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Spell Catalogue

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Showing page 16 of 36 for 898 matching canonical spell rows.

Page 16 of 36

Advanced Player's Guide

Battlefield Persistence

Rank 3 · Focus · Common

Registry ID
battlefield-persistence
FocusCommondivinationdivine

Mystery battle Cast [reaction] verbal; Trigger You are about to attempt a saving throw, but you haven't rolled yet. You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an incapacitation effect, it treats you as if you were 2 levels higher. BRAIN DRAIN UNCOMMON

Description snippet: Mystery battle Cast [reaction] verbal; Trigger You are about to attempt a saving throw, but you haven't rolled yet. You're difficult to remove from battle. You gain a +2 status bon

Source lines: 32517 - 32530

Raw text block

CURSEBOUND
FOCUS 3
DIVINATION
DIVINE
ORACLE
Mystery battle
Cast [reaction] verbal; Trigger You are about to attempt a saving
throw, but you haven't rolled yet.
You're difficult to remove from battle. You gain a +2 status
bonus to the triggering save, and if the triggering save is
against an incapacitation effect, it treats you as if you were
2 levels higher.
BRAIN DRAIN
UNCOMMON

Heightened

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

Damage clauses

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

Effects

{
    "description": "Mystery battle Cast [reaction] verbal; Trigger You are about to attempt a saving throw, but you haven't rolled yet. You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an incapacitation effect, it treats you as if you were 2 levels higher. BRAIN DRAIN UNCOMMON",
    "outcomes": []
}

Full schema_data

{
    "id": "battlefield-persistence",
    "name": "Battlefield Persistence",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "divine"
    ],
    "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 battle Cast [reaction] verbal; Trigger You are about to attempt a saving throw, but you haven't rolled yet. You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an incapacitation effect, it treats you as if you were 2 levels higher. BRAIN DRAIN UNCOMMON",
    "description_snippet": "Mystery battle Cast [reaction] verbal; Trigger You are about to attempt a saving throw, but you haven't rolled yet. You're difficult to remove from battle. You gain a +2 status bon",
    "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 battle Cast [reaction] verbal; Trigger You are about to attempt a saving throw, but you haven't rolled yet. You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an incapacitation effect, it treats you as if you were 2 levels higher. BRAIN DRAIN 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": 32517,
    "source_line_end": 32530,
    "raw_text_block": "CURSEBOUND\nFOCUS 3\nDIVINATION\nDIVINE\nORACLE\nMystery battle\nCast [reaction] verbal; Trigger You are about to attempt a saving\nthrow, but you haven't rolled yet.\nYou're difficult to remove from battle. You gain a +2 status\nbonus to the triggering save, and if the triggering save is\nagainst an incapacitation effect, it treats you as if you were\n2 levels higher.\nBRAIN DRAIN\nUNCOMMON",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "battlefield-persistence",
    "content_id": "battlefield-persistence",
    "level": 3
}

Core Rulebook (Fourth Printing)

Bind Undead

Rank 3 · Spell · Common

Registry ID
bind-undead
SpellCommonnecromancyarcanedivineoccult

With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.

Description snippet: With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.

Source lines: 49825 - 49835

Raw text block

BIND UNDEAD
SPELL 3
NECROMANCY
Traditions arcane, divine, occult
Cast [one-action] somatic, verbal
Range 30 feet; Targets 1 mindless undead creature with a level
no greater than bind undead's spell level
Duration 1 day
With a word of necromantic power, you seize control of the
target. It gains the minion trait. If you or an ally uses any
hostile actions against the target, the spell ends.

Heightened

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

Damage clauses

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

Effects

{
    "description": "With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "bind-undead",
    "name": "Bind Undead",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] somatic, verbal",
    "cast_actions": "1_action",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 mindless undead creature with a level no greater than bind undead's spell level",
    "duration": "1 day",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.",
    "description_snippet": "With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.",
    "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": "With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 49825,
    "source_line_end": 49835,
    "raw_text_block": "BIND UNDEAD\nSPELL 3\nNECROMANCY\nTraditions arcane, divine, occult\nCast [one-action] somatic, verbal\nRange 30 feet; Targets 1 mindless undead creature with a level\nno greater than bind undead's spell level\nDuration 1 day\nWith a word of necromantic power, you seize control of the\ntarget. It gains the minion trait. If you or an ally uses any\nhostile actions against the target, the spell ends.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "bind-undead",
    "content_id": "bind-undead",
    "level": 3
}

Secrets of Magic

Blazing Dive

Rank 3 · Spell · Common

Registry ID
blazing-dive
SpellCommonevocationarcaneprimal

Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 60 feet. When you land, the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire damage (basic Reflex save) to all creatures in a 10-foot emanation.

Description snippet: Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight li

Source lines: 10401 - 10426

Raw text block

BLAZING DIVE
AIR
EVOCATION
SPELL 3
FIRE
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Saving Throw basic Reflex
Superheated air collects under you, buoying you high into
the sky before you plummet back down in a fiery comet.
You Fly 15 feet straight up into the air, then Fly in a straight
line to an empty space of your choice on the ground within
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
60 feet. When you land, the blistering air blasts out from
you, dealing 3d4 bludgeoning damage and 3d6 fire damage
(basic Reflex save) to all creatures in a 10-foot emanation.
Heightened (+1) The damage increases by 1d4 bludgeoning
and 1d6 fire.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d4 bludgeoning and 1d6 fire."
    }
]

Damage clauses

[
    {
        "formula": "3d4",
        "type": "bludgeoning",
        "persistent": false
    },
    {
        "formula": "3d6",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 60 feet. When you land, the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire damage (basic Reflex save) to all creatures in a 10-foot emanation.",
    "outcomes": []
}

Full schema_data

{
    "id": "blazing-dive",
    "name": "Blazing Dive",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "air",
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 60 feet. When you land, the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire damage (basic Reflex save) to all creatures in a 10-foot emanation.",
    "description_snippet": "Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight li",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4 bludgeoning and 1d6 fire."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4 bludgeoning and 1d6 fire."
        }
    ],
    "damage": [
        {
            "formula": "3d4",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "3d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "fire"
    ],
    "effects": {
        "description": "Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 60 feet. When you land, the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire damage (basic Reflex save) to all creatures in a 10-foot emanation.",
        "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": 10401,
    "source_line_end": 10426,
    "raw_text_block": "BLAZING DIVE\nAIR\nEVOCATION\nSPELL 3\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nSaving Throw basic Reflex\nSuperheated air collects under you, buoying you high into\nthe sky before you plummet back down in a fiery comet.\nYou Fly 15 feet straight up into the air, then Fly in a straight\nline to an empty space of your choice on the ground within\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\n60 feet. When you land, the blistering air blasts out from\nyou, dealing 3d4 bludgeoning damage and 3d6 fire damage\n(basic Reflex save) to all creatures in a 10-foot emanation.\nHeightened (+1) The damage increases by 1d4 bludgeoning\nand 1d6 fire.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blazing-dive",
    "content_id": "blazing-dive",
    "level": 3
}

Advanced Player's Guide

Blinding Beauty

Rank 3 · Focus · Uncommon

Registry ID
blinding-beauty
FocusUncommonenchantmentNone

You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw. Critical Success: The creature is unaffected. Success: The creature is dazzled until the start of its next turn. Failure: The creature is blinded until the start of its next turn. Critical Failure: The creature is blinded for 1 minute. CONSUMING DARKNESS UNCOMMON EVOCATION

Description snippet: You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw.

