathing",
    "content_id": "water-breathing",
    "level": 2
}

Core Rulebook (Fourth Printing)

Water Walk

Rank 2 · Spell · Common

Registry ID
water-walk
SpellCommontransmutationarcanedivineprimal

The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.

Description snippet: The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't

Source lines: 60284 - 60297

Raw text block

WATER WALK
SPELL 2
TRANSMUTATION
Traditions arcane, divine, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration 10 minutes
The target can walk on the surface of water and other liquids
without falling through. It can go underwater if it wishes, but
in that case it must Swim normally. This spell doesn't grant the
ability to breathe underwater.
Heightened (4th) The spell's range increases to 30 feet, the
duration increases to 1 hour, and you can target up to
10 creatures.

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures."
    }
]

Damage clauses

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

Effects

{
    "description": "The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.",
    "outcomes": []
}

Full schema_data

{
    "id": "water-walk",
    "name": "Water Walk",
    "rank": 2,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "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": "The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.",
    "description_snippet": "The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures."
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.",
        "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": 60284,
    "source_line_end": 60297,
    "raw_text_block": "WATER WALK\nSPELL 2\nTRANSMUTATION\nTraditions arcane, divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nDuration 10 minutes\nThe target can walk on the surface of water and other liquids\nwithout falling through. It can go underwater if it wishes, but\nin that case it must Swim normally. This spell doesn't grant the\nability to breathe underwater.\nHeightened (4th) The spell's range increases to 30 feet, the\nduration increases to 1 hour, and you can target up to\n10 creatures.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "water-walk",
    "content_id": "water-walk",
    "level": 2
}

Core Rulebook (4th Printing)

Web

Rank 2 · Spell · Common

Registry ID
web
SpellCommonconjurationarcaneprimal

Form a web that keeps

Description snippet: Form a web that keeps

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 2,
    "school": "conjuration",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Form a web that keeps",
    "content_id": "web",
    "type": "spell",
    "description": "Form a web that keeps"
}

Core Rulebook (Fourth Printing)

Aberrant Whispers

Rank 3 · Focus · Uncommon

Registry ID
aberrant-whispers
FocusUncommonenchantmentoccult

You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions. Success: The target is unaffected. Failure: The target is stupefied 2. Critical Failure: The target is confused.

Description snippet: You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then tempor

Source lines: 63781 - 63801

Raw text block

ABERRANT WHISPERS
UNCOMMON
AUDITORY
ENCHANTMENT
Cast [one-action] to [three-actions] verbal
FOCUS 3
MENTAL
SORCERER
Area 5-foot emanation or more; Targets each foe in the area
Saving Throw Will; Duration 1 round
You utter phrases in an unknown tongue, assaulting the
minds of those nearby. Each target must attempt a Will
save. Regardless of the result of its save, each target is then
temporarily immune for 1 minute. You can increase the number
of actions it takes to Cast the Spell (to a maximum of 3 actions
total). For each additional action, increase the emanation's
radius by 5 feet, to a maximum of 10 extra feet for 3 actions.
Success The target is unaffected.
Failure The target is stupefied 2.
Critical Failure The target is confused.
Heightened (+3) The initial radius increases by 5 feet.

Heightened

[
    {
        "label": "+3",
        "type": "step",
        "step": 3,
        "text": "The initial radius increases by 5 feet."
    }
]

Damage clauses

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

Effects

{
    "description": "You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions.",
    "outcomes": {
        "Success": "The target is unaffected.",
        "Failure": "The target is stupefied 2.",
        "Critical Failure": "The target is confused."
    }
}

