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Spell Catalogue

Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.

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Showing page 18 of 36 for 898 matching canonical spell rows.

Page 18 of 36

Advanced Player's Guide

Interstellar Void

Rank 3 · Focus · Uncommon

Registry ID
interstellar-void
FocusUncommonevocationdivine

Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage immediately and when you

Description snippet: Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You call upon the frigid depths of out

Source lines: 32841 - 32854

Raw text block

INTERSTELLAR VOID
UNCOMMON
COLD
FOCUS 3
CURSEBOUND
EVOCATION
ORACLE
Mystery cosmos
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration sustained up to 1 minute
You call upon the frigid depths of outer space to bring a terrible
chill to your enemy. The target is cloaked in the freezing void,
which deals 3d6 cold damage immediately and when you

Heightened

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

Damage clauses

[
    {
        "formula": "3d6",
        "type": "cold",
        "persistent": false
    }
]

Effects

{
    "description": "Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage immediately and when you",
    "outcomes": []
}

Full schema_data

{
    "id": "interstellar-void",
    "name": "Interstellar Void",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "cold",
        "cursebound"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage immediately and when you",
    "description_snippet": "Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You call upon the frigid depths of out",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "3d6",
            "type": "cold",
            "persistent": false
        }
    ],
    "damage_type": [
        "cold"
    ],
    "effects": {
        "description": "Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage immediately and when you",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 32841,
    "source_line_end": 32854,
    "raw_text_block": "INTERSTELLAR VOID\nUNCOMMON\nCOLD\nFOCUS 3\nCURSEBOUND\nEVOCATION\nORACLE\nMystery cosmos\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude; Duration sustained up to 1 minute\nYou call upon the frigid depths of outer space to bring a terrible\nchill to your enemy. The target is cloaked in the freezing void,\nwhich deals 3d6 cold damage immediately and when you",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "interstellar-void",
    "content_id": "interstellar-void",
    "level": 3
}

Core Rulebook (Fourth Printing)

Invisibility Sphere

Rank 3 · Spell · Common

Registry ID
invisibility-sphere
SpellCommonillusionarcaneoccult

You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.

Description snippet: You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes

Source lines: 54130 - 54148

Raw text block

INVISIBILITY SPHERE
SPELL 3
ILLUSION
Traditions arcane, occult
Cast [two-actions] material, somatic
Area 10-foot emanation; Targets you and any number of
creatures in range
Duration 10 minutes
You and all targets are invisible except to each other as long as
you remain within the spell's area. If a creature made invisible
by this spell leaves the spell's area, it becomes visible and
remains so even if it returns to the spell's area. If any creature
made invisible by this spell uses a hostile action, the spell ends
after the hostile action is completed.
While exploring, it's easy to move together slowly and
remain invisible. This is untenable in a battle, however. Once
an encounter begins, creatures remain invisible until at most
the end of the first round, at which point the spell ends.
Heightened (5th) The duration increases to 1 hour.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "invisibility-sphere",
    "name": "Invisibility Sphere",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] material, somatic",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "none",
    "area": "10-foot emanation",
    "targets": "you and any number of creatures in range",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.",
    "description_snippet": "You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The duration increases to 1 hour."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The duration increases to 1 hour."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 54130,
    "source_line_end": 54148,
    "raw_text_block": "INVISIBILITY SPHERE\nSPELL 3\nILLUSION\nTraditions arcane, occult\nCast [two-actions] material, somatic\nArea 10-foot emanation; Targets you and any number of\ncreatures in range\nDuration 10 minutes\nYou and all targets are invisible except to each other as long as\nyou remain within the spell's area. If a creature made invisible\nby this spell leaves the spell's area, it becomes visible and\nremains so even if it returns to the spell's area. If any creature\nmade invisible by this spell uses a hostile action, the spell ends\nafter the hostile action is completed.\nWhile exploring, it's easy to move together slowly and\nremain invisible. This is untenable in a battle, however. Once\nan encounter begins, creatures remain invisible until at most\nthe end of the first round, at which point the spell ends.\nHeightened (5th) The duration increases to 1 hour.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "invisibility-sphere",
    "content_id": "invisibility-sphere",
    "level": 3
}

Core Rulebook (Fourth Printing)

Ki Blast

Rank 3 · Focus · Uncommon

Registry ID
ki-blast
FocusUncommonevocationdivineoccult

You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is pushed 5 feet. Critical Failure: The creature takes double damage and is pushed 10 feet.

Description snippet: Force cone that grows with additional actions.

Source lines: 63155 - 63664

Raw text block

KI BLAST
UNCOMMON
FOCUS 3
EVOCATION
FORCE
MONK
Cast [one-action] to [three-actions] somatic, verbal
Area 15-foot cone or more
Saving Throw Fortitude
You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet.
Critical Failure The creature takes double damage and is pushed 10 feet.
Heightened (+1) The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes half damage.",
        "Failure": "The creature takes full damage and is pushed 5 feet.",
        "Critical Failure": "The creature takes double damage and is pushed 10 feet."
    }
}

Full schema_data

{
    "id": "ki-blast",
    "name": "Ki Blast",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "force"
    ],
    "cast": "[one-action] to [three-actions] somatic, verbal",
    "cast_actions": "1_to_3_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot cone or more",
    "targets": "none",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is pushed 5 feet. Critical Failure: The creature takes double damage and is pushed 10 feet.",
    "description_snippet": "Force cone that grows with additional actions.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes half damage.",
            "Failure": "The creature takes full damage and is pushed 5 feet.",
            "Critical Failure": "The creature takes double damage and is pushed 10 feet."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "monk",
    "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": 63155,
    "source_line_end": 63664,
    "raw_text_block": "KI BLAST\nUNCOMMON\nFOCUS 3\nEVOCATION\nFORCE\nMONK\nCast [one-action] to [three-actions] somatic, verbal\nArea 15-foot cone or more\nSaving Throw Fortitude\nYou unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and is pushed 5 feet.\nCritical Failure The creature takes double damage and is pushed 10 feet.\nHeightened (+1) The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ki-blast",
    "content_id": "ki-blast",
    "level": 3
}

Core Rulebook (4th Printing)

Levitate

Rank 3 · Spell · Common

Registry ID
levitate
SpellCommonevocationarcaneoccult

Float an object or

Description snippet: Float an object or

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "evocation",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Float an object or",
    "content_id": "levitate",
    "type": "spell",
    "description": "Float an object or"
}

Secrets of Magic

Life Connection

Rank 3 · Spell · Common

Registry ID
life-connection
SpellCommonnecromancydivineprimal

When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. Defend Life [reaction] (concentrate) Trigger The target takes damage; Requirements You're within 1 mile of the target; Effect After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs Strike.

Description snippet: When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A

Source lines: 13107 - 13131

Raw text block

LIFE CONNECTION
CONTINGENCY
SPELL 3
NECROMANCY
Traditions divine, primal
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 living creature
Duration 24 hours
When you cast this spell, you place a failsafe deep within
the life force of the target. You can sense when the
target takes damage, provided you're within 1 mile of one
another. A creature can be part of no more than one life
connection simultaneously. When the spell is complete,
you gain the Defend Life reaction; once you use the
reaction, the spell ends.
Defend Life [reaction] (concentrate) Trigger The target takes
damage; Requirements You're within 1 mile of the target;
Effect After calculating the amount of damage the
target would take (applying weaknesses, resistances,
and the like), you lose an equal number of Hit Points,
and the target doesn't take any of the damage. You
can't reduce the amount of Hit Points you lose in this
way. The target still takes any effects that would come
with the damage, however, such as the venom on a
viper's fangs Strike.