Source lines: 33527 - 33547

Raw text block

BLINDING BEAUTY
UNCOMMON
EMOTION
FOCUS 3
ENCHANTMENT
INCAPACITATION
SORCERER
VISUAL
Cast [one-action] somatic
Area 30-foot cone
Saving Throw Will
You channel the allure of your nymph bloodline into a terribly
beautiful glance. Each enemy in the area must attempt a Will
saving throw.
Critical Success The creature is unaffected.
Success The creature is dazzled until the start of its next turn.
Failure The creature is blinded until the start of its next turn.
Critical Failure The creature is blinded for 1 minute.
CONSUMING DARKNESS
UNCOMMON
EVOCATION

Heightened

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

Damage clauses

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

Effects

{
    "description": "You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature is dazzled until the start of its next turn.",
        "Failure": "The creature is blinded until the start of its next turn.",
        "Critical Failure": "The creature is blinded for 1 minute. CONSUMING DARKNESS UNCOMMON EVOCATION"
    }
}

Full schema_data

{
    "id": "blinding-beauty",
    "name": "Blinding Beauty",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "emotion",
        "incapacitation",
        "visual"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "30-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw. Critical Success: The creature is unaffected. Success: The creature is dazzled until the start of its next turn. Failure: The creature is blinded until the start of its next turn. Critical Failure: The creature is blinded for 1 minute. CONSUMING DARKNESS UNCOMMON EVOCATION",
    "description_snippet": "You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw.",
    "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 channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature is dazzled until the start of its next turn.",
            "Failure": "The creature is blinded until the start of its next turn.",
            "Critical Failure": "The creature is blinded for 1 minute. CONSUMING DARKNESS UNCOMMON EVOCATION"
        }
    },
    "conditions_caused": [
        "blinded"
    ],
    "focus_class": "sorcerer",
    "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": 33527,
    "source_line_end": 33547,
    "raw_text_block": "BLINDING BEAUTY\nUNCOMMON\nEMOTION\nFOCUS 3\nENCHANTMENT\nINCAPACITATION\nSORCERER\nVISUAL\nCast [one-action] somatic\nArea 30-foot cone\nSaving Throw Will\nYou channel the allure of your nymph bloodline into a terribly\nbeautiful glance. Each enemy in the area must attempt a Will\nsaving throw.\nCritical Success The creature is unaffected.\nSuccess The creature is dazzled until the start of its next turn.\nFailure The creature is blinded until the start of its next turn.\nCritical Failure The creature is blinded for 1 minute.\nCONSUMING DARKNESS\nUNCOMMON\nEVOCATION",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blinding-beauty",
    "content_id": "blinding-beauty",
    "level": 3
}

Core Rulebook (4th Printing)

Blindness

Rank 3 · Spell · Common

Registry ID
blindness
SpellCommonnecromancyarcanedivineoccult

Strike a target blind.

Description snippet: Strike a target blind.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "necromancy",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Strike a target blind.",
    "content_id": "blindness",
    "type": "spell",
    "description": "Strike a target blind."
}

Secrets of Magic

Bottomless Stomach

Rank 3 · Spell · Common

Registry ID
bottomless-stomach
SpellCommonconjurationarcaneoccultprimal

You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. The target can Interact to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. The target can Interact to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can Interact three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. When the spell ends or the target falls unconscious, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed.

Description snippet: You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage

Source lines: 10573 - 10607

Raw text block

BOTTOMLESS STOMACH
CONJURATION
SPELL 3
EXTRADIMENSIONAL
Traditions arcane, occult, primal
Cast [three-actions] material, somatic, verbal
Range touch; Targets 1 willing creature
Duration 1 hour
You create a shimmering extradimensional space accessible
from the target's mouth. The space can hold objects and
equipment, up to a total of 10 Bulk. This extradimensional
storage doesn't hamper the target's ability to eat, drink,
speak (if applicable), or otherwise act, as it only opens and
closes when the target chooses.
The target can Interact to swallow an object of up to 1
Bulk, which doesn't harm the object or the target. If the
extradimensional space is full, the target can't add any more
objects until first removing one or more stored objects. Organic
matter and living creatures can't be stored in this space. The
extradimensional storage is obvious to any creature who
looks into the target's mouth, as the entryway shimmers
slightly, though this doesn't clearly reveal the contents inside.
The target can Interact to spit out a single object of its
choice, causing the object to fall to the ground in the target's
space. The target can Interact three times in a row to spit
out the entire contents of its extradimensional storage; the
target doesn't have to take these actions all in the same
turn, but if it takes any other actions in between, it has to
start over. The items eject into the target's space, possibly
spilling out into adjacent spaces if there is too much to fit.
When the spell ends or the target falls unconscious, the
contents of the extradimensional storage are disgorged in
a riotous spew, landing in the nearest unoccupied space, a
bit wet but otherwise unharmed.
Heightened (5th) The duration increases to 8 hours.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The duration increases to 8 hours."
    }
]

Damage clauses

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

Effects

{
    "description": "You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. The target can Interact to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. The target can Interact to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can Interact three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. When the spell ends or the target falls unconscious, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed.",
    "outcomes": []
}

Full schema_data

{
    "id": "bottomless-stomach",
    "name": "Bottomless Stomach",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "extradimensional"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. The target can Interact to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. The target can Interact to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can Interact three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. When the spell ends or the target falls unconscious, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed.",
    "description_snippet": "You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The duration increases to 8 hours."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The duration increases to 8 hours."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. The target can Interact to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. The target can Interact to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can Interact three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. When the spell ends or the target falls unconscious, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed.",
        "outcomes": []
    },
    "conditions_caused": [
        "unconscious"
    ],
    "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": 10573,
    "source_line_end": 10607,
    "raw_text_block": "BOTTOMLESS STOMACH\nCONJURATION\nSPELL 3\nEXTRADIMENSIONAL\nTraditions arcane, occult, primal\nCast [three-actions] material, somatic, verbal\nRange touch; Targets 1 willing creature\nDuration 1 hour\nYou create a shimmering extradimensional space accessible\nfrom the target's mouth. The space can hold objects and\nequipment, up to a total of 10 Bulk. This extradimensional\nstorage doesn't hamper the target's ability to eat, drink,\nspeak (if applicable), or otherwise act, as it only opens and\ncloses when the target chooses.\nThe target can Interact to swallow an object of up to 1\nBulk, which doesn't harm the object or the target. If the\nextradimensional space is full, the target can't add any more\nobjects until first removing one or more stored objects. Organic\nmatter and living creatures can't be stored in this space. The\nextradimensional storage is obvious to any creature who\nlooks into the target's mouth, as the entryway shimmers\nslightly, though this doesn't clearly reveal the contents inside.\nThe target can Interact to spit out a single object of its\nchoice, causing the object to fall to the ground in the target's\nspace. The target can Interact three times in a row to spit\nout the entire contents of its extradimensional storage; the\ntarget doesn't have to take these actions all in the same\nturn, but if it takes any other actions in between, it has to\nstart over. The items eject into the target's space, possibly\nspilling out into adjacent spaces if there is too much to fit.\nWhen the spell ends or the target falls unconscious, the\ncontents of the extradimensional storage are disgorged in\na riotous spew, landing in the nearest unoccupied space, a\nbit wet but otherwise unharmed.\nHeightened (5th) The duration increases to 8 hours.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "bottomless-stomach",
    "content_id": "bottomless-stomach",
    "level": 3
}

Secrets of Magic

Cascade Countermeasure

Rank 3 · Focus · Uncommon

Registry ID
cascade-countermeasure
FocusUncommonabjurationNone

Arcane Cascade. Duration until the Arcane Cascade stance ends You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends.

Description snippet: Arcane Cascade. Duration until the Arcane Cascade stance ends You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells.