Full schema_data

{
    "id": "aberrant-whispers",
    "name": "Aberrant Whispers",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "auditory",
        "mental"
    ],
    "cast": "[one-action] to [three-actions] verbal",
    "cast_actions": "1_action_to_3_actions",
    "components": [
        "verbal"
    ],
    "range": "none",
    "area": "5-foot emanation or more",
    "targets": "each foe in the area",
    "duration": "1 round",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions. Success: The target is unaffected. Failure: The target is stupefied 2. Critical Failure: The target is confused.",
    "description_snippet": "You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then tempor",
    "heightened": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The initial radius increases by 5 feet."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The initial radius increases by 5 feet."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions.",
        "outcomes": {
            "Success": "The target is unaffected.",
            "Failure": "The target is stupefied 2.",
            "Critical Failure": "The target is confused."
        }
    },
    "conditions_caused": [
        "confused",
        "stupefied"
    ],
    "focus_class": "sorcerer",
    "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": 63781,
    "source_line_end": 63801,
    "raw_text_block": "ABERRANT WHISPERS\nUNCOMMON\nAUDITORY\nENCHANTMENT\nCast [one-action] to [three-actions] verbal\nFOCUS 3\nMENTAL\nSORCERER\nArea 5-foot emanation or more; Targets each foe in the area\nSaving Throw Will; Duration 1 round\nYou utter phrases in an unknown tongue, assaulting the\nminds of those nearby. Each target must attempt a Will\nsave. Regardless of the result of its save, each target is then\ntemporarily immune for 1 minute. You can increase the number\nof actions it takes to Cast the Spell (to a maximum of 3 actions\ntotal). For each additional action, increase the emanation's\nradius by 5 feet, to a maximum of 10 extra feet for 3 actions.\nSuccess The target is unaffected.\nFailure The target is stupefied 2.\nCritical Failure The target is confused.\nHeightened (+3) The initial radius increases by 5 feet.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "aberrant-whispers",
    "content_id": "aberrant-whispers",
    "level": 3
}

Advanced Player's Guide

Access Lore

Rank 3 · Focus · Common

Registry ID
access-lore
FocusCommondivinationdivine

Mystery lore Cast [one-action] somatic Duration 1 minute You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one Lore skill. You temporarily gain the same proficiency rank in that Lore skill as your proficiency rank for your oracle spellcasting.

Description snippet: Mystery lore Cast [one-action] somatic Duration 1 minute You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one Lore sk

Source lines: 32386 - 32397

Raw text block

CURSEBOUND
FOCUS 3
DIVINATION
FORTUNE
ORACLE
Mystery lore
Cast [one-action] somatic
Duration 1 minute
You sift through the multiverse's divine knowledge, seeking
out tidbits related to a particular subject. Choose one Lore
skill. You temporarily gain the same proficiency rank in that
Lore skill as your proficiency rank for your oracle spellcasting.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Mystery lore Cast [one-action] somatic Duration 1 minute You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one Lore skill. You temporarily gain the same proficiency rank in that Lore skill as your proficiency rank for your oracle spellcasting.",
    "outcomes": []
}

Full schema_data

{
    "id": "access-lore",
    "name": "Access Lore",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fortune"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Mystery lore Cast [one-action] somatic Duration 1 minute You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one Lore skill. You temporarily gain the same proficiency rank in that Lore skill as your proficiency rank for your oracle spellcasting.",
    "description_snippet": "Mystery lore Cast [one-action] somatic Duration 1 minute You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one Lore sk",
    "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": "Mystery lore Cast [one-action] somatic Duration 1 minute You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one Lore skill. You temporarily gain the same proficiency rank in that Lore skill as your proficiency rank for your oracle spellcasting.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "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": 32386,
    "source_line_end": 32397,
    "raw_text_block": "CURSEBOUND\nFOCUS 3\nDIVINATION\nFORTUNE\nORACLE\nMystery lore\nCast [one-action] somatic\nDuration 1 minute\nYou sift through the multiverse's divine knowledge, seeking\nout tidbits related to a particular subject. Choose one Lore\nskill. You temporarily gain the same proficiency rank in that\nLore skill as your proficiency rank for your oracle spellcasting.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "access-lore",
    "content_id": "access-lore",
    "level": 3
}

Advanced Player's Guide

Ancestral Defense

Rank 3 · Focus · Uncommon

Registry ID
ancestral-defense
FocusUncommonNonedivine

Mystery ancestors Cast [reaction] somatic; Trigger You are about to attempt a Will save. Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor. ANCESTRAL FORM UNCOMMON

Description snippet: Mystery ancestors Cast [reaction] somatic; Trigger You are about to attempt a Will save. Your ancestor protects you against those who would bend your will. You roll the triggering

