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Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Showing page 17 of 36 for 898 matching canonical spell rows.
Page 17 of 36
Secrets of Magic
Eidolon's Wrath
Rank 3 · Focus · Common
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.
Advanced review details
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": "eidolons-wrath",
"name": "Eidolon's Wrath",
"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": "summoner",
"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": "eidolons-wrath",
"content_id": "eidolons-wrath",
"level": 3
}
Secrets of Magic
Elemental Absorption
Rank 3 · Spell · Common
You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost.
Advanced review details
Description snippet: You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen
Source lines: 11687 - 11714
Raw text block
ELEMENTAL ABSORPTION SPELL 3 ABJURATION Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. Heightened (+3) The resistance increases by 5 and the maximum damage increases by 30.
Heightened
[
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The resistance increases by 5 and the maximum damage increases by 30."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost.",
"outcomes": []
}
Full schema_data
{
"id": "elemental-absorption",
"name": "Elemental Absorption",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost.",
"description_snippet": "You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen",
"heightened": [
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The resistance increases by 5 and the maximum damage increases by 30."
}
],
"heightened_scaling": [
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The resistance increases by 5 and the maximum damage increases by 30."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen elemental trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. As a 2-action activity, which has the concentrate trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost.",
"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": 11687,
"source_line_end": 11714,
"raw_text_block": "ELEMENTAL ABSORPTION\nSPELL 3\nABJURATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou absorb elemental energy, which you can release as a\npowerful counterattack. Choose air, earth, fire, or water. You\ngain resistance 5 to damage dealt by effects with the chosen\nelemental trait; if you choose water, you also gain resistance\nto cold damage. As usual, if a spell has a multiple effects,\nsuch as a spell that deals both fire damage and bludgeoning\ndamage with superheated rocks, you gain resistance to only\nthe effects associated with the element you chose. Keep track\nof how much damage you have prevented with this spell.\nAs a 2-action activity, which has the concentrate trait\nand the trait matching the element you chose, you can\nrelease the stored energy. This deals damage equal to\nthe amount you've stored (maximum 30 damage) to one\nenemy within 60 feet, with a basic Reflex save. The damage\ntype depends on the element you chose: fire damage for\nfire; bludgeoning or cold damage for water; bludgeoning\nor slashing damage for air; or bludgeoning, piercing, or\nslashing damage for earth. After releasing the energy, the\nspell ends. If you do not use the stored energy before the\nspell ends, the energy is lost.\nHeightened (+3) The resistance increases by 5 and the\nmaximum damage increases by 30.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "elemental-absorption",
"content_id": "elemental-absorption",
"level": 3
}
Secrets of Magic
Elemental Annihilation Wave
Rank 3 · Spell · Common
You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. [two-actions] (somatic, verbal) The spell is a 30-foot cone. [three-actions] (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of gust of wind.
Advanced review details
Description snippet: You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage a
Source lines: 11722 - 11754
Raw text block
ELEMENTAL ANNIHILATION WAVE AIR EARTH EVOCATION FIRE SPELL 3 WATER Traditions arcane, primal Cast [two-actions] to 2 rounds Area 30-foot cone Saving Throw basic Reflex You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. [two-actions] (somatic, verbal) The spell is a 30-foot cone. [three-actions] (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of gust of wind. Heightened (+2) The damage increases by 2d6, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 2d6, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure."
}
]
Damage clauses
[
{
"formula": "1d6",
"type": "fire",
"persistent": false
},
{
"formula": "3d6",
"type": "bludgeoning",
"persistent": false
}
]
Effects
{
"description": "You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. [two-actions] (somatic, verbal) The spell is a 30-foot cone. [three-actions] (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of gust of wind.",
"outcomes": []
}
Full schema_data
{
"id": "elemental-annihilation-wave",
"name": "Elemental Annihilation Wave",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"air",
"earth",
"fire",
"water"
],
"cast": "[two-actions] to 2 rounds",
"cast_actions": "2_actions",
"components": [
"none"
],
"range": "none",
"area": "30-foot cone",
"targets": "none",
"duration": "none",
"save": "basic Reflex",
"save_type": "basic_reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. [two-actions] (somatic, verbal) The spell is a 30-foot cone. [three-actions] (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of gust of wind.",
"description_snippet": "You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage a",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 2d6, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 2d6, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure."
}
],
"damage": [
{
"formula": "1d6",
"type": "fire",
"persistent": false
},
{
"formula": "3d6",
"type": "bludgeoning",
"persistent": false
}
],
"damage_type": [
"bludgeoning",
"fire"
],
"effects": {
"description": "You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals 1d6 fire damage and 3d6 bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. [two-actions] (somatic, verbal) The spell is a 30-foot cone. [three-actions] (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of gust of wind.",
"outcomes": []
},
"conditions_caused": [
"prone"
],
"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": 11722,
"source_line_end": 11754,
"raw_text_block": "ELEMENTAL ANNIHILATION WAVE\nAIR\nEARTH\nEVOCATION\nFIRE\nSPELL 3\nWATER\nTraditions arcane, primal\nCast [two-actions] to 2 rounds\nArea 30-foot cone\nSaving Throw basic Reflex\nYou draw elemental power from your surroundings, and\ncombining it with your own magical energy, unleash a wave\nof utter destruction and swirling colors that deals 1d6 fire\ndamage and 3d6 bludgeoning damage with a basic Reflex\nsave. The number of actions you spend when Casting this\nSpell determines the area and other parameters.\n[two-actions] (somatic, verbal) The spell is a 30-foot cone.\n[three-actions] (material, somatic, verbal) The spell is a 30-foot cone.\nOn a failed saving throw, creatures are pushed 5 feet\naway from you, and on a critical failure they are pushed\n10 feet away and are knocked prone.\nTwo Rounds If you spend 3 actions Casting the Spell, you\ncan avoid finishing the spell and spend another 3 actions\non your next turn to empower the spell even further. If\nyou do, the spell is as 3 actions, but the area is a 60-foot\ncone, and for 1 round, the elements linger in the cone,\nracing off into the distance and making approaching you\ndifficult, with the effects of gust of wind.\nHeightened (+2) The damage increases by 2d6, and the\ndistance that enemies are pushed back if you spent 3\nactions or 2 rounds increases by 5 feet on a failed save\nand 10 feet on a critical failure.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "elemental-annihilation-wave",
"content_id": "elemental-annihilation-wave",
"level": 3
}
Core Rulebook (Fourth Printing)
Elemental Motion
Rank 3 · Focus · Uncommon
You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. • Air You gain a fly Speed equal to your Speed. • Earth You gain a burrow Speed of 10 feet. • Fire You gain a fly Speed equal to your Speed. • Water You gain a swim Speed equal to your Speed and can breathe underwater.