Source lines: 16633 - 16645

Raw text block

CASCADE COUNTERMEASURE
UNCOMMON
ABJURATION
FOCUS 3
MAGUS
Cast [one-action] somatic; Requirements You're benefiting from
Arcane Cascade.
Duration until the Arcane Cascade stance ends
You quickly adjust your Arcane Cascade to offer magical
protection. You gain resistance 5 against damage from
spells. As normal, using Arcane Cascade again means
you've ended the stance, and the spell ends.
Heightened (+3) The resistance increases by 5.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Arcane Cascade. Duration until the Arcane Cascade stance ends You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "cascade-countermeasure",
    "name": "Cascade Countermeasure",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "magus"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "You're benefiting from",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Arcane Cascade. Duration until the Arcane Cascade stance ends You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends.",
    "description_snippet": "Arcane Cascade. Duration until the Arcane Cascade stance ends You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells.",
    "heightened": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The resistance increases by 5."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The resistance increases by 5."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Arcane Cascade. Duration until the Arcane Cascade stance ends You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 16633,
    "source_line_end": 16645,
    "raw_text_block": "CASCADE COUNTERMEASURE\nUNCOMMON\nABJURATION\nFOCUS 3\nMAGUS\nCast [one-action] somatic; Requirements You're benefiting from\nArcane Cascade.\nDuration until the Arcane Cascade stance ends\nYou quickly adjust your Arcane Cascade to offer magical\nprotection. You gain resistance 5 against damage from\nspells. As normal, using Arcane Cascade again means\nyou've ended the stance, and the spell ends.\nHeightened (+3) The resistance increases by 5.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cascade-countermeasure",
    "content_id": "cascade-countermeasure",
    "level": 3
}

Core Rulebook (Fourth Printing)

Chilling Darkness

Rank 3 · Spell · Common

Registry ID
chilling-darkness
SpellCommonevocationdivine

You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. The ray deals cold damage, and it deals extra evil damage to celestials while also counteracting magical light. critical_success: The target takes double damage. success: The target takes full damage.

Description snippet: Ray of evil darkness deals cold damage, counters light, and harms celestials.

Source lines: 50534 - 50559

Raw text block

CHILLING DARKNESS
ATTACK
COLD DARKNESS
SPELL 3
EVOCATION
EVIL
Traditions divine
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial.
If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light.
Critical Success The target takes double damage.
Success The target takes full damage.
Heightened (+1) The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6."
    }
]

Damage clauses

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

Effects

{
    "description": "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. The ray deals cold damage, and it deals extra evil damage to celestials while also counteracting magical light.",
    "outcomes": {
        "critical_success": "The target takes double damage.",
        "success": "The target takes full damage."
    }
}

Full schema_data

{
    "id": "chilling-darkness",
    "name": "Chilling Darkness",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "attack",
        "cold",
        "darkness",
        "evil"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. The ray deals cold damage, and it deals extra evil damage to celestials while also counteracting magical light. critical_success: The target takes double damage. success: The target takes full damage.",
    "description_snippet": "Ray of evil darkness deals cold damage, counters light, and harms celestials.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. The ray deals cold damage, and it deals extra evil damage to celestials while also counteracting magical light.",
        "outcomes": {
            "critical_success": "The target takes double damage.",
            "success": "The target takes full damage."
        }
    },
    "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": 50534,
    "source_line_end": 50559,
    "raw_text_block": "CHILLING DARKNESS\nATTACK\nCOLD DARKNESS\nSPELL 3\nEVOCATION\nEVIL\nTraditions divine\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nYou shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial.\nIf the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light.\nCritical Success The target takes double damage.\nSuccess The target takes full damage.\nHeightened (+1) The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chilling-darkness",
    "content_id": "chilling-darkness",
    "level": 3
}

Core Rulebook (Fourth Printing)

Circle Of Protection

Rank 3 · Spell · Uncommon

Registry ID
circle-of-protection
SpellUncommonabjurationdivineoccult

You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.

Description snippet: You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 stat

Source lines: 47404 - 47404

Raw text block

Circle of Protection U, H (abj): A creature

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The duration increases to 1 hour. SPELL 3 ABJURATION"
    }
]

Damage clauses

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

Effects

{
    "description": "You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.",
    "outcomes": []
}

Full schema_data

{
    "id": "circle-of-protection",
    "name": "Circle Of Protection",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "10-foot emanation centered on the touched creature",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.",
    "description_snippet": "You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 stat",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to 1 hour. SPELL 3 ABJURATION"
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to 1 hour. SPELL 3 ABJURATION"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.",
        "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": 47404,
    "source_line_end": 47404,
    "raw_text_block": "Circle of Protection U, H (abj): A creature",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "circle-of-protection",
    "content_id": "circle-of-protection",
    "level": 3
}

Secrets of Magic

Claim Curse

Rank 3 · Spell · Common

Registry ID
claim-curse
SpellCommonnecromancydivineoccult

Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 creature affected by a curse Duration 5 minutes By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. TARGETING COMPANIONS AND EIDOLONS Some spells in this chapter can affect the caster's companion or eidolon. When “companion” is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, “Targets your familiar,” you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. The spells in this section that can target companions or eidolons are: clone companion, envenom companion, juvenile companion, protect companion, rapid adaptation, summoner's precaution, summoner's visage, thundering dominance, and timely tutor.

Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 crea

Source lines: 10925 - 10973

Raw text block

CLAIM CURSE
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
SPELL 3
NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature affected by a curse
Duration 5 minutes
By burning threads of fate around a target and then retying
them to yourself instead, you temporarily draw their curse
to you and offer them brief succor from the worst of its
effects. Choose a curse affecting the target that you don't
already have. For 5 minutes, you are affected by the curse
(at the same stage as the target, if applicable), and the
target isn't. When the duration ends, the curse's effects
return to the target as normal.
TARGETING COMPANIONS AND EIDOLONS
Some spells in this chapter can affect the caster's
companion or eidolon. When “companion” is used
in a stat block, it refers to animal companions,
familiars, and future types of companions—such
as construct companions—but not eidolons. Some
spells are even more specific. For example, if the
spell says, “Targets your familiar,” you could cast it
only on a familiar, not other kinds of companions.
If you Cast a Spell that can benefit only a type of
creature you don't have, such as Casting a Spell
that can target only an eidolon when you don't
have an eidolon, the spell does nothing.
If the spell would affect an ability the creature
doesn't have, the spell doesn't give the creature
that ability unless the spell says it does. For
example, a spell that causes your companion to
make a Strike wouldn't let a familiar make a Strike
but would give it all other benefits of the spell.
The spells in this section that can target
companions or eidolons are: clone companion,
envenom companion, juvenile companion, protect
companion, rapid adaptation, summoner's
precaution, summoner's visage, thundering
dominance, and timely tutor.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 creature affected by a curse Duration 5 minutes By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. TARGETING COMPANIONS AND EIDOLONS Some spells in this chapter can affect the caster's companion or eidolon. When “companion” is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, “Targets your familiar,” you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. The spells in this section that can target companions or eidolons are: clone companion, envenom companion, juvenile companion, protect companion, rapid adaptation, summoner's precaution, summoner's visage, thundering dominance, and timely tutor.",
    "outcomes": []
}

