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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

Registry ID
eidolons-wrath
FocusCommonevocationNone

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

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

Source lines: 16880 - 16892

Raw text block

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

Heightened

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

Damage clauses

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

Effects

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

Full schema_data

{
    "id": "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

Registry ID
elemental-absorption
SpellCommonabjurationarcaneprimal

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

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

Registry ID
elemental-annihilation-wave
SpellCommonevocationarcaneprimal

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

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

Registry ID
elemental-motion
FocusUncommonevocationNone

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

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

Registry ID
enthrall
SpellCommonenchantmentarcaneoccult

Your speech makes

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

Registry ID
envenom-companion
SpellCommonnecromancyprimal

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

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

Registry ID
ephemeral-tracking
FocusUncommondivinationprimal

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

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

Registry ID
feat-14
FocusUncommonillusionNone

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

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

Registry ID
feet-to-fins
SpellCommontransmutationarcaneprimal

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

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

Registry ID
fey-disappearance
FocusUncommonenchantmentprimal

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.

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

Registry ID
fireball
SpellCommonevocationarcaneprimal

An explosion of fire in

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

Registry ID
ghostly-weapon
SpellCommontransmutationarcaneoccult

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

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

Registry ID
glyph-of-warding
SpellCommonabjurationarcanedivineoccult

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

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

Registry ID
grasping-grave
FocusUncommondivinationdivine

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

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

Registry ID
gravity-well
SpellCommonevocationarcaneoccult

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

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

Registry ID
guardians-aegis
RitualUncommonabjurationNone

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

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

Registry ID
haste
SpellCommontransmutationarcaneoccultprimal

Speed up a creature so it

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

Registry ID
hearts-desire
FocusUncommonillusionNone

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.

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

Registry ID
heroism
SpellCommonenchantmentdivineoccult

Stoke a creature’s inner

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

Registry ID
horrific-visage
FocusUncommonillusionoccult

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.

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

Registry ID
hypercognition
SpellCommondivinationoccult

Recall massive

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

Registry ID
hypnotic-pattern
SpellCommonillusionarcaneoccult

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

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

Registry ID
impending-doom
SpellCommondivinationarcanedivineoccult

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.

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

Registry ID
inscrutable-mask
FocusUncommonillusionNone

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

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

Registry ID
insect-form
SpellCommontransmutationprimal

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

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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