Advanced review details
Description snippet: You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. • Air You gain a fly Speed equal to your Speed. • Ear
Source lines: 64137 - 64153
Raw text block
ELEMENTAL MOTION UNCOMMON EVOCATION FOCUS 3 SORCERER Casting [two-actions] somatic, verbal Duration 1 minute You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. • Air You gain a fly Speed equal to your Speed. • Earth You gain a burrow Speed of 10 feet. • Fire You gain a fly Speed equal to your Speed. • Water You gain a swim Speed equal to your Speed and can breathe underwater. Heightened (6th) You also gain a +10-foot status bonus to your Speeds. Heightened (9th) The status bonus increases to +20 feet.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You also gain a +10-foot status bonus to your Speeds."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +20 feet."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. • Air You gain a fly Speed equal to your Speed. • Earth You gain a burrow Speed of 10 feet. • Fire You gain a fly Speed equal to your Speed. • Water You gain a swim Speed equal to your Speed and can breathe underwater.",
"outcomes": []
}
Full schema_data
{
"id": "elemental-motion",
"name": "Elemental Motion",
"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": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. • Air You gain a fly Speed equal to your Speed. • Earth You gain a burrow Speed of 10 feet. • Fire You gain a fly Speed equal to your Speed. • Water You gain a swim Speed equal to your Speed and can breathe underwater.",
"description_snippet": "You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. • Air You gain a fly Speed equal to your Speed. • Ear",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You also gain a +10-foot status bonus to your Speeds."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +20 feet."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You also gain a +10-foot status bonus to your Speeds."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +20 feet."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. • Air You gain a fly Speed equal to your Speed. • Earth You gain a burrow Speed of 10 feet. • Fire You gain a fly Speed equal to your Speed. • Water You gain a swim Speed equal to your Speed and can breathe underwater.",
"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": 64137,
"source_line_end": 64153,
"raw_text_block": "ELEMENTAL MOTION\nUNCOMMON\nEVOCATION\nFOCUS 3\nSORCERER\nCasting [two-actions] somatic, verbal\nDuration 1 minute\nYou call upon your element to propel you, improving your Speed\ndepending on your element. This spell has your element's trait.\n• Air You gain a fly Speed equal to your Speed.\n• Earth You gain a burrow Speed of 10 feet.\n• Fire You gain a fly Speed equal to your Speed.\n• Water You gain a swim Speed equal to your Speed and\ncan breathe underwater.\nHeightened (6th) You also gain a +10-foot status bonus to\nyour Speeds.\nHeightened (9th) The status bonus increases to +20 feet.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "elemental-motion",
"content_id": "elemental-motion",
"level": 3
}
Core Rulebook (4th Printing)
Enthrall
Rank 3 · Spell · Common
Your speech makes
Advanced review details
Description snippet: Your speech makes
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "enchantment",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Your speech makes",
"content_id": "enthrall",
"type": "spell",
"description": "Your speech makes"
}
Secrets of Magic
Envenom Companion
Rank 3 · Spell · Common
You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also clumsy 1 for 1 round. This spell can't target familiars.
Advanced review details
Description snippet: You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed S
Source lines: 11934 - 11951
Raw text block
ENVENOM COMPANION NECROMANCY SPELL 3 POISON Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Targets your companion or eidolon Duration 1 minute You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also clumsy 1 for 1 round. This spell can't target familiars. Heightened (+3) The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1.
Heightened
[
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1."
}
]
Damage clauses
[
{
"formula": "1d8",
"type": "poison",
"persistent": false
}
]
Effects
{
"description": "You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also clumsy 1 for 1 round. This spell can't target familiars.",
"outcomes": []
}
Full schema_data
{
"id": "envenom-companion",
"name": "Envenom Companion",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"poison"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "your companion or eidolon",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also clumsy 1 for 1 round. This spell can't target familiars.",
"description_snippet": "You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed S",
"heightened": [
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1."
}
],
"heightened_scaling": [
{
"label": "+3",
"type": "step",
"step": 3,
"text": "The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1."
}
],
"damage": [
{
"formula": "1d8",
"type": "poison",
"persistent": false
}
],
"damage_type": [
"poison"
],
"effects": {
"description": "You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also clumsy 1 for 1 round. This spell can't target familiars.",
"outcomes": []
},
"conditions_caused": [
"clumsy"
],
"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": 11934,
"source_line_end": 11951,
"raw_text_block": "ENVENOM COMPANION\nNECROMANCY\nSPELL 3\nPOISON\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets your companion or eidolon\nDuration 1 minute\nYou envenom your companion or eidolon's attacks, which\ndrip with highly toxic venom for the spell's duration. The\nfirst time each round the target hits a creature with an\nunarmed Strike that deals piercing or slashing damage,\nthat Strike deals an additional 1d8 poison damage. A\ncreature that is damaged by this poison must attempt a\nFortitude save. On a failure, it's also clumsy 1 for 1 round.\nThis spell can't target familiars.\nHeightened (+3) The poison damage increases by 1d8 and\nthe clumsy value imposed on a failed save increases by 1.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "envenom-companion",
"content_id": "envenom-companion",
"level": 3
}
Advanced Player's Guide
Ephemeral Tracking
Rank 3 · Focus · Uncommon
You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. Cast [two-actions] somatic, verbal Duration 1 hour You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use Survival to Track through both air and water, noticing aerial or aquatic “tracks” of all creatures who passed nearby in the last hour. It's more difficult to Track in this way: the DC to Track through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to Cover Tracks against this spell, but creatures might not realize they need to do so. WHIRLING FLAMES GRAVITY WEAPON UNCOMMON AIR UNCOMMON CURSEBOUND CURSEBOUND DIVINATION
Advanced review details
Description snippet: You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw
Source lines: 33211 - 33246
Raw text block
EPHEMERAL TRACKING UNCOMMON DIVINATION FOCUS 3 RANGER Cast [one-action] somatic Targets 1 creature You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. Cast [two-actions] somatic, verbal Duration 1 hour You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use Survival to Track through both air and water, noticing aerial or aquatic “tracks” of all creatures who passed nearby in the last hour. It's more difficult to Track in this way: the DC to Track through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to Cover Tracks against this spell, but creatures might not realize they need to do so. WHIRLING FLAMES GRAVITY WEAPON UNCOMMON AIR UNCOMMON CURSEBOUND CURSEBOUND DIVINATION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. Cast [two-actions] somatic, verbal Duration 1 hour You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use Survival to Track through both air and water, noticing aerial or aquatic “tracks” of all creatures who passed nearby in the last hour. It's more difficult to Track in this way: the DC to Track through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to Cover Tracks against this spell, but creatures might not realize they need to do so. WHIRLING FLAMES GRAVITY WEAPON UNCOMMON AIR UNCOMMON CURSEBOUND CURSEBOUND DIVINATION",
"outcomes": []
}
Full schema_data
{
"id": "ephemeral-tracking",
"name": "Ephemeral Tracking",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[one-action] somatic",
"cast_actions": "1_action",
"components": [
"somatic"
],
"range": "none",
"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 focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. Cast [two-actions] somatic, verbal Duration 1 hour You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use Survival to Track through both air and water, noticing aerial or aquatic “tracks” of all creatures who passed nearby in the last hour. It's more difficult to Track in this way: the DC to Track through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to Cover Tracks against this spell, but creatures might not realize they need to do so. WHIRLING FLAMES GRAVITY WEAPON UNCOMMON AIR UNCOMMON CURSEBOUND CURSEBOUND DIVINATION",
"description_snippet": "You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three 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 focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. Cast [two-actions] somatic, verbal Duration 1 hour You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use Survival to Track through both air and water, noticing aerial or aquatic “tracks” of all creatures who passed nearby in the last hour. It's more difficult to Track in this way: the DC to Track through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to Cover Tracks against this spell, but creatures might not realize they need to do so. WHIRLING FLAMES GRAVITY WEAPON UNCOMMON AIR UNCOMMON CURSEBOUND CURSEBOUND DIVINATION",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "ranger",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 33211,
"source_line_end": 33246,
"raw_text_block": "EPHEMERAL TRACKING\nUNCOMMON\nDIVINATION\nFOCUS 3\nRANGER\nCast [one-action] somatic\nTargets 1 creature\nYou focus your gaze on a creature and gain a flash of\ndivine insight into its nature. If the creature has any\nweaknesses, you learn them, as well as which of its three\nsaving throw modifiers is lowest. You also learn an inherent\nunderstanding of its movements and gain a +2 status bonus\nto your next attack roll (or skill check made as part of an\nattack action) against that foe before the end of your\nturn. The target is then temporarily immune to vision of\nweakness for 1 day.\nCast [two-actions] somatic, verbal\nDuration 1 hour\nYou can look at currents in the air and water and see tracks\nthat you can follow just as you would on land. You can use\nSurvival to Track through both air and water, noticing aerial\nor aquatic “tracks” of all creatures who passed nearby in\nthe last hour. It's more difficult to Track in this way: the\nDC to Track through air or water is always at least 30, or\nhigher after precipitation or wind (in the air) or heavy tides\nor currents (in the water). It's possible to Cover Tracks\nagainst this spell, but creatures might not realize they need\nto do so.\nWHIRLING FLAMES\nGRAVITY WEAPON\nUNCOMMON\nAIR\nUNCOMMON\nCURSEBOUND\nCURSEBOUND\nDIVINATION",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ephemeral-tracking",
"content_id": "ephemeral-tracking",
"level": 3
}
Secrets of Magic
Feat 14
Rank 3 · Focus · Uncommon
You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.