Heightened

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

Damage clauses

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

Effects

{
    "description": "When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. Defend Life [reaction] (concentrate) Trigger The target takes damage; Requirements You're within 1 mile of the target; Effect After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs Strike.",
    "outcomes": []
}

Full schema_data

{
    "id": "life-connection",
    "name": "Life Connection",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "contingency"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 living creature",
    "duration": "24 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. Defend Life [reaction] (concentrate) Trigger The target takes damage; Requirements You're within 1 mile of the target; Effect After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs Strike.",
    "description_snippet": "When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. 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": "When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. Defend Life [reaction] (concentrate) Trigger The target takes damage; Requirements You're within 1 mile of the target; Effect After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs Strike.",
        "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": 13107,
    "source_line_end": 13131,
    "raw_text_block": "LIFE CONNECTION\nCONTINGENCY\nSPELL 3\nNECROMANCY\nTraditions divine, primal\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets 1 living creature\nDuration 24 hours\nWhen you cast this spell, you place a failsafe deep within\nthe life force of the target. You can sense when the\ntarget takes damage, provided you're within 1 mile of one\nanother. A creature can be part of no more than one life\nconnection simultaneously. When the spell is complete,\nyou gain the Defend Life reaction; once you use the\nreaction, the spell ends.\nDefend Life [reaction] (concentrate) Trigger The target takes\ndamage; Requirements You're within 1 mile of the target;\nEffect After calculating the amount of damage the\ntarget would take (applying weaknesses, resistances,\nand the like), you lose an equal number of Hit Points,\nand the target doesn't take any of the damage. You\ncan't reduce the amount of Hit Points you lose in this\nway. The target still takes any effects that would come\nwith the damage, however, such as the venom on a\nviper's fangs Strike.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "life-connection",
    "content_id": "life-connection",
    "level": 3
}

Core Rulebook (Fourth Printing)

Lightning Bolt

Rank 3 · Spell · Common

Registry ID
lightning-bolt
SpellCommonevocationarcaneprimal

A bolt of lightning strikes outward from your hand in a long line, dealing electricity damage to creatures in the area that fail to dodge aside.

Description snippet: A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.

Source lines: 54658 - 54671

Raw text block

LIGHTNING BOLT
ELECTRICITY
SPELL 3
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 120-foot line
Saving Throw basic Reflex
A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.
Heightened (+1) The damage increases by 1d12.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d12."
    }
]

Damage clauses

[
    {
        "formula": "4d12",
        "type": "electricity",
        "persistent": false
    }
]

Effects

{
    "description": "A bolt of lightning strikes outward from your hand in a long line, dealing electricity damage to creatures in the area that fail to dodge aside.",
    "outcomes": []
}

Full schema_data

{
    "id": "lightning-bolt",
    "name": "Lightning Bolt",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "electricity"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "120-foot line",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A bolt of lightning strikes outward from your hand in a long line, dealing electricity damage to creatures in the area that fail to dodge aside.",
    "description_snippet": "A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12."
        }
    ],
    "damage": [
        {
            "formula": "4d12",
            "type": "electricity",
            "persistent": false
        }
    ],
    "damage_type": [
        "electricity"
    ],
    "effects": {
        "description": "A bolt of lightning strikes outward from your hand in a long line, dealing electricity damage to creatures in the area that fail to dodge aside.",
        "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": 54658,
    "source_line_end": 54671,
    "raw_text_block": "LIGHTNING BOLT\nELECTRICITY\nSPELL 3\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 120-foot line\nSaving Throw basic Reflex\nA bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.\nHeightened (+1) The damage increases by 1d12.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "lightning-bolt",
    "content_id": "lightning-bolt",
    "level": 3
}

Core Rulebook (Fourth Printing)

Litany Against Wrath

Rank 3 · Focus · Uncommon

Registry ID
litany-against-wrath
FocusUncommonevocationdivine

Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute. Critical Success: The target is unaffected. Success: The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage. Failure: Each time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage. Critical Failure: The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.

Description snippet: Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrat

Source lines: 61053 - 61078

Raw text block

LITANY AGAINST WRATH
UNCOMMON
CHAMPION
EVOCATION
FOCUS 3
GOOD
Cast [one-action] verbal
Range 30 feet; Targets 1 evil creature
Saving Throw Will; Duration 1 round
LITANY
Your litany rails against the sin of wrath, punishing the target
for attacking good creatures. The target must attempt a Will
save. A particularly wrathful creature, such as a wrath demon,
uses the outcome one degree of success worse than the result
of its saving throw. The target then becomes temporarily
immune to all of your litanies for 1 minute.
Critical Success The target is unaffected.
Success The first time the target uses an action that deals
damage to at least one good creature, the target takes
3d6 good damage.
Failure Each time the target uses an action that deals damage to
at least one good creature, the target takes 3d6 good damage.
Critical Failure The target is enfeebled 2. Each time it uses an
action that deals damage to at least one good creature, the
target takes 3d6 good damage.
Heightened (+1) The damage increases by 1d6.

Heightened

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

Damage clauses

[
    {
        "formula": "3d6",
        "type": "good",
        "persistent": false
    }
]

Effects

{
    "description": "Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.",
        "Failure": "Each time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.",
        "Critical Failure": "The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage."
    }
}

Full schema_data

{
    "id": "litany-against-wrath",
    "name": "Litany Against Wrath",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "good",
        "litany"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 evil creature",
    "duration": "1 round",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute. Critical Success: The target is unaffected. Success: The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage. Failure: Each time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage. Critical Failure: The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.",
    "description_snippet": "Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrat",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "3d6",
            "type": "good",
            "persistent": false
        }
    ],
    "damage_type": [
        "good"
    ],
    "effects": {
        "description": "Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.",
            "Failure": "Each time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.",
            "Critical Failure": "The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage."
        }
    },
    "conditions_caused": [
        "enfeebled"
    ],
    "focus_class": "champion",
    "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": 61053,
    "source_line_end": 61078,
    "raw_text_block": "LITANY AGAINST WRATH\nUNCOMMON\nCHAMPION\nEVOCATION\nFOCUS 3\nGOOD\nCast [one-action] verbal\nRange 30 feet; Targets 1 evil creature\nSaving Throw Will; Duration 1 round\nLITANY\nYour litany rails against the sin of wrath, punishing the target\nfor attacking good creatures. The target must attempt a Will\nsave. A particularly wrathful creature, such as a wrath demon,\nuses the outcome one degree of success worse than the result\nof its saving throw. The target then becomes temporarily\nimmune to all of your litanies for 1 minute.\nCritical Success The target is unaffected.\nSuccess The first time the target uses an action that deals\ndamage to at least one good creature, the target takes\n3d6 good damage.\nFailure Each time the target uses an action that deals damage to\nat least one good creature, the target takes 3d6 good damage.\nCritical Failure The target is enfeebled 2. Each time it uses an\naction that deals damage to at least one good creature, the\ntarget takes 3d6 good damage.\nHeightened (+1) The damage increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "litany-against-wrath",
    "content_id": "litany-against-wrath",
    "level": 3
}

Core Rulebook (4th Printing)

Locate

Rank 3 · Spell · Uncommon

Registry ID
locate
SpellUncommondivinationarcanedivineoccult

Learn the direction to

Description snippet: Learn the direction to

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "divination",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "heightenable": true,
    "rarity": "uncommon",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Learn the direction to",
    "content_id": "locate",
    "type": "spell",
    "description": "Learn the direction to"
}

Advanced Player's Guide

Mad Monkeys

Rank 3 · Spell · Common

Registry ID
mad-monkeys
SpellCommonconjurationprimal

Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save. Critical Success: The creature is unaffected and is temporarily immune for 10 minutes. Success: The creature is unaffected. Failure: For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. Critical Failure: As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. SPELL 3 CONJURATION

Description snippet: Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or

Source lines: 31122 - 31169

Raw text block

MAD MONKEYS
Traditions primal
Cast [two-actions] somatic, verbal
Range 30 feet; Area 5-foot burst
Duration sustained up to 1 minute
Magical monkey spirits fill the area as they pile and climb on top
of one another. Because the monkeys are magical spirits, they
can't be attacked or hurt. Casting calm emotions or a similar
effect over the monkeys makes them docile, causing them to
cease making mischief for the duration of mad monkeys.
Choose the kind of mischief your monkeys make when you
Cast the Spell. They produce the effect listed for that mischief
when you Cast the Spell and each round when you Sustain the
Spell. When you Sustain the Spell, you can move the area of
the monkeys by 5 feet.
• Flagrant Burglary The monkeys try to Steal any one item
from one creature in the area. Use your spell DC - 10
as the monkeys' Thievery modifier. Their attempt relies
more on distraction than subtlety, so the victim knows
what item the monkeys were trying to take and whether
it was taken. Getting a stolen item from the monkeys—
even for the caster—requires Stealing it from them or
Disarming them, using your spell DC. When the spell
ends, any stolen items fall to the ground in any square of
the spell's area you choose.
• Raucous Din The monkeys screech loudly, potentially
deafening creatures in the spell's area. Each creature in
the spell's area must attempt a Fortitude save.
Critical Success The creature is unaffected and is
temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The monkeys jump and climb
all over creatures in the spell's area, interfering with
complex movements. Each creature in the spell's area
must attempt a Reflex save.
Critical Success The creature is unaffected and is
temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5
flat check whenever it attempts a manipulate action. If
it fails this check, the creature loses that action.
Critical Failure As failure, but the monkeys cling to the
creature tenaciously, and the effect lasts until the spell
ends, even if the creature leaves the spell's area.
SPELL 3
CONJURATION