Full schema_data

{
    "id": "claim-curse",
    "name": "Claim Curse",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 creature affected by a curse Duration 5 minutes By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. TARGETING COMPANIONS AND EIDOLONS Some spells in this chapter can affect the caster's companion or eidolon. When “companion” is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, “Targets your familiar,” you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. The spells in this section that can target companions or eidolons are: clone companion, envenom companion, juvenile companion, protect companion, rapid adaptation, summoner's precaution, summoner's visage, thundering dominance, and timely tutor.",
    "description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 crea",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 creature affected by a curse Duration 5 minutes By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. TARGETING COMPANIONS AND EIDOLONS Some spells in this chapter can affect the caster's companion or eidolon. When “companion” is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, “Targets your familiar,” you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. The spells in this section that can target companions or eidolons are: clone companion, envenom companion, juvenile companion, protect companion, rapid adaptation, summoner's precaution, summoner's visage, thundering dominance, and timely tutor.",
        "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": 10925,
    "source_line_end": 10973,
    "raw_text_block": "CLAIM CURSE\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nSPELL 3\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature affected by a curse\nDuration 5 minutes\nBy burning threads of fate around a target and then retying\nthem to yourself instead, you temporarily draw their curse\nto you and offer them brief succor from the worst of its\neffects. Choose a curse affecting the target that you don't\nalready have. For 5 minutes, you are affected by the curse\n(at the same stage as the target, if applicable), and the\ntarget isn't. When the duration ends, the curse's effects\nreturn to the target as normal.\nTARGETING COMPANIONS AND EIDOLONS\nSome spells in this chapter can affect the caster's\ncompanion or eidolon. When “companion” is used\nin a stat block, it refers to animal companions,\nfamiliars, and future types of companions—such\nas construct companions—but not eidolons. Some\nspells are even more specific. For example, if the\nspell says, “Targets your familiar,” you could cast it\nonly on a familiar, not other kinds of companions.\nIf you Cast a Spell that can benefit only a type of\ncreature you don't have, such as Casting a Spell\nthat can target only an eidolon when you don't\nhave an eidolon, the spell does nothing.\nIf the spell would affect an ability the creature\ndoesn't have, the spell doesn't give the creature\nthat ability unless the spell says it does. For\nexample, a spell that causes your companion to\nmake a Strike wouldn't let a familiar make a Strike\nbut would give it all other benefits of the spell.\nThe spells in this section that can target\ncompanions or eidolons are: clone companion,\nenvenom companion, juvenile companion, protect\ncompanion, rapid adaptation, summoner's\nprecaution, summoner's visage, thundering\ndominance, and timely tutor.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "claim-curse",
    "content_id": "claim-curse",
    "level": 3
}

Core Rulebook (4th Printing)

Clairaudience

Rank 3 · Spell · Common

Registry ID
clairaudience
SpellCommondivinationarcaneoccult

Hear through an

Description snippet: Hear through an

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "divination",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Hear through an",
    "content_id": "clairaudience",
    "type": "spell",
    "description": "Hear through an"
}

Core Rulebook (Fourth Printing)

Cold Darkness

Rank 3 · Spell · Common

Registry ID
cold-darkness
SpellCommonevocationdivine

You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial. If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target. Critical Success: The target takes double damage. Success: The target takes full damage.

Description snippet: You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is

Source lines: 50213 - 50232

Raw text block

COLD DARKNESS
SPELL 3
EVOCATION
EVIL
Traditions divine
Cast [one-action] somatic, verbal
Range 120 feet; Targets 1 creature
You shoot an utterly cold ray of darkness tinged with unholy
energy. Make a ranged spell attack against the target. You
deal 5d6 cold damage, plus 5d6 evil damage if the target is
a celestial.
If the ray passes through an area of magical light or targets
a creature affected by magical light, chilling darkness attempts
to counteract the light. If you need to determine whether
the ray passes through an area of light, draw a line between
yourself and the spell's target.
Critical Success The target takes double damage.
Success The target takes full damage.
Heightened (+1) The cold damage increases by 2d6, and the
evil damage against celestials increases by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "5d6",
        "type": "cold",
        "persistent": false
    },
    {
        "formula": "5d6",
        "type": "evil",
        "persistent": false
    }
]

Effects

{
    "description": "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial. If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target.",
    "outcomes": {
        "Critical Success": "The target takes double damage.",
        "Success": "The target takes full damage."
    }
}

Full schema_data

{
    "id": "cold-darkness",
    "name": "Cold Darkness",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "evil"
    ],
    "cast": "[one-action] somatic, verbal",
    "cast_actions": "1_action",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial. If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target. Critical Success: The target takes double damage. Success: The target takes full damage.",
    "description_snippet": "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "5d6",
            "type": "cold",
            "persistent": false
        },
        {
            "formula": "5d6",
            "type": "evil",
            "persistent": false
        }
    ],
    "damage_type": [
        "cold",
        "evil"
    ],
    "effects": {
        "description": "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial. If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target.",
        "outcomes": {
            "Critical Success": "The target takes double damage.",
            "Success": "The target takes full damage."
        }
    },
    "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": 50213,
    "source_line_end": 50232,
    "raw_text_block": "COLD DARKNESS\nSPELL 3\nEVOCATION\nEVIL\nTraditions divine\nCast [one-action] somatic, verbal\nRange 120 feet; Targets 1 creature\nYou shoot an utterly cold ray of darkness tinged with unholy\nenergy. Make a ranged spell attack against the target. You\ndeal 5d6 cold damage, plus 5d6 evil damage if the target is\na celestial.\nIf the ray passes through an area of magical light or targets\na creature affected by magical light, chilling darkness attempts\nto counteract the light. If you need to determine whether\nthe ray passes through an area of light, draw a line between\nyourself and the spell's target.\nCritical Success The target takes double damage.\nSuccess The target takes full damage.\nHeightened (+1) The cold damage increases by 2d6, and the\nevil damage against celestials increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cold-darkness",
    "content_id": "cold-darkness",
    "level": 3
}

Secrets of Magic

Crashing Wave APG

Rank 3 · Spell · Common

Registry ID
crashing-wave-apg
SpellCommonevocationprimal

Smash a cone of water against

Description snippet: Smash a cone of water against

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "evocation",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Smash a cone of water against",
    "content_id": "crashing_wave_apg",
    "type": "spell",
    "description": "Smash a cone of water against"
}

Core Rulebook (Fourth Printing)

Crisis Of Faith

Rank 3 · Spell · Common

Registry ID
crisis-of-faith
SpellCommonenchantmentdivine

You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage; if the target can cast divine spells, it's stupefied 1 for 1 round. Critical Failure: The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round. To many deities, casting this spell on a follower of your own deity without significant cause is anathema.

Description snippet: You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are

Source lines: 50759 - 50780

Raw text block

CRISIS OF FAITH
ENCHANTMENT
SPELL 3
MENTAL
Traditions divine
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will
You assault the target's faith, riddling the creature with
doubt and mental turmoil that deal 6d6 mental damage, or
6d8 mental damage if it can cast divine spells. The effects are
determined by its Will save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage; if the target can cast
divine spells, it's stupefied 1 for 1 round.
Critical Failure The target takes double damage, is stupefied 1
for 1 round, and can't cast divine spells for 1 round.
To many deities, casting this spell on a follower of your own
deity without significant cause is anathema.
Heightened (+1) The damage increases by 2d6 (or by 2d8 if
the target is a divine spellcaster).