Source lines: 32416 - 32430

Raw text block

ANCESTRAL DEFENSE
UNCOMMON
FOCUS 3
CURSEBOUND
FORTUNE
MENTAL
ORACLE
Mystery ancestors
Cast [reaction] somatic; Trigger You are about to attempt a Will save.
Your ancestor protects you against those who would bend
your will. You roll the triggering save twice and use the better
result. If you're in an encounter when you cast this spell, you
immediately roll to change your predominant ancestor.
ANCESTRAL FORM
UNCOMMON

Heightened

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

Damage clauses

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

Effects

{
    "description": "Mystery ancestors Cast [reaction] somatic; Trigger You are about to attempt a Will save. Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor. ANCESTRAL FORM UNCOMMON",
    "outcomes": []
}

Full schema_data

{
    "id": "ancestral-defense",
    "name": "Ancestral Defense",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "none",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "cursebound",
        "fortune",
        "mental"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Mystery ancestors Cast [reaction] somatic; Trigger You are about to attempt a Will save. Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor. ANCESTRAL FORM UNCOMMON",
    "description_snippet": "Mystery ancestors Cast [reaction] somatic; Trigger You are about to attempt a Will save. Your ancestor protects you against those who would bend your will. You roll the triggering",
    "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": "Mystery ancestors Cast [reaction] somatic; Trigger You are about to attempt a Will save. Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor. ANCESTRAL FORM UNCOMMON",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "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": 32416,
    "source_line_end": 32430,
    "raw_text_block": "ANCESTRAL DEFENSE\nUNCOMMON\nFOCUS 3\nCURSEBOUND\nFORTUNE\nMENTAL\nORACLE\nMystery ancestors\nCast [reaction] somatic; Trigger You are about to attempt a Will save.\nYour ancestor protects you against those who would bend\nyour will. You roll the triggering save twice and use the better\nresult. If you're in an encounter when you cast this spell, you\nimmediately roll to change your predominant ancestor.\nANCESTRAL FORM\nUNCOMMON",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ancestral-defense",
    "content_id": "ancestral-defense",
    "level": 3
}

Core Rulebook (Fourth Printing)

Angelic Wings

Rank 3 · Focus · Uncommon

Registry ID
angelic-wings
FocusUncommonevocationdivine

Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.

Description snippet: Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end,

Source lines: 63913 - 63924

Raw text block

ANGELIC WINGS
FOCUS 3
UNCOMMON EVOCATION
LIGHT
SORCERER
Cast [two-actions] somatic, verbal
Duration 3 rounds
Wings of pure light spread out from your back, granting you a
fly Speed equal to your Speed. Your wings cast bright light in
a 30-foot radius. When this spell's duration would end, if you're
still flying, you float to the ground, as feather fall.
Heightened (5th) The duration increases to 1 minute.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The duration increases to 1 minute."
    }
]

Damage clauses

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

Effects

{
    "description": "Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.",
    "outcomes": []
}

Full schema_data

{
    "id": "angelic-wings",
    "name": "Angelic Wings",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "light"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "3 rounds",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.",
    "description_snippet": "Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end,",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The duration increases to 1 minute."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The duration increases to 1 minute."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "sorcerer",
    "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": 63913,
    "source_line_end": 63924,
    "raw_text_block": "ANGELIC WINGS\nFOCUS 3\nUNCOMMON EVOCATION\nLIGHT\nSORCERER\nCast [two-actions] somatic, verbal\nDuration 3 rounds\nWings of pure light spread out from your back, granting you a\nfly Speed equal to your Speed. Your wings cast bright light in\na 30-foot radius. When this spell's duration would end, if you're\nstill flying, you float to the ground, as feather fall.\nHeightened (5th) The duration increases to 1 minute.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "angelic-wings",
    "content_id": "angelic-wings",
    "level": 3
}

Core Rulebook (Fourth Printing)

Animal Vision

Rank 3 · Spell · Common

Registry ID
animal-vision
SpellCommondivinationprimal

You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the concentrate trait.