Heightened

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

Damage clauses

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

Effects

{
    "description": "Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected and is temporarily immune for 10 minutes.",
        "Success": "The creature is unaffected.",
        "Failure": "For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action.",
        "Critical Failure": "As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. SPELL 3 CONJURATION"
    }
}

Full schema_data

{
    "id": "mad-monkeys",
    "name": "Mad Monkeys",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "5-foot burst",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save. Critical Success: The creature is unaffected and is temporarily immune for 10 minutes. Success: The creature is unaffected. Failure: For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. Critical Failure: As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. SPELL 3 CONJURATION",
    "description_snippet": "Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or",
    "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": "Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected and is temporarily immune for 10 minutes.",
            "Success": "The creature is unaffected.",
            "Failure": "For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action.",
            "Critical Failure": "As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. SPELL 3 CONJURATION"
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 31122,
    "source_line_end": 31169,
    "raw_text_block": "MAD MONKEYS\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 5-foot burst\nDuration sustained up to 1 minute\nMagical monkey spirits fill the area as they pile and climb on top\nof one another. Because the monkeys are magical spirits, they\ncan't be attacked or hurt. Casting calm emotions or a similar\neffect over the monkeys makes them docile, causing them to\ncease making mischief for the duration of mad monkeys.\nChoose the kind of mischief your monkeys make when you\nCast the Spell. They produce the effect listed for that mischief\nwhen you Cast the Spell and each round when you Sustain the\nSpell. When you Sustain the Spell, you can move the area of\nthe monkeys by 5 feet.\n• Flagrant Burglary The monkeys try to Steal any one item\nfrom one creature in the area. Use your spell DC - 10\nas the monkeys' Thievery modifier. Their attempt relies\nmore on distraction than subtlety, so the victim knows\nwhat item the monkeys were trying to take and whether\nit was taken. Getting a stolen item from the monkeys—\neven for the caster—requires Stealing it from them or\nDisarming them, using your spell DC. When the spell\nends, any stolen items fall to the ground in any square of\nthe spell's area you choose.\n• Raucous Din The monkeys screech loudly, potentially\ndeafening creatures in the spell's area. Each creature in\nthe spell's area must attempt a Fortitude save.\nCritical Success The creature is unaffected and is\ntemporarily immune for 10 minutes.\nSuccess The creature is unaffected.\nFailure The creature is deafened for 1 round.\nCritical Failure The creature is deafened for 1 minute.\n• Tumultuous Gymnastics The monkeys jump and climb\nall over creatures in the spell's area, interfering with\ncomplex movements. Each creature in the spell's area\nmust attempt a Reflex save.\nCritical Success The creature is unaffected and is\ntemporarily immune for 10 minutes.\nSuccess The creature is unaffected.\nFailure For 1 round, the creature must succeed at a DC 5\nflat check whenever it attempts a manipulate action. If\nit fails this check, the creature loses that action.\nCritical Failure As failure, but the monkeys cling to the\ncreature tenaciously, and the effect lasts until the spell\nends, even if the creature leaves the spell's area.\nSPELL 3\nCONJURATION",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "mad-monkeys",
    "content_id": "mad-monkeys",
    "level": 3
}

Secrets of Magic

Magnetic Acceleration

Rank 3 · Spell · Common

Registry ID
magnetic-acceleration
SpellCommonevocationarcaneprimal

You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes 3d6 bludgeoning damage and 3d6 piercing damage, or double damage on a critical hit.

Description snippet: You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or i

Source lines: 13239 - 13254

Raw text block

MAGNETIC ACCELERATION
ATTACK
SPELL 3
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature or object
You magnetize a small metal object, such as a nail or coin,
and launch it away from you at massive speed. Make a
ranged spell attack roll; if the target is wearing metal
armor or is made of metal, you gain a +1 circumstance
bonus to your attack roll with magnetic acceleration. On
a hit, the target takes 3d6 bludgeoning damage and 3d6
piercing damage, or double damage on a critical hit.
Heightened (+1) The bludgeoning and piercing damage
each increase by 1d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The bludgeoning and piercing damage each increase by 1d6."
    }
]

Damage clauses

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

Effects

{
    "description": "You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes 3d6 bludgeoning damage and 3d6 piercing damage, or double damage on a critical hit.",
    "outcomes": []
}

Full schema_data

{
    "id": "magnetic-acceleration",
    "name": "Magnetic Acceleration",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "attack"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature or object",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes 3d6 bludgeoning damage and 3d6 piercing damage, or double damage on a critical hit.",
    "description_snippet": "You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or i",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning and piercing damage each increase by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning and piercing damage each increase by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "3d6",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "3d6",
            "type": "piercing",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "piercing"
    ],
    "effects": {
        "description": "You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes 3d6 bludgeoning damage and 3d6 piercing damage, or double damage on a critical hit.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 13239,
    "source_line_end": 13254,
    "raw_text_block": "MAGNETIC ACCELERATION\nATTACK\nSPELL 3\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature or object\nYou magnetize a small metal object, such as a nail or coin,\nand launch it away from you at massive speed. Make a\nranged spell attack roll; if the target is wearing metal\narmor or is made of metal, you gain a +1 circumstance\nbonus to your attack roll with magnetic acceleration. On\na hit, the target takes 3d6 bludgeoning damage and 3d6\npiercing damage, or double damage on a critical hit.\nHeightened (+1) The bludgeoning and piercing damage\neach increase by 1d6.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "magnetic-acceleration",
    "content_id": "magnetic-acceleration",
    "level": 3
}

Advanced Player's Guide

Malicious Shadow

Rank 3 · Focus · Uncommon

Registry ID
malicious-shadow
FocusUncommonevocationNone

You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you Cast the Spell, and each time you Sustain the Spell, the shadow makes a Strike against the target. The shadow moves along with the foe, always remaining within reach. If you Sustain the Spell multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty. The shadow's Strikes are melee spell attacks. Regardless of its shape, the shadow's Strikes deal damage equal to 1d10 plus your spellcasting ability modifier. You choose the type of damage when you Cast the Spell, choosing from bludgeoning, piercing, or slashing damage. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its Strike. The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast malicious shadow, you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends.

Description snippet: You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you Cast th

Source lines: 34125 - 34160

Raw text block

MALICIOUS SHADOW
UNCOMMON
EVOCATION
FOCUS 3
HEX
SHADOW
WITCH
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Duration sustained up to 1 minute
You reshape the target's shadow into a deadly form, such as
strangling hands, a dangerous weapon, harrying runes, or the
like, and command it to attack the target. When you Cast the
Spell, and each time you Sustain the Spell, the shadow makes
a Strike against the target. The shadow moves along with the
foe, always remaining within reach. If you Sustain the Spell
multiple times in a round, you gain this effect each time. The
shadow uses and contributes to your multiple attack penalty.
The shadow's Strikes are melee spell attacks. Regardless
of its shape, the shadow's Strikes deal damage equal to 1d10
plus your spellcasting ability modifier. You choose the type of
damage when you Cast the Spell, choosing from bludgeoning,
piercing, or slashing damage. The shadow doesn't take up
space, grant flanking, or have any other attributes a creature
would. The shadow can't make any attacks other than its Strike.
The shadow vanishes if the target moves into an area
of complete darkness or enters an area with light from all
directions such that the target doesn't cast a shadow. If
another effect is controlling the target's shadow when you
cast malicious shadow, you can attempt to counteract that
effect to temporarily take control of the shadow, but the
original effect resumes when malicious shadow ends.
Heightened (+2) The Strike damage increases by 1d10.
NEEDLE OF VENGEANCE
UNCOMMON
ENCHANTMENT

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The Strike damage increases by 1d10. NEEDLE OF VENGEANCE UNCOMMON ENCHANTMENT"
    }
]

Damage clauses

[
    {
        "formula": "1d10 + your spellcasting ability modifier",
        "type": "deal",
        "persistent": false
    }
]