Advanced review details
Description snippet: You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, a
Source lines: 27577 - 27606
Raw text block
FEAT 14 INSCRUTABLE MASK UNCOMMON ILLUSION FOCUS 3 SHADOW Cast [two-actions] somatic, verbal Duration 10 minutes You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness. Heightened (6th) The status bonus increases to +2. Heightened (9th) The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT UNCOMMON
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The status bonus increases to +2."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT\b UNCOMMON"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.",
"outcomes": []
}
Full schema_data
{
"id": "feat-14",
"name": "Feat 14",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"inscrutable",
"mask\b",
"shadow"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.",
"description_snippet": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, a",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The status bonus increases to +2."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT\b UNCOMMON"
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The status bonus increases to +2."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT\b UNCOMMON"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.",
"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": 27577,
"source_line_end": 27606,
"raw_text_block": "FEAT 14\nINSCRUTABLE MASK\b\nUNCOMMON\nILLUSION\nFOCUS 3\nSHADOW\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou shroud your form and features in an impenetrable\nmask of shadow. The mask grants you a +1 status bonus\nto Deception checks to Lie or Feint, Intimidation checks\nto Demoralize, and Stealth checks to Hide in areas of dim\nlight or darkness.\nHeightened (6th) The status bonus increases to +2.\nHeightened (9th) The status bonus increases to +3.\nSecrets\nof\nMagic\nEssentials\nof Magic\nARCHETYPE\nPrerequisites focus pool, Shadowcaster Dedication\nYou pool the power of shadow within your eyes, gaining\nthe ability to gather darkness into a turbulent orb of\ncrushing emptiness within your line of sight. You gain\nthe darklight domain spell. Increase the number of\nFocus Points in your focus pool by 1.\nSHADOWCASTER FOCUS SPELLS\nDARKLIGHT\b\nUNCOMMON",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "feat-14",
"content_id": "feat-14",
"level": 3
}
Core Rulebook (Fourth Printing)
Feet To Fins
Rank 3 · Spell · Common
The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet. Critical Success: The target is unaffected. Success: The target is frightened 1. Failure: The target is frightened 2. Critical Failure: The target is frightened 3 and fleeing for 1 round.
Advanced review details
Description snippet: The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed bec
Source lines: 52561 - 52586
Raw text block
FEET TO FINS SPELL 3 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 willing creature Duration 10 minutes The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet. Heightened (6th) The spell lasts until the next time you make your daily preparations. FIELD OF LIFE HEALING Traditions arcane, divine, occult, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell lasts until the next time you make your daily preparations. FIELD OF LIFE HEALING Traditions arcane, divine, occult, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration varies You plant fear in the target; it must attempt a Will save."
},
{
"label": "3rd",
"type": "raw",
"text": "You can target up to five creatures."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is frightened 1.",
"Failure": "The target is frightened 2.",
"Critical Failure": "The target is frightened 3 and fleeing for 1 round."
}
}
Full schema_data
{
"id": "feet-to-fins",
"name": "Feet To Fins",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 willing creature",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet. Critical Success: The target is unaffected. Success: The target is frightened 1. Failure: The target is frightened 2. Critical Failure: The target is frightened 3 and fleeing for 1 round.",
"description_snippet": "The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed bec",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell lasts until the next time you make your daily preparations. FIELD OF LIFE HEALING Traditions arcane, divine, occult, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration varies You plant fear in the target; it must attempt a Will save."
},
{
"label": "3rd",
"type": "raw",
"text": "You can target up to five creatures."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The spell lasts until the next time you make your daily preparations. FIELD OF LIFE HEALING Traditions arcane, divine, occult, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration varies You plant fear in the target; it must attempt a Will save."
},
{
"label": "3rd",
"type": "raw",
"text": "You can target up to five creatures."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is frightened 1.",
"Failure": "The target is frightened 2.",
"Critical Failure": "The target is frightened 3 and fleeing for 1 round."
}
},
"conditions_caused": [
"fleeing",
"frightened"
],
"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": 52561,
"source_line_end": 52586,
"raw_text_block": "FEET TO FINS\nSPELL 3\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 willing creature\nDuration 10 minutes\nThe target's feet transform into fins, improving mobility in the\nwater but reducing it on land. The target gains a swim Speed\nequal to its normal land Speed, but its land Speed becomes 5 feet.\nHeightened (6th) The spell lasts until the next time you make\nyour daily preparations.\nFIELD OF LIFE\nHEALING\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou plant fear in the target; it must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target is frightened 1.\nFailure The target is frightened 2.\nCritical Failure The target is frightened 3 and fleeing for 1\nround.\nHeightened (3rd) You can target up to five creatures.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "feet-to-fins",
"content_id": "feet-to-fins",
"level": 3
}
Core Rulebook (Fourth Printing)
Fey Disappearance
Rank 3 · Focus · Uncommon
You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.
Advanced review details
Description snippet: You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.