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster)."
    }
]

Damage clauses

[
    {
        "formula": "6d6",
        "type": "mental",
        "persistent": false
    },
    {
        "formula": "6d8",
        "type": "mental",
        "persistent": false
    }
]

Effects

{
    "description": "You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes half damage.",
        "Failure": "The target takes full damage; if the target can cast divine spells, it's stupefied 1 for 1 round.",
        "Critical Failure": "The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round. To many deities, casting this spell on a follower of your own deity without significant cause is anathema."
    }
}

Full schema_data

{
    "id": "crisis-of-faith",
    "name": "Crisis Of Faith",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "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": "You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage; if the target can cast divine spells, it's stupefied 1 for 1 round. Critical Failure: The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round. To many deities, casting this spell on a follower of your own deity without significant cause is anathema.",
    "description_snippet": "You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster)."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster)."
        }
    ],
    "damage": [
        {
            "formula": "6d6",
            "type": "mental",
            "persistent": false
        },
        {
            "formula": "6d8",
            "type": "mental",
            "persistent": false
        }
    ],
    "damage_type": [
        "mental"
    ],
    "effects": {
        "description": "You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes half damage.",
            "Failure": "The target takes full damage; if the target can cast divine spells, it's stupefied 1 for 1 round.",
            "Critical Failure": "The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round. To many deities, casting this spell on a follower of your own deity without significant cause is anathema."
        }
    },
    "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": 50759,
    "source_line_end": 50780,
    "raw_text_block": "CRISIS OF FAITH\nENCHANTMENT\nSPELL 3\nMENTAL\nTraditions divine\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will\nYou assault the target's faith, riddling the creature with\ndoubt and mental turmoil that deal 6d6 mental damage, or\n6d8 mental damage if it can cast divine spells. The effects are\ndetermined by its Will save.\nCritical Success The target is unaffected.\nSuccess The target takes half damage.\nFailure The target takes full damage; if the target can cast\ndivine spells, it's stupefied 1 for 1 round.\nCritical Failure The target takes double damage, is stupefied 1\nfor 1 round, and can't cast divine spells for 1 round.\nTo many deities, casting this spell on a follower of your own\ndeity without significant cause is anathema.\nHeightened (+1) The damage increases by 2d6 (or by 2d8 if\nthe target is a divine spellcaster).",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "crisis-of-faith",
    "content_id": "crisis-of-faith",
    "level": 3
}

Secrets of Magic

Cup of Dust LOGM

Rank 3 · Spell · Common

Registry ID
cup-of-dust-logm
SpellCommonnecromancyprimal

Curse a creature with unquenchable

Description snippet: Curse a creature with unquenchable

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "necromancy",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Curse a creature with unquenchable",
    "content_id": "cup_of_dust_logm",
    "type": "spell",
    "description": "Curse a creature with unquenchable"
}

Advanced Player's Guide

Curse of Lost Time

Rank 3 · Spell · Common

Registry ID
curse-of-lost-time
SpellCommontransmutationarcaneoccultprimal

You mimic the process of aging or erosion on the target. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune. Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is clumsy 1, is enfeebled 1, and can't be Repaired. Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune. Success The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round. Failure As success, with a duration of 1 hour. Critical Failure As success, with an unlimited duration.

Description snippet: Artificially erode or age a target.

Source lines: 30724 - 30748

Raw text block

CURSE OF LOST TIME
CURSE
NEGATIVE
SPELL 3
TRANSMUTATION
Traditions arcane, occult, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 Large or smaller object, construct, or living creature
Saving Throw Fortitude; Duration varies
You mimic the process of aging or erosion on the target. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune.
Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration.
Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is clumsy 1, is enfeebled 1, and can't be Repaired.
Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune. Success The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round. Failure As success, with a duration of 1 hour. Critical Failure As success, with an unlimited duration.
Heightened (+1) The damage increases by 1d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d6."
    }
]

Damage clauses

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

Effects

{
    "description": "You mimic the process of aging or erosion on the target. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune. Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is clumsy 1, is enfeebled 1, and can't be Repaired. Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune. Success The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round. Failure As success, with a duration of 1 hour. Critical Failure As success, with an unlimited duration.",
    "outcomes": []
}

Full schema_data

{
    "id": "curse-of-lost-time",
    "name": "Curse of Lost Time",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "curse",
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 Large or smaller object, construct, or living creature",
    "duration": "varies",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You mimic the process of aging or erosion on the target. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune. Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is clumsy 1, is enfeebled 1, and can't be Repaired. Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune. Success The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round. Failure As success, with a duration of 1 hour. Critical Failure As success, with an unlimited duration.",
    "description_snippet": "Artificially erode or age a target.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You mimic the process of aging or erosion on the target. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune. Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is clumsy 1, is enfeebled 1, and can't be Repaired. Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune. Success The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round. Failure As success, with a duration of 1 hour. Critical Failure As success, with an unlimited duration.",
        "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": 30724,
    "source_line_end": 30748,
    "raw_text_block": "CURSE OF LOST TIME\nCURSE\nNEGATIVE\nSPELL 3\nTRANSMUTATION\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 Large or smaller object, construct, or living creature\nSaving Throw Fortitude; Duration varies\nYou mimic the process of aging or erosion on the target. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune.\nObject If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration.\nConstruct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is clumsy 1, is enfeebled 1, and can't be Repaired.\nLiving Creature The living creature must attempt a Fortitude save. Ageless creatures are immune. Success The living creature briefly ages, becoming clumsy 1 and enfeebled 1 for 1 round. Failure As success, with a duration of 1 hour. Critical Failure As success, with an unlimited duration.\nHeightened (+1) The damage increases by 1d6.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "curse-of-lost-time",
    "content_id": "curse-of-lost-time",
    "level": 3
}

Secrets of Magic

Day's Weight

Rank 3 · Spell · Common

Registry ID
days-weight
SpellCommontransmutationarcaneoccultprimal

You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is fatigued and enfeebled 1 for 1 round. Failure: The target is fatigued and enfeebled 1 for the duration. Critical Failure: The target is fatigued and enfeebled 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means).

Description snippet: You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude s

Source lines: 11257 - 11276

Raw text block

DAY'S WEIGHT
SPELL 3
TRANSMUTATION
Traditions arcane, occult, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 living creature
Saving Throw Fortitude; Duration 1 minute
You fast-forward time for a single creature, burdening it
with the aches and pain of an entire day and making it
temporarily tired and weak. The creature must attempt
a Fortitude save.
Critical Success The target is unaffected.
Success The target is fatigued and enfeebled 1 for 1 round.
Failure The target is fatigued and enfeebled 1 for the
duration.
Critical Failure The target is fatigued and enfeebled 2 for
the duration. The fatigued condition doesn't end when
the spell's duration does (but can still be removed with
a night's rest or by similar means).
Heightened (6th) You can target up to 10 creatures.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "You can target up to 10 creatures."
    }
]

Damage clauses

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

Effects

{
    "description": "You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is fatigued and enfeebled 1 for 1 round.",
        "Failure": "The target is fatigued and enfeebled 1 for the duration.",
        "Critical Failure": "The target is fatigued and enfeebled 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means)."
    }
}

Full schema_data

{
    "id": "days-weight",
    "name": "Day's Weight",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 living creature",
    "duration": "1 minute",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is fatigued and enfeebled 1 for 1 round. Failure: The target is fatigued and enfeebled 1 for the duration. Critical Failure: The target is fatigued and enfeebled 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means).",
    "description_snippet": "You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude s",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can target up to 10 creatures."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can target up to 10 creatures."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is fatigued and enfeebled 1 for 1 round.",
            "Failure": "The target is fatigued and enfeebled 1 for the duration.",
            "Critical Failure": "The target is fatigued and enfeebled 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means)."
        }
    },
    "conditions_caused": [
        "enfeebled",
        "fatigued"
    ],
    "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": 11257,
    "source_line_end": 11276,
    "raw_text_block": "DAY'S WEIGHT\nSPELL 3\nTRANSMUTATION\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 living creature\nSaving Throw Fortitude; Duration 1 minute\nYou fast-forward time for a single creature, burdening it\nwith the aches and pain of an entire day and making it\ntemporarily tired and weak. The creature must attempt\na Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target is fatigued and enfeebled 1 for 1 round.\nFailure The target is fatigued and enfeebled 1 for the\nduration.\nCritical Failure The target is fatigued and enfeebled 2 for\nthe duration. The fatigued condition doesn't end when\nthe spell's duration does (but can still be removed with\na night's rest or by similar means).\nHeightened (6th) You can target up to 10 creatures.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "days-weight",
    "content_id": "days-weight",
    "level": 3
}

Advanced Player's Guide

Deceiver's Cloak

Rank 3 · Focus · Uncommon

Registry ID
deceivers-cloak
FocusUncommonillusionNone

You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level illusory disguise.