Effects

{
    "description": "You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you Cast the Spell, and each time you Sustain the Spell, the shadow makes a Strike against the target. The shadow moves along with the foe, always remaining within reach. If you Sustain the Spell multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty. The shadow's Strikes are melee spell attacks. Regardless of its shape, the shadow's Strikes deal damage equal to 1d10 plus your spellcasting ability modifier. You choose the type of damage when you Cast the Spell, choosing from bludgeoning, piercing, or slashing damage. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its Strike. The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast malicious shadow, you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "malicious-shadow",
    "name": "Malicious Shadow",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "hex",
        "shadow"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you Cast the Spell, and each time you Sustain the Spell, the shadow makes a Strike against the target. The shadow moves along with the foe, always remaining within reach. If you Sustain the Spell multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty. The shadow's Strikes are melee spell attacks. Regardless of its shape, the shadow's Strikes deal damage equal to 1d10 plus your spellcasting ability modifier. You choose the type of damage when you Cast the Spell, choosing from bludgeoning, piercing, or slashing damage. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its Strike. The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast malicious shadow, you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends.",
    "description_snippet": "You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you Cast th",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The Strike damage increases by 1d10. NEEDLE OF VENGEANCE UNCOMMON ENCHANTMENT"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The Strike damage increases by 1d10. NEEDLE OF VENGEANCE UNCOMMON ENCHANTMENT"
        }
    ],
    "damage": [
        {
            "formula": "1d10 + your spellcasting ability modifier",
            "type": "deal",
            "persistent": false
        }
    ],
    "damage_type": [
        "deal"
    ],
    "effects": {
        "description": "You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you Cast the Spell, and each time you Sustain the Spell, the shadow makes a Strike against the target. The shadow moves along with the foe, always remaining within reach. If you Sustain the Spell multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty. The shadow's Strikes are melee spell attacks. Regardless of its shape, the shadow's Strikes deal damage equal to 1d10 plus your spellcasting ability modifier. You choose the type of damage when you Cast the Spell, choosing from bludgeoning, piercing, or slashing damage. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its Strike. The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast malicious shadow, you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "witch",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 34125,
    "source_line_end": 34160,
    "raw_text_block": "MALICIOUS SHADOW\nUNCOMMON\nEVOCATION\nFOCUS 3\nHEX\nSHADOW\nWITCH\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nDuration sustained up to 1 minute\nYou reshape the target's shadow into a deadly form, such as\nstrangling hands, a dangerous weapon, harrying runes, or the\nlike, and command it to attack the target. When you Cast the\nSpell, and each time you Sustain the Spell, the shadow makes\na Strike against the target. The shadow moves along with the\nfoe, always remaining within reach. If you Sustain the Spell\nmultiple times in a round, you gain this effect each time. The\nshadow uses and contributes to your multiple attack penalty.\nThe shadow's Strikes are melee spell attacks. Regardless\nof its shape, the shadow's Strikes deal damage equal to 1d10\nplus your spellcasting ability modifier. You choose the type of\ndamage when you Cast the Spell, choosing from bludgeoning,\npiercing, or slashing damage. The shadow doesn't take up\nspace, grant flanking, or have any other attributes a creature\nwould. The shadow can't make any attacks other than its Strike.\nThe shadow vanishes if the target moves into an area\nof complete darkness or enters an area with light from all\ndirections such that the target doesn't cast a shadow. If\nanother effect is controlling the target's shadow when you\ncast malicious shadow, you can attempt to counteract that\neffect to temporarily take control of the shadow, but the\noriginal effect resumes when malicious shadow ends.\nHeightened (+2) The Strike damage increases by 1d10.\nNEEDLE OF VENGEANCE\nUNCOMMON\nENCHANTMENT",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "malicious-shadow",
    "content_id": "malicious-shadow",
    "level": 3
}

Core Rulebook (Fourth Printing)

Meld Into Stone

Rank 3 · Spell · Common

Registry ID
meld-into-stone
SpellCommontransmutationarcaneprimal

You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and ends meld into stone. You can Dismiss this spell.

Description snippet: You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not

Source lines: 54753 - 54769

Raw text block

MELD INTO STONE
EARTH
SPELL 3
TRANSMUTATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Duration 10 minutes
You merge with an adjacent block of stone with enough
volume to fit you and your worn and held possessions. You
must touch the stone when you Cast the Spell. You can hear,
but not see, what's going on outside the stone, and you can
cast spells while in the stone as long as they don't require line
of effect beyond the stone.
Significant physical damage to the stone while you are
inside it expels you and deals 10d6 damage to you. Passwall
expels you without dealing damage and ends meld into stone.
You can Dismiss this spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and ends meld into stone. You can Dismiss this spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "meld-into-stone",
    "name": "Meld Into Stone",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "earth"
    ],
    "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 merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and ends meld into stone. You can Dismiss this spell.",
    "description_snippet": "You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not",
    "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 merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and ends meld into stone. You can Dismiss this spell.",
        "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": 54753,
    "source_line_end": 54769,
    "raw_text_block": "MELD INTO STONE\nEARTH\nSPELL 3\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou merge with an adjacent block of stone with enough\nvolume to fit you and your worn and held possessions. You\nmust touch the stone when you Cast the Spell. You can hear,\nbut not see, what's going on outside the stone, and you can\ncast spells while in the stone as long as they don't require line\nof effect beyond the stone.\nSignificant physical damage to the stone while you are\ninside it expels you and deals 10d6 damage to you. Passwall\nexpels you without dealing damage and ends meld into stone.\nYou can Dismiss this spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "meld-into-stone",
    "content_id": "meld-into-stone",
    "level": 3
}

Secrets of Magic

Mind Of Menace

Rank 3 · Spell · Common

Registry ID
mind-of-menace
SpellCommonenchantmentarcanedivineoccult

This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. Fight with Fear [reaction] (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a mental effect against you; Effect The triggering creature must attempt a Will save, which has the following effects. Success: The creature is unaffected. Failure: The creature is frightened 2, and you gain a +2 status bonus to your saving throw or other defense against the triggering mental effect. Critical Failure: The creature is frightened 2, and you're unaffected by the triggering mental effect.

Description snippet: This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use

Source lines: 13443 - 13467

Raw text block

MIND OF MENACE
CONTINGENCY
EMOTION
SPELL 3
ENCHANTMENT
FEAR
MENTAL
Traditions arcane, divine, occult, primal
Cast 10 minutes (material, somatic, verbal)
Duration 24 hours
This spell wards against those who attempt to subvert
your mind and turns mental magic back on them. When
the spell is complete, you gain the Fight with Fear
reaction; once you use the reaction, the spell ends.
Fight with Fear [reaction] (concentrate, emotion, enchantment,
fear, mental) Trigger A creature that you can see uses
a mental effect against you; Effect The triggering
creature must attempt a Will save, which has the
following effects.
Success The creature is unaffected.
Failure The creature is frightened 2, and you gain a +2
status bonus to your saving throw or other defense
against the triggering mental effect.
Critical Failure The creature is frightened 2, and you're
unaffected by the triggering mental effect.

Heightened

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

Damage clauses

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

Effects

{
    "description": "This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. Fight with Fear [reaction] (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a mental effect against you; Effect The triggering creature must attempt a Will save, which has the following effects.",
    "outcomes": {
        "Success": "The creature is unaffected.",
        "Failure": "The creature is frightened 2, and you gain a +2 status bonus to your saving throw or other defense against the triggering mental effect.",
        "Critical Failure": "The creature is frightened 2, and you're unaffected by the triggering mental effect."
    }
}

Full schema_data

{
    "id": "mind-of-menace",
    "name": "Mind Of Menace",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "contingency",
        "emotion",
        "fear",
        "mental"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "24 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. Fight with Fear [reaction] (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a mental effect against you; Effect The triggering creature must attempt a Will save, which has the following effects. Success: The creature is unaffected. Failure: The creature is frightened 2, and you gain a +2 status bonus to your saving throw or other defense against the triggering mental effect. Critical Failure: The creature is frightened 2, and you're unaffected by the triggering mental effect.",
    "description_snippet": "This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use",
    "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": "This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. Fight with Fear [reaction] (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a mental effect against you; Effect The triggering creature must attempt a Will save, which has the following effects.",
        "outcomes": {
            "Success": "The creature is unaffected.",
            "Failure": "The creature is frightened 2, and you gain a +2 status bonus to your saving throw or other defense against the triggering mental effect.",
            "Critical Failure": "The creature is frightened 2, and you're unaffected by the triggering mental effect."
        }
    },
    "conditions_caused": [
        "frightened"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 13443,
    "source_line_end": 13467,
    "raw_text_block": "MIND OF MENACE\nCONTINGENCY\nEMOTION\nSPELL 3\nENCHANTMENT\nFEAR\nMENTAL\nTraditions arcane, divine, occult, primal\nCast 10 minutes (material, somatic, verbal)\nDuration 24 hours\nThis spell wards against those who attempt to subvert\nyour mind and turns mental magic back on them. When\nthe spell is complete, you gain the Fight with Fear\nreaction; once you use the reaction, the spell ends.\nFight with Fear [reaction] (concentrate, emotion, enchantment,\nfear, mental) Trigger A creature that you can see uses\na mental effect against you; Effect The triggering\ncreature must attempt a Will save, which has the\nfollowing effects.\nSuccess The creature is unaffected.\nFailure The creature is frightened 2, and you gain a +2\nstatus bonus to your saving throw or other defense\nagainst the triggering mental effect.\nCritical Failure The creature is frightened 2, and you're\nunaffected by the triggering mental effect.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "mind-of-menace",
    "content_id": "mind-of-menace",
    "level": 3
}

Core Rulebook (Fourth Printing)

Mind Reading

Rank 3 · Spell · Uncommon

Registry ID
mind-reading
SpellUncommondivinationarcaneoccult

With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour. Critical Success: The target perceives vague surface thoughts from you when you Cast the Spell. Success: You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. Failure: You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours. Critical Failure: As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughts again. The target doesn't receive any additional saves.