Source lines: 64231 - 64242
Raw text block
FEY DISAPPEARANCE UNCOMMON ENCHANTMENT FOCUS 3 SORCERER Cast [one-action] somatic Duration until the end of your next turn You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain. Heightened (5th) If you use a hostile action, the invisibility doesn't end.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "If you use a hostile action, the invisibility doesn't end."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.",
"outcomes": []
}
Full schema_data
{
"id": "fey-disappearance",
"name": "Fey Disappearance",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[one-action] somatic",
"cast_actions": "1_action",
"components": [
"somatic"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "until the end of your next turn",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.",
"description_snippet": "You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "If you use a hostile action, the invisibility doesn't end."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "If you use a hostile action, the invisibility doesn't end."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.",
"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": 64231,
"source_line_end": 64242,
"raw_text_block": "FEY DISAPPEARANCE\nUNCOMMON\nENCHANTMENT\nFOCUS 3\nSORCERER\nCast [one-action] somatic\nDuration until the end of your next turn\nYou become invisible and ignore natural difficult terrain\n(such as underbrush). Any hostile action you use ends this\ninvisibility, but you still ignore natural difficult terrain.\nHeightened (5th) If you use a hostile action, the invisibility\ndoesn't end.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fey-disappearance",
"content_id": "fey-disappearance",
"level": 3
}
Core Rulebook (4th Printing)
Fireball
Rank 3 · Spell · Common
An explosion of fire in
Advanced review details
Description snippet: An explosion of fire in
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "evocation",
"traditions": [
"arcane",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "An explosion of fire in",
"content_id": "fireball",
"type": "spell",
"description": "An explosion of fire in"
}
Core Rulebook (Fourth Printing)
Ghostly Weapon
Rank 3 · Spell · Common
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune. If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. GHOULISH CRAVINGS
Advanced review details
Description snippet: The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and ga
Source lines: 53088 - 53102
Raw text block
GHOSTLY WEAPON SPELL 3 TRANSMUTATION Traditions arcane, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 weapon that is either unattended or wielded by you or a willing ally Duration 5 minutes The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune. If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. GHOULISH CRAVINGS
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune. If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. GHOULISH CRAVINGS",
"outcomes": []
}
Full schema_data
{
"id": "ghostly-weapon",
"name": "Ghostly Weapon",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 weapon that is either unattended or wielded by you or a willing ally",
"duration": "5 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune. If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. GHOULISH CRAVINGS",
"description_snippet": "The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and ga",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune. If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. GHOULISH CRAVINGS",
"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": 53088,
"source_line_end": 53102,
"raw_text_block": "GHOSTLY WEAPON\nSPELL 3\nTRANSMUTATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 weapon that is either unattended or\nwielded by you or a willing ally\nDuration 5 minutes\nThe target weapon becomes translucent and ghostly, and it can\naffect material and incorporeal creatures and objects. It can be\nwielded by a corporeal or incorporeal creature and gains the\neffects of the ghost touch property rune. If the weapon is magical\nand already has the maximum number of property runes, the\nwielder can choose one to suppress to gain ghost touch.\nGHOULISH CRAVINGS",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ghostly-weapon",
"content_id": "ghostly-weapon",
"level": 3
}
Core Rulebook (Fourth Printing)
Glyph Of Warding
Rank 3 · Spell · Common
You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. GOBLIN POX
Advanced review details
Description snippet: You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take
Source lines: 53218 - 53246
Raw text block
GLYPH OF WARDING SPELL 3 ABJURATION Traditions arcane, divine, occult, primal Cast 10 minutes (material, somatic, verbal) Range touch; Targets 1 container or a 10-foot-by-10-foot area Duration unlimited You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. GOBLIN POX
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. GOBLIN POX",
"outcomes": []
}
Full schema_data
{
"id": "glyph-of-warding",
"name": "Glyph Of Warding",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 container or a 10-foot-by-10-foot area",
"duration": "unlimited",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. GOBLIN POX",
"description_snippet": "You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. GOBLIN POX",
"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": 53218,
"source_line_end": 53246,
"raw_text_block": "GLYPH OF WARDING\nSPELL 3\nABJURATION\nTraditions arcane, divine, occult, primal\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets 1 container or a 10-foot-by-10-foot area\nDuration unlimited\nYou craft a trap by binding a hostile spell into a symbol. While\nCasting this Spell, you also Cast a Spell of a lower spell level\nto store in the glyph. The stored spell must take 3 actions or\nfewer to cast, have a hostile effect, and target one creature\nor have an area. You can set a password, a trigger, or both\nfor the glyph. Any creature that moves, opens, or touches the\ntarget container or enters the target area that doesn't speak\nthe password or that matches the trigger activates the glyph,\nreleasing the harmful spell within.\nOnce a spell is stored in the glyph, the glyph gains all the\ntraits of that spell. If the stored spell targets one or more\ncreatures, it targets the creature that set off the glyph. If it\nhas an area, that area is centered on the creature that set off\nthe glyph. Glyph of warding's duration ends when the glyph\nis triggered. The glyph counts as a magical trap, using your\nspell DC for both the Perception check to notice it and the\nThievery check to disable it; both checks require the creature\nattempting them to be trained in order to succeed.\nYou can Dismiss glyph of warding. The maximum number\nof glyphs of warding you can have active at a time is equal to\nyour spellcasting ability modifier.\nGOBLIN POX",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "glyph-of-warding",
"content_id": "glyph-of-warding",
"level": 3
}
Core Rulebook (Fourth Printing)
Grasping Grave
Rank 3 · Focus · Uncommon
You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a
Advanced review details
Description snippet: You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a
Source lines: 64285 - 64293
Raw text block
GRASPING GRAVE UNCOMMON DIVINATION FOCUS 3 METAMAGIC SORCERER Cast [one-action] verbal You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a",
"outcomes": []
}
Full schema_data
{
"id": "grasping-grave",
"name": "Grasping Grave",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"metamagic"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a",
"description_snippet": "You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a",
"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": 64285,
"source_line_end": 64293,
"raw_text_block": "GRASPING GRAVE\nUNCOMMON\nDIVINATION\nFOCUS 3\nMETAMAGIC\nSORCERER\nCast [one-action] verbal\nYou call upon your blood's knowledge of the ancients to\nextend your magic. If your next action is to Cast a Spell with a",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "grasping-grave",
"content_id": "grasping-grave",
"level": 3
}
Secrets of Magic
Gravity Well
Rank 3 · Spell · Common
You create a sphere of altered gravity. All creatures and unsecured objects in the area move toward the center, depending on their Reflex saving throws. This follows the rules for forced movement (Core Rulebook 475). If there isn't enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the distance set by their saving throw outcomes. Critical Success: The creature is unaffected. Success: The creature moves 5 feet toward the center. Failure: The creature moves 15 feet toward the center. Critical Failure: The creature moves 30 feet toward the center.
Advanced review details
Description snippet: You create a sphere of altered gravity. All creatures and unsecured objects in the area move toward the center, depending on their Reflex saving throws. This follows the rules for
Source lines: 12559 - 12577
Raw text block
GRAVITY WELL SPELL 3 EVOCATION Traditions arcane, occult Cast [two-actions] somatic, verbal Range 120 feet; Area 30-foot-radius burst Saving Throw Reflex You create a sphere of altered gravity. All creatures and unsecured objects in the area move toward the center, depending on their Reflex saving throws. This follows the rules for forced movement (Core Rulebook 475). If there isn't enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the distance set by their saving throw outcomes. Critical Success The creature is unaffected. Success The creature moves 5 feet toward the center. Failure The creature moves 15 feet toward the center. Critical Failure The creature moves 30 feet toward the center.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a sphere of altered gravity. All creatures and unsecured objects in the area move toward the center, depending on their Reflex saving throws. This follows the rules for forced movement (Core Rulebook 475). If there isn't enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the distance set by their saving throw outcomes.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature moves 5 feet toward the center.",
"Failure": "The creature moves 15 feet toward the center.",
"Critical Failure": "The creature moves 30 feet toward the center."