Description snippet: You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-lev

Source lines: 34001 - 34013

Raw text block

DECEIVER'S CLOAK
UNCOMMON
FOCUS 3
ILLUSION
WITCH
Cast [two-actions] somatic, verbal
Duration sustained
You wrap yourself in a cloak of illusion, appearing as another
creature of the same body shape with roughly similar height
and weight as yourself. This has the effects of a 3rd-level
illusory disguise.
Heightened (6th) You can appear as any creature of the same
size, even with a completely different body shape.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "You can appear as any creature of the same size, even with a completely different body shape."
    }
]

Damage clauses

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

Effects

{
    "description": "You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level illusory disguise.",
    "outcomes": []
}

Full schema_data

{
    "id": "deceivers-cloak",
    "name": "Deceiver's Cloak",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "illusion",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "sustained",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level illusory disguise.",
    "description_snippet": "You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-lev",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can appear as any creature of the same size, even with a completely different body shape."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can appear as any creature of the same size, even with a completely different body shape."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level illusory disguise.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "witch",
    "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": 34001,
    "source_line_end": 34013,
    "raw_text_block": "DECEIVER'S CLOAK\nUNCOMMON\nFOCUS 3\nILLUSION\nWITCH\nCast [two-actions] somatic, verbal\nDuration sustained\nYou wrap yourself in a cloak of illusion, appearing as another\ncreature of the same body shape with roughly similar height\nand weight as yourself. This has the effects of a 3rd-level\nillusory disguise.\nHeightened (6th) You can appear as any creature of the same\nsize, even with a completely different body shape.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "deceivers-cloak",
    "content_id": "deceivers-cloak",
    "level": 3
}

Advanced Player's Guide

Delay Affliction

Rank 3 · Focus · Common

Registry ID
delay-affliction
FocusCommonnecromancydivine

Mystery life Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers 3d8 Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison.

Description snippet: Mystery life Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature With a surge of healing energy, you push back against an affliction threatening the target and gra

Source lines: 32677 - 32699

Raw text block

CURSEBOUND
FOCUS 3
HEALING
NECROMANCY
ORACLE
POSITIVE
Mystery life
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
With a surge of healing energy, you push back against an
affliction threatening the target and grant a small amount of
healing. The target recovers 3d8 Hit Points. You attempt to
counteract any one affliction you are aware the target has,
suspending its effects for 1 hour on a success rather than
removing it. The target is then temporarily immune to delay
affliction for 1 day. You don't need to have identified the name
of the specific affliction, but you do need to be aware of it;
for instance, you couldn't delay an ingested poison during its
onset period unless you were aware of the poison.
Heightened (+1) The target recovers an additional 1d8 Hit Points
and you can attempt to suspend an additional affliction.
DREAD SECRET
UNCOMMON

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The target recovers an additional 1d8 Hit Points and you can attempt to suspend an additional affliction. DREAD SECRET UNCOMMON"
    }
]

Damage clauses

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

Effects

{
    "description": "Mystery life Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers 3d8 Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison.",
    "outcomes": []
}

Full schema_data

{
    "id": "delay-affliction",
    "name": "Delay Affliction",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "healing",
        "positive"
    ],
    "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 life Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers 3d8 Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison.",
    "description_snippet": "Mystery life Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature With a surge of healing energy, you push back against an affliction threatening the target and gra",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The target recovers an additional 1d8 Hit Points and you can attempt to suspend an additional affliction. DREAD SECRET UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The target recovers an additional 1d8 Hit Points and you can attempt to suspend an additional affliction. DREAD SECRET UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Mystery life Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers 3d8 Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison.",
        "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": 32677,
    "source_line_end": 32699,
    "raw_text_block": "CURSEBOUND\nFOCUS 3\nHEALING\nNECROMANCY\nORACLE\nPOSITIVE\nMystery life\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nWith a surge of healing energy, you push back against an\naffliction threatening the target and grant a small amount of\nhealing. The target recovers 3d8 Hit Points. You attempt to\ncounteract any one affliction you are aware the target has,\nsuspending its effects for 1 hour on a success rather than\nremoving it. The target is then temporarily immune to delay\naffliction for 1 day. You don't need to have identified the name\nof the specific affliction, but you do need to be aware of it;\nfor instance, you couldn't delay an ingested poison during its\nonset period unless you were aware of the poison.\nHeightened (+1) The target recovers an additional 1d8 Hit Points\nand you can attempt to suspend an additional affliction.\nDREAD SECRET\nUNCOMMON",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "delay-affliction",
    "content_id": "delay-affliction",
    "level": 3
}

Secrets of Magic

Distracting Chatter

Rank 3 · Spell · Common

Registry ID
distracting-chatter
SpellCommonillusionarcaneoccult

You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is flat-footed, takes a -2 status penalty to purely auditory Perception checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an auditory effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save. Critical Success: The creature is unaffected. Success: The duration is 1 round. Failure: The duration is 3 rounds. Critical Failure: The duration is 1 minute.

Description snippet: You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is flat-f

Source lines: 11449 - 11473

Raw text block

DISTRACTING CHATTER
AUDITORY
ILLUSION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
SPELL 3
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You bombard a target with distracting auditory illusions,
surrounding them with a tumultuous cacophony of
overlapping speech, whispers, screams, and muttering.
The target is flat-footed, takes a -2 status penalty to
purely auditory Perception checks, and must succeed at
a DC 5 flat check to use auditory abilities or verbal spell
components. Similarly, a creature who attempts to affect
the target with an auditory effect must succeed at a DC 5
flat check or the attempt fails. The duration depends on the
target's Will save.
Critical Success The creature is unaffected.
Success The duration is 1 round.
Failure The duration is 3 rounds.
Critical Failure The duration is 1 minute.
Heightened (7th) You can target up to five creatures.
DIVINE ARMAGEDDON
NECROMANCY

Heightened

[
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "You can target up to five creatures. DIVINE ARMAGEDDON NECROMANCY"
    }
]

Damage clauses

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

Effects

{
    "description": "You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is flat-footed, takes a -2 status penalty to purely auditory Perception checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an auditory effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The duration is 1 round.",
        "Failure": "The duration is 3 rounds.",
        "Critical Failure": "The duration is 1 minute."
    }
}

Full schema_data

{
    "id": "distracting-chatter",
    "name": "Distracting Chatter",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "auditory"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is flat-footed, takes a -2 status penalty to purely auditory Perception checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an auditory effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save. Critical Success: The creature is unaffected. Success: The duration is 1 round. Failure: The duration is 3 rounds. Critical Failure: The duration is 1 minute.",
    "description_snippet": "You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is flat-f",
    "heightened": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "You can target up to five creatures. DIVINE ARMAGEDDON NECROMANCY"
        }
    ],
    "heightened_scaling": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "You can target up to five creatures. DIVINE ARMAGEDDON NECROMANCY"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. The target is flat-footed, takes a -2 status penalty to purely auditory Perception checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an auditory effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The duration is 1 round.",
            "Failure": "The duration is 3 rounds.",
            "Critical Failure": "The duration is 1 minute."
        }
    },
    "conditions_caused": [
        "flat-footed"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 11449,
    "source_line_end": 11473,
    "raw_text_block": "DISTRACTING CHATTER\nAUDITORY\nILLUSION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nSPELL 3\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou bombard a target with distracting auditory illusions,\nsurrounding them with a tumultuous cacophony of\noverlapping speech, whispers, screams, and muttering.\nThe target is flat-footed, takes a -2 status penalty to\npurely auditory Perception checks, and must succeed at\na DC 5 flat check to use auditory abilities or verbal spell\ncomponents. Similarly, a creature who attempts to affect\nthe target with an auditory effect must succeed at a DC 5\nflat check or the attempt fails. The duration depends on the\ntarget's Will save.\nCritical Success The creature is unaffected.\nSuccess The duration is 1 round.\nFailure The duration is 3 rounds.\nCritical Failure The duration is 1 minute.\nHeightened (7th) You can target up to five creatures.\nDIVINE ARMAGEDDON\nNECROMANCY",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "distracting-chatter",
    "content_id": "distracting-chatter",
    "level": 3
}