Description snippet: You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it

Source lines: 49403 - 49418

Raw text block

ANIMAL VISION
DIVINATION
SPELL 3
MENTAL
Traditions primal
Cast 1 minute (material, somatic, verbal)
Range 120 feet; Targets 1 animal
Duration 1 hour
You tap into the target's senses, allowing you to see, hear, and
otherwise sense whatever it senses for the spell's duration. If
the target wishes to prevent you from doing so, it can attempt
a Will save, negating the spell on a success, but most animals
don't bother to do so. While tapping into the target's senses,
you can't use your own body's senses, but you can change
back and forth from your body's senses to the target's senses
using a single action, which has the concentrate trait.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the concentrate trait.",
    "outcomes": []
}

Full schema_data

{
    "id": "animal-vision",
    "name": "Animal Vision",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "mental"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 animal",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the concentrate trait.",
    "description_snippet": "You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the concentrate trait.",
        "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": 49403,
    "source_line_end": 49418,
    "raw_text_block": "ANIMAL VISION\nDIVINATION\nSPELL 3\nMENTAL\nTraditions primal\nCast 1 minute (material, somatic, verbal)\nRange 120 feet; Targets 1 animal\nDuration 1 hour\nYou tap into the target's senses, allowing you to see, hear, and\notherwise sense whatever it senses for the spell's duration. If\nthe target wishes to prevent you from doing so, it can attempt\na Will save, negating the spell on a success, but most animals\ndon't bother to do so. While tapping into the target's senses,\nyou can't use your own body's senses, but you can change\nback and forth from your body's senses to the target's senses\nusing a single action, which has the concentrate trait.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "animal-vision",
    "content_id": "animal-vision",
    "level": 3
}

Secrets of Magic

Aqueous Orb APG

Rank 3 · Spell · Common

Registry ID
aqueous-orb-apg
SpellCommonconjurationprimal

Roll a ball of water to put out fires

Description snippet: Roll a ball of water to put out fires

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "conjuration",
    "traditions": [
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Roll a ball of water to put out fires",
    "content_id": "aqueous_orb_apg",
    "type": "spell",
    "description": "Roll a ball of water to put out fires"
}

Advanced Player's Guide

Armor of Bones

Rank 3 · Focus · Common

Registry ID
armor-of-bones
FocusCommonnecromancydivine

Mystery bones Cast [one-action] somatic Duration 1 minute You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage.

Description snippet: Mystery bones Cast [one-action] somatic Duration 1 minute You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercin

Source lines: 32499 - 32511

Raw text block

CURSEBOUND
FOCUS 3
NECROMANCY
ORACLE
Mystery bones
Cast [one-action] somatic
Duration 1 minute
You ossify your physical form, mimicking the durability of
bone. You gain resistance 3 to cold, electricity, fire, piercing,
and slashing damage.
Heightened (+1) Increase the resistance by 1.
BATTLEFIELD PERSISTENCE
UNCOMMON

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "Increase the resistance by 1. BATTLEFIELD PERSISTENCE UNCOMMON"
    }
]

Damage clauses

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

Effects

{
    "description": "Mystery bones Cast [one-action] somatic Duration 1 minute You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "armor-of-bones",
    "name": "Armor of Bones",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Mystery bones Cast [one-action] somatic Duration 1 minute You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage.",
    "description_snippet": "Mystery bones Cast [one-action] somatic Duration 1 minute You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercin",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the resistance by 1. BATTLEFIELD PERSISTENCE UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the resistance by 1. BATTLEFIELD PERSISTENCE UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Mystery bones Cast [one-action] somatic Duration 1 minute You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "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": 32499,
    "source_line_end": 32511,
    "raw_text_block": "CURSEBOUND\nFOCUS 3\nNECROMANCY\nORACLE\nMystery bones\nCast [one-action] somatic\nDuration 1 minute\nYou ossify your physical form, mimicking the durability of\nbone. You gain resistance 3 to cold, electricity, fire, piercing,\nand slashing damage.\nHeightened (+1) Increase the resistance by 1.\nBATTLEFIELD PERSISTENCE\nUNCOMMON",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "armor-of-bones",
    "content_id": "armor-of-bones",
    "level": 3
}

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