}
}
Full schema_data
{
"id": "gravity-well",
"name": "Gravity Well",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "30-foot-radius burst",
"targets": "none",
"duration": "none",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a sphere of altered gravity. All creatures and unsecured objects in the area move toward the center, depending on their Reflex saving throws. This follows the rules for forced movement (Core Rulebook 475). If there isn't enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the distance set by their saving throw outcomes. Critical Success: The creature is unaffected. Success: The creature moves 5 feet toward the center. Failure: The creature moves 15 feet toward the center. Critical Failure: The creature moves 30 feet toward the center.",
"description_snippet": "You create a sphere of altered gravity. All creatures and unsecured objects in the area move toward the center, depending on their Reflex saving throws. This follows the rules for",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create a sphere of altered gravity. All creatures and unsecured objects in the area move toward the center, depending on their Reflex saving throws. This follows the rules for forced movement (Core Rulebook 475). If there isn't enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the distance set by their saving throw outcomes.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature moves 5 feet toward the center.",
"Failure": "The creature moves 15 feet toward the center.",
"Critical Failure": "The creature moves 30 feet toward the center."
}
},
"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": 12559,
"source_line_end": 12577,
"raw_text_block": "GRAVITY WELL\nSPELL 3\nEVOCATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 30-foot-radius burst\nSaving Throw Reflex\nYou create a sphere of altered gravity. All creatures and\nunsecured objects in the area move toward the center,\ndepending on their Reflex saving throws. This follows the\nrules for forced movement (Core Rulebook 475). If there\nisn't enough space near the center of the sphere, creatures\nand objects nearer to the center move first, and others\nmove as far as they can without being blocked, up to the\ndistance set by their saving throw outcomes.\nCritical Success The creature is unaffected.\nSuccess The creature moves 5 feet toward the center.\nFailure The creature moves 15 feet toward the center.\nCritical Failure The creature moves 30 feet toward the center.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "gravity-well",
"content_id": "gravity-well",
"level": 3
}
Secrets of Magic
Guardian's Aegis
Rank 3 · Ritual · Uncommon
Athletics, Diplomacy, or Society Duration 1 week The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0. Critical Success: The ritual is successful, and the duration is 1 month. Success: The ritual is successful. Failure: The ritual has no effect. Critical Failure: The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect.
Advanced review details
Description snippet: Athletics, Diplomacy, or Society Duration 1 week The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complet
Source lines: 17572 - 17603
Raw text block
GUARDIAN'S AEGIS UNCOMMON ABJURATION RITUAL 3 DIVINATION Cast 1 day; Cost rare oils worth 10 gp × the primary caster's level; Secondary Casters 1 Primary Check Occultism or Religion; Secondary Checks Athletics, Diplomacy, or Society Duration 1 week The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0. Critical Success The ritual is successful, and the duration is 1 month. Success The ritual is successful. Failure The ritual has no effect. Critical Failure The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Athletics, Diplomacy, or Society Duration 1 week The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0.",
"outcomes": {
"Critical Success": "The ritual is successful, and the duration is 1 month.",
"Success": "The ritual is successful.",
"Failure": "The ritual has no effect.",
"Critical Failure": "The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect."
}
}
Full schema_data
{
"id": "guardians-aegis",
"name": "Guardian's Aegis",
"rank": 3,
"is_cantrip": false,
"spell_type": "ritual",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "rare oils worth 10 gp × the primary caster's level",
"primary_check": "Occultism or Religion Secondary Checks",
"secondary_casters": "1",
"description": "Athletics, Diplomacy, or Society Duration 1 week The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0. Critical Success: The ritual is successful, and the duration is 1 month. Success: The ritual is successful. Failure: The ritual has no effect. Critical Failure: The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect.",
"description_snippet": "Athletics, Diplomacy, or Society Duration 1 week The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complet",
"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": "Athletics, Diplomacy, or Society Duration 1 week The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0.",
"outcomes": {
"Critical Success": "The ritual is successful, and the duration is 1 month.",
"Success": "The ritual is successful.",
"Failure": "The ritual has no effect.",
"Critical Failure": "The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect."
}
},
"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": 17572,
"source_line_end": 17603,
"raw_text_block": "GUARDIAN'S AEGIS\nUNCOMMON\nABJURATION\nRITUAL 3\nDIVINATION\nCast 1 day; Cost rare oils worth 10 gp × the primary caster's\nlevel; Secondary Casters 1\nPrimary Check Occultism or Religion; Secondary Checks\nAthletics, Diplomacy, or Society\nDuration 1 week\nThe guardian's aegis is a ritual used across numerous\ncultures to bind a chosen guardian and ward together so\nthat they can complete a quest of great import. When\nthe ritual is completed, designate one of the casters as\nthe guardian, while the other is the ward. As long as\nyou're on the same plane of existence, both of you are\nalways aware of each other's relative directions and state\nof being, including any conditions the other is affected\nby. As long as you're within 30 feet of each other,\nwhenever the ward takes damage, the damage is reduced\nby the amount equal to half the guardian's level, and the\nguardian loses an equal number of Hit Points; the target\nstill takes additional effects like poison even if guardian's\naegis reduces the damage to 0.\nCritical Success The ritual is successful, and the duration\nis 1 month.\nSuccess The ritual is successful.\nFailure The ritual has no effect.\nCritical Failure The ritual backfires. You and the\nsecondary caster become magically isolated from each\nother for 1 week, unable to provide each other any\nbeneficial effect.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "guardians-aegis",
"content_id": "guardians-aegis",
"level": 3
}
Core Rulebook (4th Printing)
Haste
Rank 3 · Spell · Common
Speed up a creature so it
Advanced review details
Description snippet: Speed up a creature so it
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "transmutation",
"traditions": [
"arcane",
"occult",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Speed up a creature so it",
"content_id": "haste",
"type": "spell",
"description": "Speed up a creature so it"
}
Advanced Player's Guide
Heart's Desire
Rank 3 · Focus · Uncommon
You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save. Critical Success: The target disbelieves the illusion and is unaffected. Success: For 1 round, the target is stupefied 2 and takes a -2 status penalty to any checks it makes to determine the effects of reactions. Failure: For 1 minute, the target is stupefied 2 and can't use reactions. Critical Failure: As failure, and all spaces are difficult terrain for the target.
Advanced review details
Description snippet: You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save.
Source lines: 33661 - 33683
Raw text block
HEART'S DESIRE UNCOMMON EMOTION FOCUS 3 ILLUSION MENTAL SORCERER Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Saving Throw Will; Duration varies You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save. Critical Success The target disbelieves the illusion and is unaffected. Success For 1 round, the target is stupefied 2 and takes a -2 status penalty to any checks it makes to determine the effects of reactions. Failure For 1 minute, the target is stupefied 2 and can't use reactions. Critical Failure As failure, and all spaces are difficult terrain for the target. Heightened (+2) You can target one additional creature.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "You can target one additional creature."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target disbelieves the illusion and is unaffected.",
"Success": "For 1 round, the target is stupefied 2 and takes a -2 status penalty to any checks it makes to determine the effects of reactions.",
"Failure": "For 1 minute, the target is stupefied 2 and can't use reactions.",
"Critical Failure": "As failure, and all spaces are difficult terrain for the target."