Description snippet: With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.

Source lines: 54915 - 54937

Raw text block

MIND READING
UNCOMMON
DETECTION
SPELL 3
DIVINATION
MENTAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 round or sustained up to 1 minute
With a cursory mental touch, you attempt to read the target's
mind. It must attempt a Will save. The target then becomes
temporarily immune to your mind reading for 1 hour.
Critical Success The target perceives vague surface thoughts
from you when you Cast the Spell.
Success You find out whether the target's Intelligence modifier
is higher than, equal to, or lower than yours.
Failure You perceive vague surface thoughts from the target when
you Cast the Spell, and you find out whether its Intelligence
modifier is higher than, equal to, or lower than yours.
Critical Failure As failure, and for the duration of the spell, you
can Sustain the Spell to detect the target's surface thoughts
again. The target doesn't receive any additional saves.

Heightened

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

Damage clauses

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

Effects

{
    "description": "With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.",
    "outcomes": {
        "Critical Success": "The target perceives vague surface thoughts from you when you Cast the Spell.",
        "Success": "You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours.",
        "Failure": "You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours.",
        "Critical Failure": "As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughts again. The target doesn't receive any additional saves."
    }
}

Full schema_data

{
    "id": "mind-reading",
    "name": "Mind Reading",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "detection",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 round or sustained up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour. Critical Success: The target perceives vague surface thoughts from you when you Cast the Spell. Success: You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. Failure: You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours. Critical Failure: As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughts again. The target doesn't receive any additional saves.",
    "description_snippet": "With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.",
        "outcomes": {
            "Critical Success": "The target perceives vague surface thoughts from you when you Cast the Spell.",
            "Success": "You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours.",
            "Failure": "You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours.",
            "Critical Failure": "As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughts again. The target doesn't receive any additional saves."
        }
    },
    "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": 54915,
    "source_line_end": 54937,
    "raw_text_block": "MIND READING\nUNCOMMON\nDETECTION\nSPELL 3\nDIVINATION\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration 1 round or sustained up to 1 minute\nWith a cursory mental touch, you attempt to read the target's\nmind. It must attempt a Will save. The target then becomes\ntemporarily immune to your mind reading for 1 hour.\nCritical Success The target perceives vague surface thoughts\nfrom you when you Cast the Spell.\nSuccess You find out whether the target's Intelligence modifier\nis higher than, equal to, or lower than yours.\nFailure You perceive vague surface thoughts from the target when\nyou Cast the Spell, and you find out whether its Intelligence\nmodifier is higher than, equal to, or lower than yours.\nCritical Failure As failure, and for the duration of the spell, you\ncan Sustain the Spell to detect the target's surface thoughts\nagain. The target doesn't receive any additional saves.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "mind-reading",
    "content_id": "mind-reading",
    "level": 3
}

Secrets of Magic

Mystic Carriage

Rank 3 · Ritual · Uncommon

Registry ID
mystic-carriage
RitualUncommonconjurationNone

Secondary Checks Crafting or Driving Lore Duration 1 week or until the named destination is reached, whichever comes first This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage. Once loaded and boarded, the mystic carriage sets out at a Speed of 60 feet, heading unerringly towards its destination using whatever roads and trails are available. If it's attacked, it continues going as long as nothing blocks its passage. If something blocks its way, living or otherwise, it will stop until the way is cleared, waiting to continue until all of its passengers are aboard once more. Critical Success: You create a mystic carriage that lasts for 2 weeks, instead of 1 week. It can take you to up to two destinations, the first of which must be within 250 miles and the second of which must be within 250 miles of the first destination. Success: You create a mystic carriage as described above. Failure: You don't create a mystic carriage. Critical Failure: You don't create a mystic carriage, and you're attacked by a herd of four riding horses (Bestiary 209).

Description snippet: Secondary Checks Crafting or Driving Lore Duration 1 week or until the named destination is reached, whichever comes first This ritual allows you and the other casters to conjure a

Source lines: 17743 - 17783

Raw text block

MYSTIC CARRIAGE
UNCOMMON
RITUAL 3
CONJURATION
Cast 1 hour; Cost toy carriage, horse statues, rare incense,
and feathers worth 50 gp; Secondary Casters 1
Primary Check Arcana (Expert) or Occultism (Expert);
Secondary Checks Crafting or Driving Lore
Duration 1 week or until the named destination is reached,
whichever comes first
This ritual allows you and the other casters to conjure a
magical carriage that transports you to a destination of
your choice. To summon the mystic carriage, you must
be within 250 miles of your destination and spend 1 hour
burning incense and feathers while chanting the name of
the location you wish the carriage to take you to. When it
arrives, the carriage is a Large vehicle that can fit 4 Medium
or smaller passengers, as well as 100 Bulk. It has a Speed
of 60 feet, AC of 14, Fortitude saving throw modifier of +8,
Hardness 5, 100 Hit Points (BT 50), object immunities, and
immunities to critical hits and precision damage.
Once loaded and boarded, the mystic carriage sets out
at a Speed of 60 feet, heading unerringly towards its
destination using whatever roads and trails are available.
If it's attacked, it continues going as long as nothing
blocks its passage. If something blocks its way, living or
otherwise, it will stop until the way is cleared, waiting to
continue until all of its passengers are aboard once more.
Critical Success You create a mystic carriage that lasts for
2 weeks, instead of 1 week. It can take you to up to two
destinations, the first of which must be within 250 miles
and the second of which must be within 250 miles of
the first destination.
Success You create a mystic carriage as described above.
Failure You don't create a mystic carriage.
Critical Failure You don't create a mystic carriage,
and you're attacked by a herd of four riding horses
(Bestiary 209).
Heightened (+1) The carriage's AC, Fortitude save, and
Hardness increase by 2, its Hit Points increase by 20,
and its Broken Threshold increases by 10.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The carriage's AC, Fortitude save, and Hardness increase by 2, its Hit Points increase by 20, and its Broken Threshold increases by 10."
    }
]

Damage clauses

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

Effects

{
    "description": "Secondary Checks Crafting or Driving Lore Duration 1 week or until the named destination is reached, whichever comes first This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage. Once loaded and boarded, the mystic carriage sets out at a Speed of 60 feet, heading unerringly towards its destination using whatever roads and trails are available. If it's attacked, it continues going as long as nothing blocks its passage. If something blocks its way, living or otherwise, it will stop until the way is cleared, waiting to continue until all of its passengers are aboard once more.",
    "outcomes": {
        "Critical Success": "You create a mystic carriage that lasts for 2 weeks, instead of 1 week. It can take you to up to two destinations, the first of which must be within 250 miles and the second of which must be within 250 miles of the first destination.",
        "Success": "You create a mystic carriage as described above.",
        "Failure": "You don't create a mystic carriage.",
        "Critical Failure": "You don't create a mystic carriage, and you're attacked by a herd of four riding horses (Bestiary 209)."
    }
}