Core Rulebook (Fourth Printing)

Dragon Breath

Rank 3 · Focus · Uncommon

Registry ID
dragon-breath
FocusUncommonevocationNone

You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline. Dragon Type Black or copper Blue or bronze Brass Green Gold or red Silver or white Area and Damage Type Saving Throw 60-foot line of acid Reflex 60-foot line of electricity Reflex 60-foot line of fire Reflex 30-foot cone of poison Fortitude 30-foot cone of fire Reflex 30-foot cone of cold Reflex

Description snippet: You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline. Dragon Type Black or copper Blue or bronze Brass G

Source lines: 63986 - 64031

Raw text block

DRAGON BREATH
UNCOMMON EVOCATION
FOCUS 3
SORCERER
Cast [two-actions] somatic, verbal
Area 30-foot cone or 60-foot line originating from you
Saving Throw basic Reflex or Fortitude
You spew energy from your mouth, dealing 5d6 damage. The
area, damage type, and save depend on the dragon type in
your bloodline.
Dragon Type
Black or copper
Blue or bronze
Brass
Green
Gold or red
Silver or white
Area and Damage Type Saving Throw
60-foot line of acid
Reflex
60-foot line of electricity
Reflex
60-foot line of fire
Reflex
30-foot cone of poison
Fortitude
30-foot cone of fire
Reflex
30-foot cone of cold
Reflex
Heightened (+1) The damage increases by 2d6.
DRAGON CLAWS
UNCOMMON
MORPH
TRANSMUTATION
Cast [one-action] verbal
Duration 1 minute
Vicious claws grow from your fingers. They are finesse unarmed
attacks that deal 1d4 slashing damage and 1d6 extra damage
of a type determined by the dragon in your bloodline (see the
table in dragon breath). Your scales from blood magic glow with
faint energy, giving you resistance 5 to the same damage type.
Heightened (5th) The extra damage increases to 2d6, and the
resistance increases to 10.
Heightened (9th) The extra damage increases to 3d6, and the
resistance increases to 15.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6. DRAGON CLAWS UNCOMMON MORPH TRANSMUTATION Cast [one-action] verbal Duration 1 minute Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The extra damage increases to 2d6, and the resistance increases to 10."
    },
    {
        "label": "9th",
        "type": "fixed_rank",
        "rank": 9,
        "text": "The extra damage increases to 3d6, and the resistance increases to 15."
    }
]

Damage clauses

[
    {
        "formula": "1d4",
        "type": "slashing",
        "persistent": false
    },
    {
        "formula": "1d6",
        "type": "extra",
        "persistent": false
    }
]

Effects

{
    "description": "You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline. Dragon Type Black or copper Blue or bronze Brass Green Gold or red Silver or white Area and Damage Type Saving Throw 60-foot line of acid Reflex 60-foot line of electricity Reflex 60-foot line of fire Reflex 30-foot cone of poison Fortitude 30-foot cone of fire Reflex 30-foot cone of cold Reflex",
    "outcomes": []
}

Full schema_data

{
    "id": "dragon-breath",
    "name": "Dragon Breath",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot cone or 60-foot line originating from you",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex or Fortitude",
    "save_type": "basic_reflex_or_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline. Dragon Type Black or copper Blue or bronze Brass Green Gold or red Silver or white Area and Damage Type Saving Throw 60-foot line of acid Reflex 60-foot line of electricity Reflex 60-foot line of fire Reflex 30-foot cone of poison Fortitude 30-foot cone of fire Reflex 30-foot cone of cold Reflex",
    "description_snippet": "You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline. Dragon Type Black or copper Blue or bronze Brass G",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6. DRAGON CLAWS UNCOMMON MORPH TRANSMUTATION Cast [one-action] verbal Duration 1 minute Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The extra damage increases to 2d6, and the resistance increases to 10."
        },
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The extra damage increases to 3d6, and the resistance increases to 15."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6. DRAGON CLAWS UNCOMMON MORPH TRANSMUTATION Cast [one-action] verbal Duration 1 minute Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The extra damage increases to 2d6, and the resistance increases to 10."
        },
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The extra damage increases to 3d6, and the resistance increases to 15."
        }
    ],
    "damage": [
        {
            "formula": "1d4",
            "type": "slashing",
            "persistent": false
        },
        {
            "formula": "1d6",
            "type": "extra",
            "persistent": false
        }
    ],
    "damage_type": [
        "extra",
        "slashing"
    ],
    "effects": {
        "description": "You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline. Dragon Type Black or copper Blue or bronze Brass Green Gold or red Silver or white Area and Damage Type Saving Throw 60-foot line of acid Reflex 60-foot line of electricity Reflex 60-foot line of fire Reflex 30-foot cone of poison Fortitude 30-foot cone of fire Reflex 30-foot cone of cold Reflex",
        "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": 63986,
    "source_line_end": 64031,
    "raw_text_block": "DRAGON BREATH\nUNCOMMON EVOCATION\nFOCUS 3\nSORCERER\nCast [two-actions] somatic, verbal\nArea 30-foot cone or 60-foot line originating from you\nSaving Throw basic Reflex or Fortitude\nYou spew energy from your mouth, dealing 5d6 damage. The\narea, damage type, and save depend on the dragon type in\nyour bloodline.\nDragon Type\nBlack or copper\nBlue or bronze\nBrass\nGreen\nGold or red\nSilver or white\nArea and Damage Type Saving Throw\n60-foot line of acid\nReflex\n60-foot line of electricity\nReflex\n60-foot line of fire\nReflex\n30-foot cone of poison\nFortitude\n30-foot cone of fire\nReflex\n30-foot cone of cold\nReflex\nHeightened (+1) The damage increases by 2d6.\nDRAGON CLAWS\nUNCOMMON\nMORPH\nTRANSMUTATION\nCast [one-action] verbal\nDuration 1 minute\nVicious claws grow from your fingers. They are finesse unarmed\nattacks that deal 1d4 slashing damage and 1d6 extra damage\nof a type determined by the dragon in your bloodline (see the\ntable in dragon breath). Your scales from blood magic glow with\nfaint energy, giving you resistance 5 to the same damage type.\nHeightened (5th) The extra damage increases to 2d6, and the\nresistance increases to 10.\nHeightened (9th) The extra damage increases to 3d6, and the\nresistance increases to 15.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dragon-breath",
    "content_id": "dragon-breath",
    "level": 3
}

Core Rulebook (Fourth Printing)

Drain Life

Rank 3 · Focus · Uncommon

Registry ID
drain-life
FocusUncommonnecromancydivine

You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute.