}
}
Full schema_data
{
"id": "hearts-desire",
"name": "Heart's Desire",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"emotion",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 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 surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save. Critical Success: The target disbelieves the illusion and is unaffected. Success: For 1 round, the target is stupefied 2 and takes a -2 status penalty to any checks it makes to determine the effects of reactions. Failure: For 1 minute, the target is stupefied 2 and can't use reactions. Critical Failure: As failure, and all spaces are difficult terrain for the target.",
"description_snippet": "You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save.",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "You can target one additional creature."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "You can target one additional creature."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target disbelieves the illusion and is unaffected.",
"Success": "For 1 round, the target is stupefied 2 and takes a -2 status penalty to any checks it makes to determine the effects of reactions.",
"Failure": "For 1 minute, the target is stupefied 2 and can't use reactions.",
"Critical Failure": "As failure, and all spaces are difficult terrain for the target."
}
},
"conditions_caused": [
"stupefied"
],
"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": 33661,
"source_line_end": 33683,
"raw_text_block": "HEART'S DESIRE\nUNCOMMON\nEMOTION\nFOCUS 3\nILLUSION\nMENTAL\nSORCERER\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou surround your target with wondrous illusions of their\ngreatest desires, which distract them from reality. The target\nmust attempt a Will save.\nCritical Success The target disbelieves the illusion and\nis unaffected.\nSuccess For 1 round, the target is stupefied 2 and takes a -2\nstatus penalty to any checks it makes to determine the\neffects of reactions.\nFailure For 1 minute, the target is stupefied 2 and can't\nuse reactions.\nCritical Failure As failure, and all spaces are difficult terrain\nfor the target.\nHeightened (+2) You can target one additional creature.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "hearts-desire",
"content_id": "hearts-desire",
"level": 3
}
Core Rulebook (4th Printing)
Heroism
Rank 3 · Spell · Common
Stoke a creature’s inner
Advanced review details
Description snippet: Stoke a creature’s inner
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "enchantment",
"traditions": [
"divine",
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Stoke a creature’s inner",
"content_id": "heroism",
"type": "spell",
"description": "Stoke a creature’s inner"
}
Core Rulebook (Fourth Printing)
Horrific Visage
Rank 3 · Focus · Uncommon
You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. Success: The foe is unaffected. Failure: The foe is frightened 1. Critical Failure: The foe is frightened 2.
Advanced review details
Description snippet: You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save.
Source lines: 64370 - 64391
Raw text block
HORRIFIC VISAGE UNCOMMON EMOTION FOCUS 3 FEAR ILLUSION MENTAL SORCERER VISUAL Cast [two-actions] somatic, verbal Area 30-foot-radius emanation centered on you Saving Throw Will You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. Success The foe is unaffected. Failure The foe is frightened 1. Critical Failure The foe is frightened 2. Heightened (5th) Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save.",
"outcomes": {
"Success": "The foe is unaffected.",
"Failure": "The foe is frightened 1.",
"Critical Failure": "The foe is frightened 2."
}
}
Full schema_data
{
"id": "horrific-visage",
"name": "Horrific Visage",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"occult"
],
"traits": [
"emotion",
"fear",
"mental",
"visual"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "30-foot-radius emanation centered on you",
"targets": "none",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. Success: The foe is unaffected. Failure: The foe is frightened 1. Critical Failure: The foe is frightened 2.",
"description_snippet": "You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save.",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save.",
"outcomes": {
"Success": "The foe is unaffected.",
"Failure": "The foe is frightened 1.",
"Critical Failure": "The foe is frightened 2."
}
},
"conditions_caused": [
"fleeing",
"frightened"
],
"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": 64370,
"source_line_end": 64391,
"raw_text_block": "HORRIFIC VISAGE\nUNCOMMON\nEMOTION\nFOCUS 3\nFEAR\nILLUSION\nMENTAL\nSORCERER\nVISUAL\nCast [two-actions] somatic, verbal\nArea 30-foot-radius emanation centered on you\nSaving Throw Will\nYou briefly transform your features into the horrific visage of\na hag, striking fear into your enemies. Foes in the area must\nattempt a Will save.\nSuccess The foe is unaffected.\nFailure The foe is frightened 1.\nCritical Failure The foe is frightened 2.\nHeightened (5th) Foes in the area are frightened 1 on a success,\nfrightened 2 on a failure, and frightened 3 and fleeing for\n1 round on a critical failure. They are still unaffected on a\ncritical success.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "horrific-visage",
"content_id": "horrific-visage",
"level": 3
}
Core Rulebook (4th Printing)
Hypercognition
Rank 3 · Spell · Common
Recall massive
Advanced review details
Description snippet: Recall massive
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "divination",
"traditions": [
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Recall massive",
"content_id": "hypercognition",
"type": "spell",
"description": "Recall massive"
}
Core Rulebook (Fourth Printing)
Hypnotic Pattern
Rank 3 · Spell · Common
You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves. Success: The target is unaffected. Failure: The target is fascinated by the pattern. Critical Failure: The target is fascinated by the pattern. While it remains fascinated, it can't use reactions.
Advanced review details
Description snippet: You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will sav
Source lines: 53778 - 53796
Raw text block
HYPNOTIC PATTERN ILLUSION SPELL 3 VISUAL Traditions arcane, occult Cast [two-actions] material, somatic Range 120 feet; Area 10-foot burst Saving Throw Will; Duration sustained up to 1 minute You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves. Success The target is unaffected. Failure The target is fascinated by the pattern. Critical Failure The target is fascinated by the pattern. While it remains fascinated, it can't use reactions.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves.",
"outcomes": {
"Success": "The target is unaffected.",
"Failure": "The target is fascinated by the pattern.",
"Critical Failure": "The target is fascinated by the pattern. While it remains fascinated, it can't use reactions."
}
}
Full schema_data
{
"id": "hypnotic-pattern",
"name": "Hypnotic Pattern",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"visual"
],
"cast": "[two-actions] material, somatic",
"cast_actions": "2_actions",
"components": [
"material",
"somatic"
],
"range": "120 feet",
"area": "10-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves. Success: The target is unaffected. Failure: The target is fascinated by the pattern. Critical Failure: The target is fascinated by the pattern. While it remains fascinated, it can't use reactions.",
"description_snippet": "You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will sav",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves.",
"outcomes": {
"Success": "The target is unaffected.",
"Failure": "The target is fascinated by the pattern.",
"Critical Failure": "The target is fascinated by the pattern. While it remains fascinated, it can't use reactions."