Full schema_data

{
    "id": "mystic-carriage",
    "name": "Mystic Carriage",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 hour",
    "cast_actions": "one_hour",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "toy carriage, horse statues, rare incense, and feathers worth 50 gp",
    "primary_check": "Arcana (Expert) or Occultism (Expert)",
    "secondary_casters": "1",
    "description": "Secondary Checks Crafting or Driving Lore Duration 1 week or until the named destination is reached, whichever comes first This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage. Once loaded and boarded, the mystic carriage sets out at a Speed of 60 feet, heading unerringly towards its destination using whatever roads and trails are available. If it's attacked, it continues going as long as nothing blocks its passage. If something blocks its way, living or otherwise, it will stop until the way is cleared, waiting to continue until all of its passengers are aboard once more. Critical Success: You create a mystic carriage that lasts for 2 weeks, instead of 1 week. It can take you to up to two destinations, the first of which must be within 250 miles and the second of which must be within 250 miles of the first destination. Success: You create a mystic carriage as described above. Failure: You don't create a mystic carriage. Critical Failure: You don't create a mystic carriage, and you're attacked by a herd of four riding horses (Bestiary 209).",
    "description_snippet": "Secondary Checks Crafting or Driving Lore Duration 1 week or until the named destination is reached, whichever comes first This ritual allows you and the other casters to conjure a",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The carriage's AC, Fortitude save, and Hardness increase by 2, its Hit Points increase by 20, and its Broken Threshold increases by 10."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The carriage's AC, Fortitude save, and Hardness increase by 2, its Hit Points increase by 20, and its Broken Threshold increases by 10."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Secondary Checks Crafting or Driving Lore Duration 1 week or until the named destination is reached, whichever comes first This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage. Once loaded and boarded, the mystic carriage sets out at a Speed of 60 feet, heading unerringly towards its destination using whatever roads and trails are available. If it's attacked, it continues going as long as nothing blocks its passage. If something blocks its way, living or otherwise, it will stop until the way is cleared, waiting to continue until all of its passengers are aboard once more.",
        "outcomes": {
            "Critical Success": "You create a mystic carriage that lasts for 2 weeks, instead of 1 week. It can take you to up to two destinations, the first of which must be within 250 miles and the second of which must be within 250 miles of the first destination.",
            "Success": "You create a mystic carriage as described above.",
            "Failure": "You don't create a mystic carriage.",
            "Critical Failure": "You don't create a mystic carriage, and you're attacked by a herd of four riding horses (Bestiary 209)."
        }
    },
    "conditions_caused": [
        "broken"
    ],
    "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": 17743,
    "source_line_end": 17783,
    "raw_text_block": "MYSTIC CARRIAGE\nUNCOMMON\nRITUAL 3\nCONJURATION\nCast 1 hour; Cost toy carriage, horse statues, rare incense,\nand feathers worth 50 gp; Secondary Casters 1\nPrimary Check Arcana (Expert) or Occultism (Expert);\nSecondary Checks Crafting or Driving Lore\nDuration 1 week or until the named destination is reached,\nwhichever comes first\nThis ritual allows you and the other casters to conjure a\nmagical carriage that transports you to a destination of\nyour choice. To summon the mystic carriage, you must\nbe within 250 miles of your destination and spend 1 hour\nburning incense and feathers while chanting the name of\nthe location you wish the carriage to take you to. When it\narrives, the carriage is a Large vehicle that can fit 4 Medium\nor smaller passengers, as well as 100 Bulk. It has a Speed\nof 60 feet, AC of 14, Fortitude saving throw modifier of +8,\nHardness 5, 100 Hit Points (BT 50), object immunities, and\nimmunities to critical hits and precision damage.\nOnce loaded and boarded, the mystic carriage sets out\nat a Speed of 60 feet, heading unerringly towards its\ndestination using whatever roads and trails are available.\nIf it's attacked, it continues going as long as nothing\nblocks its passage. If something blocks its way, living or\notherwise, it will stop until the way is cleared, waiting to\ncontinue until all of its passengers are aboard once more.\nCritical Success You create a mystic carriage that lasts for\n2 weeks, instead of 1 week. It can take you to up to two\ndestinations, the first of which must be within 250 miles\nand the second of which must be within 250 miles of\nthe first destination.\nSuccess You create a mystic carriage as described above.\nFailure You don't create a mystic carriage.\nCritical Failure You don't create a mystic carriage,\nand you're attacked by a herd of four riding horses\n(Bestiary 209).\nHeightened (+1) The carriage's AC, Fortitude save, and\nHardness increase by 2, its Hit Points increase by 20,\nand its Broken Threshold increases by 10.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "mystic-carriage",
    "content_id": "mystic-carriage",
    "level": 3
}

Core Rulebook (Fourth Printing)

Neutralize Poison

Rank 3 · Spell · Common

Registry ID
neutralize-poison
SpellCommonnecromancydivineprimal

You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.

Description snippet: You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.

Source lines: 55413 - 55422

Raw text block

NEUTRALIZE POISON
HEALING
SPELL 3
NECROMANCY
Traditions divine, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
You pour healing magic through the target in an attempt
to cure one poison afflicting it. Attempt a counteract check
against the poison.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.",
    "outcomes": []
}

Full schema_data

{
    "id": "neutralize-poison",
    "name": "Neutralize Poison",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "healing"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.",
    "description_snippet": "You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.",
    "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 pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.",
        "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": 55413,
    "source_line_end": 55422,
    "raw_text_block": "NEUTRALIZE POISON\nHEALING\nSPELL 3\nNECROMANCY\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nYou pour healing magic through the target in an attempt\nto cure one poison afflicting it. Attempt a counteract check\nagainst the poison.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "neutralize-poison",
    "content_id": "neutralize-poison",
    "level": 3
}

Core Rulebook (4th Printing)

Nondetection

Rank 3 · Spell · Uncommon

Registry ID
nondetection
SpellUncommonabjurationarcaneoccultprimal

Protect a creature

Description snippet: Protect a creature

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "abjuration",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "heightenable": false,
    "rarity": "uncommon",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Protect a creature",
    "content_id": "nondetection",
    "type": "spell",
    "description": "Protect a creature"
}

Secrets of Magic

Oneiric Mire

Rank 3 · Spell · Common

Registry ID
oneiric-mire
SpellCommonillusionarcaneoccultprimal

You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a -10-foot circumstance penalty to its Speeds. On a critical failure, it's also immobilized. In addition to the normal actions to Escape, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being immobilized, though the area is still difficult terrain.

Description snippet: You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. Each creature in the area when th

Source lines: 13819 - 13841

Raw text block

ONEIRIC MIRE
ILLUSION
MENTAL
SPELL 3
VISUAL
Traditions arcane, occult, primal
Cast [three-actions] somatic, verbal
Range 120 feet; Area 20-foot burst
Duration 1 minute
You shroud an area in illusory dreamstuff, making the
ground look and feel like a deep mire or quicksand. Ground
in the area is difficult terrain.
Each creature in the area when the spell is cast, or that
enters the area, must attempt a Will save. On a failure,
it believes it's being pulled down by the earth, taking a
-10-foot circumstance penalty to its Speeds. On a critical
failure, it's also immobilized. In addition to the normal
actions to Escape, at the end of an affected creature's
turn, it can attempt a Will save, removing the effects on a
success. On a critical success at any Will save made against
oneiric mire, the creature fully disbelieves the illusion and
no longer needs to make Will saves to risk a Speed penalty
or being immobilized, though the area is still difficult terrain.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a -10-foot circumstance penalty to its Speeds. On a critical failure, it's also immobilized. In addition to the normal actions to Escape, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being immobilized, though the area is still difficult terrain.",
    "outcomes": []
}

Full schema_data

{
    "id": "oneiric-mire",
    "name": "Oneiric Mire",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "mental",
        "visual"
    ],
    "cast": "[three-actions] somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a -10-foot circumstance penalty to its Speeds. On a critical failure, it's also immobilized. In addition to the normal actions to Escape, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being immobilized, though the area is still difficult terrain.",
    "description_snippet": "You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. Each creature in the area when th",
    "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 shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a -10-foot circumstance penalty to its Speeds. On a critical failure, it's also immobilized. In addition to the normal actions to Escape, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being immobilized, though the area is still difficult terrain.",
        "outcomes": []
    },
    "conditions_caused": [
        "immobilized"
    ],
    "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": 13819,
    "source_line_end": 13841,
    "raw_text_block": "ONEIRIC MIRE\nILLUSION\nMENTAL\nSPELL 3\nVISUAL\nTraditions arcane, occult, primal\nCast [three-actions] somatic, verbal\nRange 120 feet; Area 20-foot burst\nDuration 1 minute\nYou shroud an area in illusory dreamstuff, making the\nground look and feel like a deep mire or quicksand. Ground\nin the area is difficult terrain.\nEach creature in the area when the spell is cast, or that\nenters the area, must attempt a Will save. On a failure,\nit believes it's being pulled down by the earth, taking a\n-10-foot circumstance penalty to its Speeds. On a critical\nfailure, it's also immobilized. In addition to the normal\nactions to Escape, at the end of an affected creature's\nturn, it can attempt a Will save, removing the effects on a\nsuccess. On a critical success at any Will save made against\noneiric mire, the creature fully disbelieves the illusion and\nno longer needs to make Will saves to risk a Speed penalty\nor being immobilized, though the area is still difficult terrain.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "oneiric-mire",
    "content_id": "oneiric-mire",
    "level": 3
}