Description snippet: You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit

Source lines: 64089 - 64117

Raw text block

DRAIN LIFE
UNCOMMON
NECROMANCY
FOCUS 3
NEGATIVE
SORCERER
Casting [one-action] somatic
Range 30 feet; Targets 1 living creature
Saving Throw basic Fortitude
You close your hand and pull life energy from another creature
into yourself. This deals 3d4 negative damage; the target
must attempt a basic Fortitude save. You gain temporary Hit
Points equal to the damage the target takes, after resolving
its save and applying your blood magic if applicable. If the
target's Hit Points were lower than the damage you dealt, you
gain temporary Hit Points equal to their remaining Hit Points
instead. The temporary Hit Points last for 1 minute.
Heightened (+1) The damage increases by 1d4.
ELEMENTAL BLAST
UNCOMMON EVOCATION
Casting [two-actions] somatic, verbal
Range 30 feet (burst only); Area 10-foot-radius burst, 30-foot
cone, or 60-foot line
Saving Throw basic Reflex
You gather elemental energy and blast your foes in one
of the various listed shapes of your choosing, dealing 8d6
bludgeoning damage (or fire damage if your element is fire).
This spell has your element's trait.
Heightened (+1) The damage increases by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d4. ELEMENTAL BLAST UNCOMMON EVOCATION Casting [two-actions] somatic, verbal Range 30 feet (burst only); Area 10-foot-radius burst, 30-foot cone, or 60-foot line Saving Throw basic Reflex You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire). This spell has your element's trait."
    },
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "3d4",
        "type": "negative",
        "persistent": false
    },
    {
        "formula": "8d6",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute.",
    "outcomes": []
}

Full schema_data

{
    "id": "drain-life",
    "name": "Drain Life",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "negative"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 living creature",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute.",
    "description_snippet": "You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4. ELEMENTAL BLAST UNCOMMON EVOCATION Casting [two-actions] somatic, verbal Range 30 feet (burst only); Area 10-foot-radius burst, 30-foot cone, or 60-foot line Saving Throw basic Reflex You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire). This spell has your element's trait."
        },
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4. ELEMENTAL BLAST UNCOMMON EVOCATION Casting [two-actions] somatic, verbal Range 30 feet (burst only); Area 10-foot-radius burst, 30-foot cone, or 60-foot line Saving Throw basic Reflex You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire). This spell has your element's trait."
        },
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "3d4",
            "type": "negative",
            "persistent": false
        },
        {
            "formula": "8d6",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "negative"
    ],
    "effects": {
        "description": "You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute.",
        "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": 64089,
    "source_line_end": 64117,
    "raw_text_block": "DRAIN LIFE\nUNCOMMON\nNECROMANCY\nFOCUS 3\nNEGATIVE\nSORCERER\nCasting [one-action] somatic\nRange 30 feet; Targets 1 living creature\nSaving Throw basic Fortitude\nYou close your hand and pull life energy from another creature\ninto yourself. This deals 3d4 negative damage; the target\nmust attempt a basic Fortitude save. You gain temporary Hit\nPoints equal to the damage the target takes, after resolving\nits save and applying your blood magic if applicable. If the\ntarget's Hit Points were lower than the damage you dealt, you\ngain temporary Hit Points equal to their remaining Hit Points\ninstead. The temporary Hit Points last for 1 minute.\nHeightened (+1) The damage increases by 1d4.\nELEMENTAL BLAST\nUNCOMMON EVOCATION\nCasting [two-actions] somatic, verbal\nRange 30 feet (burst only); Area 10-foot-radius burst, 30-foot\ncone, or 60-foot line\nSaving Throw basic Reflex\nYou gather elemental energy and blast your foes in one\nof the various listed shapes of your choosing, dealing 8d6\nbludgeoning damage (or fire damage if your element is fire).\nThis spell has your element's trait.\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "drain-life",
    "content_id": "drain-life",
    "level": 3
}

Core Rulebook (Fourth Printing)

Dream Message

Rank 3 · Spell · Common

Registry ID
dream-message
SpellCommonenchantmentarcanedivineoccult

You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.

Description snippet: You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not

Source lines: 51875 - 51892

Raw text block

DREAM MESSAGE
SPELL 3
MENTAL
Traditions arcane, divine, occult
Cast 10 minutes (somatic, verbal)
Range planetary; Targets 1 creature you know by name and
have met in person
Duration until the next time you make your daily preparations
You send a message to your target's dream. The message is
one-way, up to 1 minute of speech (roughly 150 words). If
the target is asleep, they receive the message instantly. If
not, they receive it the next time they sleep. As soon as they
receive it, the spell ends, and you know the message was sent.
Heightened (4th) You can target up to 10 creatures you
know by name and have met in person. You must send
the same message to all of them; the spell ends for each
creature individually.

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually."
    }
]

Damage clauses

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

Effects

{
    "description": "You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.",
    "outcomes": []
}

Full schema_data

{
    "id": "dream-message",
    "name": "Dream Message",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "mental"
    ],
    "cast": "10 minutes (somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "planetary",
    "area": "none",
    "targets": "1 creature you know by name and have met in person",
    "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 send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.",
    "description_snippet": "You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually."
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.",
        "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": 51875,
    "source_line_end": 51892,
    "raw_text_block": "DREAM MESSAGE\nSPELL 3\nMENTAL\nTraditions arcane, divine, occult\nCast 10 minutes (somatic, verbal)\nRange planetary; Targets 1 creature you know by name and\nhave met in person\nDuration until the next time you make your daily preparations\nYou send a message to your target's dream. The message is\none-way, up to 1 minute of speech (roughly 150 words). If\nthe target is asleep, they receive the message instantly. If\nnot, they receive it the next time they sleep. As soon as they\nreceive it, the spell ends, and you know the message was sent.\nHeightened (4th) You can target up to 10 creatures you\nknow by name and have met in person. You must send\nthe same message to all of them; the spell ends for each\ncreature individually.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dream-message",
    "content_id": "dream-message",
    "level": 3
}

Core Rulebook (4th Printing)

Earthbind

Rank 3 · Spell · Common

Registry ID
earthbind
SpellCommontransmutationarcaneprimal

Bring a flying creature

Description snippet: Bring a flying creature

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "transmutation",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Bring a flying creature",
    "content_id": "earthbind",
    "type": "spell",
    "description": "Bring a flying creature"
}

Secrets of Magic

Eidolon

Rank 3 · Focus · Common

Registry ID
eidolon
FocusCommonevocationNone

Your eidolon releases a powerful energy attack that deals 5d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.

Description snippet: Your eidolon releases a powerful energy attack that deals 5d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.

Source lines: 16880 - 16892

Raw text block

EIDOLON
EVOCATION
FOCUS 3
SUMMONER
Cast [two-actions] somatic, verbal
Area 20-foot radius emanation around your eidolon
Saving Throw basic Reflex
Your eidolon releases a powerful energy attack that deals
5d6 damage of the type you chose when you took the
Eidolon's Wrath feat, with a basic Reflex save.
Heightened (+1) The damage increases by 2d6.
EVOLUTION SURGE
UNCOMMON

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6. EVOLUTION SURGE UNCOMMON"
    }
]

Damage clauses

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

Effects

{
    "description": "Your eidolon releases a powerful energy attack that deals 5d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.",
    "outcomes": []
}

Full schema_data

{
    "id": "eidolon",
    "name": "Eidolon",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "none"
    ],
    "traits": [
        "summoner"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "20-foot radius emanation around your eidolon",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your eidolon releases a powerful energy attack that deals 5d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.",
    "description_snippet": "Your eidolon releases a powerful energy attack that deals 5d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6. EVOLUTION SURGE UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6. EVOLUTION SURGE UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your eidolon releases a powerful energy attack that deals 5d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.",
        "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": 16880,
    "source_line_end": 16892,
    "raw_text_block": "EIDOLON\nEVOCATION\nFOCUS 3\nSUMMONER\nCast [two-actions] somatic, verbal\nArea 20-foot radius emanation around your eidolon\nSaving Throw basic Reflex\nYour eidolon releases a powerful energy attack that deals\n5d6 damage of the type you chose when you took the\nEidolon's Wrath feat, with a basic Reflex save.\nHeightened (+1) The damage increases by 2d6.\nEVOLUTION SURGE\nUNCOMMON",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "eidolon",
    "content_id": "eidolon",
    "level": 3
}

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