}
},
"conditions_caused": [
"fascinated"
],
"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": 53778,
"source_line_end": 53796,
"raw_text_block": "HYPNOTIC PATTERN\nILLUSION\nSPELL 3\nVISUAL\nTraditions arcane, occult\nCast [two-actions] material, somatic\nRange 120 feet; Area 10-foot burst\nSaving Throw Will; Duration sustained up to 1 minute\nYou create a pattern of shifting colors that hovers in the air\nin a geometric cloud. Creatures are dazzled while inside the\npattern. In addition, a creature must attempt a Will saving\nthrow if it is inside the pattern when you cast it, when it\nenters the pattern, when it ends its turn within the pattern, or\nif it uses a Seek or Interact action on the pattern. A creature\ncurrently fascinated by the pattern doesn't attempt new saves.\nSuccess The target is unaffected.\nFailure The target is fascinated by the pattern.\nCritical Failure The target is fascinated by the pattern. While\nit remains fascinated, it can't use reactions.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "hypnotic-pattern",
"content_id": "hypnotic-pattern",
"level": 3
}
Secrets of Magic
Impending Doom
Rank 3 · Spell · Common
You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. critical_success: The creature is unaffected. success: The creature is unaffected for 1 round, then becomes flat-footed, then frightened 1, and finally takes half damage. failure: The creature is immediately flat-footed, then frightened 2, then stunned 1, and finally takes full damage. critical_failure: The creature is immediately flat-footed and frightened 3, then stunned 1, then paralyzed, and finally takes double damage.
Advanced review details
Description snippet: Make a foe witness its potential death and become distressed.
Source lines: 12659 - 12701
Raw text block
IMPENDING DOOM DIVINATION EMOTION FEAR SPELL 3 INCAPACITATION MENTAL PREDICTION Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature Saving Throw Will; Duration 3 rounds You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. Critical Success The creature is unaffected. Success The creature is unaffected for 1 round. On the second round, it becomes flat-footed. Finally, on the third round, it becomes frightened 1. At the end of the third round, it takes half damage. Failure The creature is immediately flat-footed. On the second round, it becomes frightened 2. Finally, on the third round, it also becomes stunned 1. At the end of the third round, the creature takes full damage. Critical Failure The creature is immediately flat-footed and frightened 3. On the second round, it becomes stunned 1. Finally, on the third round, it also becomes paralyzed. At the end of the third round, the creature takes double damage. Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature is unaffected for 1 round, then becomes flat-footed, then frightened 1, and finally takes half damage.",
"failure": "The creature is immediately flat-footed, then frightened 2, then stunned 1, and finally takes full damage.",
"critical_failure": "The creature is immediately flat-footed and frightened 3, then stunned 1, then paralyzed, and finally takes double damage."
}
}
Full schema_data
{
"id": "impending-doom",
"name": "Impending Doom",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"emotion",
"fear",
"incapacitation",
"mental",
"prediction"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 living creature",
"duration": "3 rounds",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. critical_success: The creature is unaffected. success: The creature is unaffected for 1 round, then becomes flat-footed, then frightened 1, and finally takes half damage. failure: The creature is immediately flat-footed, then frightened 2, then stunned 1, and finally takes full damage. critical_failure: The creature is immediately flat-footed and frightened 3, then stunned 1, then paralyzed, and finally takes double damage.",
"description_snippet": "Make a foe witness its potential death and become distressed.",
"heightened": [
{
"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 2d6."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature is unaffected for 1 round, then becomes flat-footed, then frightened 1, and finally takes half damage.",
"failure": "The creature is immediately flat-footed, then frightened 2, then stunned 1, and finally takes full damage.",
"critical_failure": "The creature is immediately flat-footed and frightened 3, then stunned 1, then paralyzed, and finally takes double damage."
}
},
"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": 12659,
"source_line_end": 12701,
"raw_text_block": "IMPENDING DOOM\nDIVINATION\nEMOTION\nFEAR\nSPELL 3\nINCAPACITATION\nMENTAL\nPREDICTION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 living creature\nSaving Throw Will; Duration 3 rounds\nYou sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise.\nCritical Success The creature is unaffected.\nSuccess The creature is unaffected for 1 round. On the second round, it becomes flat-footed. Finally, on the third round, it becomes frightened 1. At the end of the third round, it takes half damage.\nFailure The creature is immediately flat-footed. On the second round, it becomes frightened 2. Finally, on the third round, it also becomes stunned 1. At the end of the third round, the creature takes full damage.\nCritical Failure The creature is immediately flat-footed and frightened 3. On the second round, it becomes stunned 1. Finally, on the third round, it also becomes paralyzed. At the end of the third round, the creature takes double damage.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "impending-doom",
"content_id": "impending-doom",
"level": 3
}
Secrets of Magic
Inscrutable Mask
Rank 3 · Focus · Uncommon
You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.
Advanced review details
Description snippet: You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, a
Source lines: 27577 - 27606
Raw text block
FEAT 14 INSCRUTABLE MASK UNCOMMON ILLUSION FOCUS 3 SHADOW Cast [two-actions] somatic, verbal Duration 10 minutes You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness. Heightened (6th) The status bonus increases to +2. Heightened (9th) The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT UNCOMMON
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The status bonus increases to +2."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT\b UNCOMMON"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.",
"outcomes": []
}
Full schema_data
{
"id": "inscrutable-mask",
"name": "Inscrutable Mask",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"inscrutable",
"mask\b",
"shadow"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.",
"description_snippet": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, a",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The status bonus increases to +2."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT\b UNCOMMON"
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The status bonus increases to +2."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The status bonus increases to +3. Secrets of Magic Essentials of Magic ARCHETYPE Prerequisites focus pool, Shadowcaster Dedication You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1. SHADOWCASTER FOCUS SPELLS DARKLIGHT\b UNCOMMON"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to Deception checks to Lie or Feint, Intimidation checks to Demoralize, and Stealth checks to Hide in areas of dim light or darkness.",
"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": 27577,
"source_line_end": 27606,
"raw_text_block": "FEAT 14\nINSCRUTABLE MASK\b\nUNCOMMON\nILLUSION\nFOCUS 3\nSHADOW\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou shroud your form and features in an impenetrable\nmask of shadow. The mask grants you a +1 status bonus\nto Deception checks to Lie or Feint, Intimidation checks\nto Demoralize, and Stealth checks to Hide in areas of dim\nlight or darkness.\nHeightened (6th) The status bonus increases to +2.\nHeightened (9th) The status bonus increases to +3.\nSecrets\nof\nMagic\nEssentials\nof Magic\nARCHETYPE\nPrerequisites focus pool, Shadowcaster Dedication\nYou pool the power of shadow within your eyes, gaining\nthe ability to gather darkness into a turbulent orb of\ncrushing emptiness within your line of sight. You gain\nthe darklight domain spell. Increase the number of\nFocus Points in your focus pool by 1.\nSHADOWCASTER FOCUS SPELLS\nDARKLIGHT\b\nUNCOMMON",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "inscrutable-mask",
"content_id": "inscrutable-mask",
"level": 3
}
Core Rulebook (Fourth Printing)
Insect Form
Rank 3 · Spell · Common
You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Low-light vision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose: • Ant Speed 30 feet, climb Speed 30 feet; Melee [one-action] mandibles, Damage 2d6 bludgeoning. • Beetle Speed 25 feet; Melee [one-action] mandibles, Damage 2d10 bludgeoning. • Centipede Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] mandibles, Damage 1d8 piercing plus 1d4 persistent poison. • Mantis Speed 40 feet; imprecise scent 30 feet; Melee [one-action] foreleg, Damage 2d8 bludgeoning. • Scorpion Speed 40 feet; darkvision, imprecise tremorsense 60 feet; Melee [one-action] stinger, Damage 1d8 piercing plus 1d4 persistent poison; Melee [one-action] pincer (agile), Damage 1d6 bludgeoning. • Spider Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] fangs, Damage 1d6 piercing plus 1d4 persistent poison; Ranged [one-action] web (range increment 20 feet), Damage entangles the target for 1 round.