Secrets of Magic

Ooze Form

Rank 3 · Spell · Common

Registry ID
ooze-form
SpellCommontransmutationarcaneoccult

You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the ooze trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • You are immune to critical hits, precision damage, and visual effects. • Resistance 5 to acid, piercing, and slashing damage. • No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +14, unless your own is higher. You also gain specific abilities based on the ooze: • Black Pudding Speed 15 feet, climb 15 feet; Melee [one-action] pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid. • Gelatinous Cube Speed 15 feet; Melee [one-action] cube face, Damage 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be stunned 1 (or paralyzed for 1 round on a critical failure); this save has the incapacitation trait. • Gray Ooze Speed 15 feet, climb 15 feet, swim 15 feet; Melee [one-action] pseudopod, Damage 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target. • Ochre Jelly Speed 15 feet, climb 10 feet; resistance 5 to electricity; Melee [one-action] pseudopod, Damage 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target.

Description snippet: You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, ch

Source lines: 13846 - 13921

Raw text block

OOZE FORM
POLYMORPH
SPELL 3
TRANSMUTATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 1 minute
You invoke all things that seep and ooze, your body
dissolving into a thick slurry and then reconstituting itself
into a Medium ooze battle form. When you first cast this
spell, choose black pudding, gelatinous cube, gray ooze, or
ochre jelly. While in this form, you gain the ooze trait. You
can Dismiss the spell.
You gain the following statistics and abilities regardless
of which battle form you choose:
• AC = 7 + your level. Ignore your armor's check penalty
and Speed reduction.
• 20 temporary Hit Points.
• You are immune to critical hits, precision damage, and
visual effects.
• Resistance 5 to acid, piercing, and slashing damage.
• No vision and motion sense 30 feet. You can sense
nearby motion through vibration and air movement
as a precise sense.
• One or more unarmed melee attacks specific to the
battle form you choose, which are the only attacks
you can use. You're trained with them. Your attack
modifier is +14, and you use the listed damage. These
attacks are Strength based (for the purpose of the
enfeebled condition, for example). If your unarmed
attack modifier is higher, you can use it instead.
• Athletics modifier of +14, unless your own is higher.
You also gain specific abilities based on the ooze:
• Black Pudding Speed 15 feet, climb 15 feet; Melee [one-action]
pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid.
• Gelatinous Cube Speed 15 feet; Melee [one-action] cube face,
Damage 1d6+5 acid; a creature hit by your cube face
Strike must succeed at a Fortitude save against your
spell DC or be stunned 1 (or paralyzed for 1 round on a
critical failure); this save has the incapacitation trait.
• Gray Ooze Speed 15 feet, climb 15 feet, swim 15 feet;
Melee [one-action] pseudopod, Damage 1d6+5 bludgeoning
and 1d6 acid, and you can spend an action after a hit
to Grab the target.
• Ochre Jelly Speed 15 feet, climb 10 feet; resistance 5
to electricity; Melee [one-action] pseudopod, Damage 1d8+5
bludgeoning and 1d8 acid, and you can spend an
action after a hit to Grab the target.
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
30 temporary HP; resistance 7 to acid, piercing, and
slashing; attack modifier +16; damage bonus +9; and
Athletics +16. Your motion sense has a range of 40 feet.
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 40 temporary HP; resistance 10 to acid, piercing,
and slashing; attack modifier +18; damage bonus +6 and
double damage dice; and Athletics +20. Your motion
sense has a range of 60 feet.
Heightened (8th) Your battle form is Gargantuan (20-footby-20-foot space), and your attacks have 20-foot reach.
You must have enough space to expand into or the spell
is lost. You instead gain 60 temporary HP; resistance
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
12 to acid, piercing, and slashing; attack modifier
+28; damage bonus +13 and double damage dice; and
Athletics +29. Your motion sense has a range of 60 feet.

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 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and Athletics +16. Your motion sense has a range of 40 feet."
    },
    {
        "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 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and Athletics +20. Your motion sense has a range of 60 feet."
    },
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "Your battle form is Gargantuan (20-footby-20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and Athletics +29. Your motion sense has a range of 60 feet."
    }
]

Damage clauses

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

Effects

{
    "description": "You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the ooze trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • You are immune to critical hits, precision damage, and visual effects. • Resistance 5 to acid, piercing, and slashing damage. • No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +14, unless your own is higher. You also gain specific abilities based on the ooze: • Black Pudding Speed 15 feet, climb 15 feet; Melee [one-action] pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid. • Gelatinous Cube Speed 15 feet; Melee [one-action] cube face, Damage 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be stunned 1 (or paralyzed for 1 round on a critical failure); this save has the incapacitation trait. • Gray Ooze Speed 15 feet, climb 15 feet, swim 15 feet; Melee [one-action] pseudopod, Damage 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target. • Ochre Jelly Speed 15 feet, climb 10 feet; resistance 5 to electricity; Melee [one-action] pseudopod, Damage 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target.",
    "outcomes": []
}

Full schema_data

{
    "id": "ooze-form",
    "name": "Ooze Form",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "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 invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the ooze trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • You are immune to critical hits, precision damage, and visual effects. • Resistance 5 to acid, piercing, and slashing damage. • No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +14, unless your own is higher. You also gain specific abilities based on the ooze: • Black Pudding Speed 15 feet, climb 15 feet; Melee [one-action] pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid. • Gelatinous Cube Speed 15 feet; Melee [one-action] cube face, Damage 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be stunned 1 (or paralyzed for 1 round on a critical failure); this save has the incapacitation trait. • Gray Ooze Speed 15 feet, climb 15 feet, swim 15 feet; Melee [one-action] pseudopod, Damage 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target. • Ochre Jelly Speed 15 feet, climb 10 feet; resistance 5 to electricity; Melee [one-action] pseudopod, Damage 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target.",
    "description_snippet": "You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, ch",
    "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 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and Athletics +16. Your motion sense has a range of 40 feet."
        },
        {
            "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 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and Athletics +20. Your motion sense has a range of 60 feet."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "Your battle form is Gargantuan (20-footby-20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and Athletics +29. Your motion sense has a range of 60 feet."
        }
    ],
    "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 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and Athletics +16. Your motion sense has a range of 40 feet."
        },
        {
            "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 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and Athletics +20. Your motion sense has a range of 60 feet."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "Your battle form is Gargantuan (20-footby-20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and Athletics +29. Your motion sense has a range of 60 feet."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the ooze trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • You are immune to critical hits, precision damage, and visual effects. • Resistance 5 to acid, piercing, and slashing damage. • No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +14, unless your own is higher. You also gain specific abilities based on the ooze: • Black Pudding Speed 15 feet, climb 15 feet; Melee [one-action] pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid. • Gelatinous Cube Speed 15 feet; Melee [one-action] cube face, Damage 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be stunned 1 (or paralyzed for 1 round on a critical failure); this save has the incapacitation trait. • Gray Ooze Speed 15 feet, climb 15 feet, swim 15 feet; Melee [one-action] pseudopod, Damage 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target. • Ochre Jelly Speed 15 feet, climb 10 feet; resistance 5 to electricity; Melee [one-action] pseudopod, Damage 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target.",
        "outcomes": []
    },
    "conditions_caused": [
        "enfeebled",
        "paralyzed",
        "stunned"
    ],
    "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": 13846,
    "source_line_end": 13921,
    "raw_text_block": "OOZE FORM\nPOLYMORPH\nSPELL 3\nTRANSMUTATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou invoke all things that seep and ooze, your body\ndissolving into a thick slurry and then reconstituting itself\ninto a Medium ooze battle form. When you first cast this\nspell, choose black pudding, gelatinous cube, gray ooze, or\nochre jelly. While in this form, you gain the ooze trait. You\ncan Dismiss the spell.\nYou gain the following statistics and abilities regardless\nof which battle form you choose:\n• AC = 7 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 20 temporary Hit Points.\n• You are immune to critical hits, precision damage, and\nvisual effects.\n• Resistance 5 to acid, piercing, and slashing damage.\n• No vision and motion sense 30 feet. You can sense\nnearby motion through vibration and air movement\nas a precise sense.\n• One or more unarmed melee attacks specific to the\nbattle form you choose, which are the only attacks\nyou can use. You're trained with them. Your attack\nmodifier is +14, and you use the listed damage. These\nattacks are Strength based (for the purpose of the\nenfeebled condition, for example). If your unarmed\nattack modifier is higher, you can use it instead.\n• Athletics modifier of +14, unless your own is higher.\nYou also gain specific abilities based on the ooze:\n• Black Pudding Speed 15 feet, climb 15 feet; Melee [one-action]\npseudopod, Damage 2d6+5 bludgeoning and 1d8 acid.\n• Gelatinous Cube Speed 15 feet; Melee [one-action] cube face,\nDamage 1d6+5 acid; a creature hit by your cube face\nStrike must succeed at a Fortitude save against your\nspell DC or be stunned 1 (or paralyzed for 1 round on a\ncritical failure); this save has the incapacitation trait.\n• Gray Ooze Speed 15 feet, climb 15 feet, swim 15 feet;\nMelee [one-action] pseudopod, Damage 1d6+5 bludgeoning\nand 1d6 acid, and you can spend an action after a hit\nto Grab the target.\n• Ochre Jelly Speed 15 feet, climb 10 feet; resistance 5\nto electricity; Melee [one-action] pseudopod, Damage 1d8+5\nbludgeoning and 1d8 acid, and you can spend an\naction after a hit to Grab the target.\nHeightened (4th) Your battle form is Large, and your\nattacks have 10-foot reach. You must have enough\nspace to expand into or the spell is lost. You instead gain\n30 temporary HP; resistance 7 to acid, piercing, and\nslashing; attack modifier +16; damage bonus +9; and\nAthletics +16. Your motion sense has a range of 40 feet.\nHeightened (5th) Your battle form is Huge, and your\nattacks have 15-foot reach. You must have enough\nspace to expand into or the spell is lost. You instead\ngain 40 temporary HP; resistance 10 to acid, piercing,\nand slashing; attack modifier +18; damage bonus +6 and\ndouble damage dice; and Athletics +20. Your motion\nsense has a range of 60 feet.\nHeightened (8th) Your battle form is Gargantuan (20-footby-20-foot space), and your attacks have 20-foot reach.\nYou must have enough space to expand into or the spell\nis lost. You instead gain 60 temporary HP; resistance\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\n12 to acid, piercing, and slashing; attack modifier\n+28; damage bonus +13 and double damage dice; and\nAthletics +29. Your motion sense has a range of 60 feet.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ooze-form",
    "content_id": "ooze-form",
    "level": 3
}