Advanced review details
Description snippet: You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the s
Source lines: 54038 - 54090
Raw text block
INSECT FORM POLYMORPH SPELL 3 TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Low-light vision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose: • Ant Speed 30 feet, climb Speed 30 feet; Melee [one-action] mandibles, Damage 2d6 bludgeoning. • Beetle Speed 25 feet; Melee [one-action] mandibles, Damage 2d10 bludgeoning. • Centipede Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] mandibles, Damage 1d8 piercing plus 1d4 persistent poison. • Mantis Speed 40 feet; imprecise scent 30 feet; Melee [one-action] foreleg, Damage 2d8 bludgeoning. • Scorpion Speed 40 feet; darkvision, imprecise tremorsense 60 feet; Melee [one-action] stinger, Damage 1d8 piercing plus 1d4 persistent poison; Melee [one-action] pincer (agile), Damage 1d6 bludgeoning. • Spider Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] fangs, Damage 1d6 piercing plus 1d4 persistent poison; Ranged [one-action] web (range increment 20 feet), Damage entangles the target for 1 round. Heightened (4th) Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16. Heightened (5th) Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20.
Heightened
[
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Low-light vision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose: • Ant Speed 30 feet, climb Speed 30 feet; Melee [one-action] mandibles, Damage 2d6 bludgeoning. • Beetle Speed 25 feet; Melee [one-action] mandibles, Damage 2d10 bludgeoning. • Centipede Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] mandibles, Damage 1d8 piercing plus 1d4 persistent poison. • Mantis Speed 40 feet; imprecise scent 30 feet; Melee [one-action] foreleg, Damage 2d8 bludgeoning. • Scorpion Speed 40 feet; darkvision, imprecise tremorsense 60 feet; Melee [one-action] stinger, Damage 1d8 piercing plus 1d4 persistent poison; Melee [one-action] pincer (agile), Damage 1d6 bludgeoning. • Spider Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] fangs, Damage 1d6 piercing plus 1d4 persistent poison; Ranged [one-action] web (range increment 20 feet), Damage entangles the target for 1 round.",
"outcomes": []
}
Full schema_data
{
"id": "insect-form",
"name": "Insect Form",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Low-light vision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose: • Ant Speed 30 feet, climb Speed 30 feet; Melee [one-action] mandibles, Damage 2d6 bludgeoning. • Beetle Speed 25 feet; Melee [one-action] mandibles, Damage 2d10 bludgeoning. • Centipede Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] mandibles, Damage 1d8 piercing plus 1d4 persistent poison. • Mantis Speed 40 feet; imprecise scent 30 feet; Melee [one-action] foreleg, Damage 2d8 bludgeoning. • Scorpion Speed 40 feet; darkvision, imprecise tremorsense 60 feet; Melee [one-action] stinger, Damage 1d8 piercing plus 1d4 persistent poison; Melee [one-action] pincer (agile), Damage 1d6 bludgeoning. • Spider Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] fangs, Damage 1d6 piercing plus 1d4 persistent poison; Ranged [one-action] web (range increment 20 feet), Damage entangles the target for 1 round.",
"description_snippet": "You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the s",
"heightened": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20."
}
],
"heightened_scaling": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Low-light vision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose: • Ant Speed 30 feet, climb Speed 30 feet; Melee [one-action] mandibles, Damage 2d6 bludgeoning. • Beetle Speed 25 feet; Melee [one-action] mandibles, Damage 2d10 bludgeoning. • Centipede Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] mandibles, Damage 1d8 piercing plus 1d4 persistent poison. • Mantis Speed 40 feet; imprecise scent 30 feet; Melee [one-action] foreleg, Damage 2d8 bludgeoning. • Scorpion Speed 40 feet; darkvision, imprecise tremorsense 60 feet; Melee [one-action] stinger, Damage 1d8 piercing plus 1d4 persistent poison; Melee [one-action] pincer (agile), Damage 1d6 bludgeoning. • Spider Speed 25 feet, climb Speed 25 feet; darkvision; Melee [one-action] fangs, Damage 1d6 piercing plus 1d4 persistent poison; Ranged [one-action] web (range increment 20 feet), Damage entangles the target for 1 round.",
"outcomes": []
},
"conditions_caused": [
"enfeebled"
],
"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": 54038,
"source_line_end": 54090,
"raw_text_block": "INSECT FORM\nPOLYMORPH\nSPELL 3\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou envision a simple bug and transform into a Medium animal\nbattle form. When you cast this spell, choose ant, beetle,\ncentipede, mantis, scorpion, or spider. You can decide the specific\ntype of animal (such as such as a ladybug or scarab for beetle),\nbut this has no effect on the form's Size or statistics. While in\nthis form, you gain the animal trait. You can Dismiss this spell.\nYou gain the following statistics and abilities regardless of\nwhich battle form you choose:\n• AC = 18 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 10 temporary Hit Points.\n• Low-light vision.\n• One or more attacks specific to the battle form you\nchoose, which are the only attacks you can Strike with.\nYou're trained with them. Your attack modifier is +13, and\nyour damage bonus is +2. These attacks are Strength\nbased (for the purpose of the enfeebled condition). If your\nunarmed attack modifier is higher, you can use it instead.\n• Athletics modifier of +13, unless your own is higher.\nYou also gain specific abilities based on the form you choose:\n• Ant Speed 30 feet, climb Speed 30 feet; Melee [one-action]\nmandibles, Damage 2d6 bludgeoning.\n• Beetle Speed 25 feet; Melee [one-action] mandibles, Damage\n2d10 bludgeoning.\n• Centipede Speed 25 feet, climb Speed 25 feet;\ndarkvision; Melee [one-action] mandibles, Damage 1d8 piercing\nplus 1d4 persistent poison.\n• Mantis Speed 40 feet; imprecise scent 30 feet; Melee\n[one-action] foreleg, Damage 2d8 bludgeoning.\n• Scorpion Speed 40 feet; darkvision, imprecise\ntremorsense 60 feet; Melee [one-action] stinger, Damage 1d8\npiercing plus 1d4 persistent poison; Melee [one-action] pincer\n(agile), Damage 1d6 bludgeoning.\n• Spider Speed 25 feet, climb Speed 25 feet; darkvision;\nMelee [one-action] fangs, Damage 1d6 piercing plus 1d4\npersistent poison; Ranged [one-action] web (range increment 20\nfeet), Damage entangles the target for 1 round.\nHeightened (4th) Your battle form is Large, and your attacks\nhave 10-foot reach. You must have enough space to expand\ninto or the spell is lost. You instead gain 15 temporary HP,\nattack modifier +16, damage bonus +6, and Athletics +16.\nHeightened (5th) Your battle form is Huge, and your attacks\nhave 15-foot reach. You must have enough space to expand\ninto or the spell is lost. You instead gain 20 temporary HP,\nattack modifier +18, damage bonus +2 and double damage\ndice (including persistent damage), and Athletics +20.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "insect-form",
"content_id": "insect-form",
"level": 3
}
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