Secrets of Magic

Organsight

Rank 3 · Spell · Common

Registry ID
organsight
SpellCommondivinationarcanedivineoccult

See a foe’s organs, and use your

Description snippet: See a foe’s organs, and use your

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "divination",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "See a foe’s organs, and use your",
    "content_id": "organsight",
    "type": "spell",
    "description": "See a foe’s organs, and use your"
}

Core Rulebook (4th Printing)

Paralyze

Rank 3 · Spell · Common

Registry ID
paralyze
SpellCommonenchantmentarcaneoccult

Freeze a creature in

Description snippet: Freeze a creature in

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 3,
    "school": "enchantment",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Freeze a creature in",
    "content_id": "paralyze",
    "type": "spell",
    "description": "Freeze a creature in"
}

Secrets of Magic

Phantom Prison

Rank 3 · Spell · Common

Registry ID
phantom-prison
SpellCommonillusionarcaneoccult

Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 MENTAL VISUAL Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 50 feet; Targets 1 creature Saving Throw Will; Duration 1 minute You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends.

Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 MENTAL VISUAL Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 50 fee

Source lines: 14107 - 14135

Raw text block

PHANTOM PRISON
ILLUSION
INCAPACITATION
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
SPELL 3
MENTAL
VISUAL
Traditions arcane, occult
Cast [three-actions] material, somatic, verbal
Range 50 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
You completely surround a Large or smaller creature in
immobile illusory walls, trapping it inside a false prison it
can't escape. No other creatures see or feel these walls,
and the target can't see anything outside of the illusory
walls. The target can attempt a Will save when the spell
is cast, each time it attempts to interact with or escape
the walls, and each time something from outside the walls
affects the target. On a success, it disbelieves the illusion
and the spell ends.
Heightened (8th) You can target up to 5 creatures.

Heightened

[
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "You can target up to 5 creatures."
    }
]

Damage clauses

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

Effects

{
    "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 MENTAL VISUAL Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 50 feet; Targets 1 creature Saving Throw Will; Duration 1 minute You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "phantom-prison",
    "name": "Phantom Prison",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "incapacitation"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 MENTAL VISUAL Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 50 feet; Targets 1 creature Saving Throw Will; Duration 1 minute You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends.",
    "description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 MENTAL VISUAL Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 50 fee",
    "heightened": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You can target up to 5 creatures."
        }
    ],
    "heightened_scaling": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You can target up to 5 creatures."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 3 MENTAL VISUAL Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 50 feet; Targets 1 creature Saving Throw Will; Duration 1 minute You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 14107,
    "source_line_end": 14135,
    "raw_text_block": "PHANTOM PRISON\nILLUSION\nINCAPACITATION\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nSPELL 3\nMENTAL\nVISUAL\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 50 feet; Targets 1 creature\nSaving Throw Will; Duration 1 minute\nYou completely surround a Large or smaller creature in\nimmobile illusory walls, trapping it inside a false prison it\ncan't escape. No other creatures see or feel these walls,\nand the target can't see anything outside of the illusory\nwalls. The target can attempt a Will save when the spell\nis cast, each time it attempts to interact with or escape\nthe walls, and each time something from outside the walls\naffects the target. On a success, it disbelieves the illusion\nand the spell ends.\nHeightened (8th) You can target up to 5 creatures.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "phantom-prison",
    "content_id": "phantom-prison",
    "level": 3
}

Secrets of Magic

Positive Attunement

Rank 3 · Spell · Common

Registry ID
positive-attunement
SpellCommonnecromancydivineprimal

You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals 1d8 Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. If the creature is undead or has negative healing, it instead takes 1d8 positive damage, depending on the result of its Will save. Critical Success: The creature is unaffected. Success: The creature is damaged once and the spell ends. Failure: The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell). Critical Failure: As failure, and the damage is doubled.

Description snippet: You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creatur

Source lines: 14225 - 14250

Raw text block

POSITIVE ATTUNEMENT
HEALING
NECROMANCY
SPELL 3
POSITIVE
Traditions divine, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living or undead creature
Saving Throw Will; Duration sustained up to 1 minute
You attune a creature to the Positive Energy Plane,
connecting its life force without fully transporting it. The
creature's appearance becomes more brightly colored. If
the creature is living, it heals 1d8 Hit Points immediately
and at the end of each of your turns. Effects that increase
healing only increase the initial healing.
If the creature is undead or has negative healing, it
instead takes 1d8 positive damage, depending on the
result of its Will save.
Critical Success The creature is unaffected.
Success The creature is damaged once and the spell ends.
Failure The creature is damaged immediately and at the
end of each of your turns (so twice in the round you
Cast the Spell).
Critical Failure As failure, and the damage is doubled.
Heightened (+3) The damage and healing each increase
by 1d8.

Heightened

[
    {
        "label": "+3",
        "type": "step",
        "step": 3,
        "text": "The damage and healing each increase by 1d8."
    }
]

Damage clauses

[
    {
        "formula": "1d8",
        "type": "positive",
        "persistent": false
    }
]

Effects

{
    "description": "You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals 1d8 Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. If the creature is undead or has negative healing, it instead takes 1d8 positive damage, depending on the result of its Will save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature is damaged once and the spell ends.",
        "Failure": "The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell).",
        "Critical Failure": "As failure, and the damage is doubled."
    }
}

Full schema_data

{
    "id": "positive-attunement",
    "name": "Positive Attunement",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "healing",
        "positive"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 living or undead creature",
    "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 attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals 1d8 Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. If the creature is undead or has negative healing, it instead takes 1d8 positive damage, depending on the result of its Will save. Critical Success: The creature is unaffected. Success: The creature is damaged once and the spell ends. Failure: The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell). Critical Failure: As failure, and the damage is doubled.",
    "description_snippet": "You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creatur",
    "heightened": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The damage and healing each increase by 1d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The damage and healing each increase by 1d8."
        }
    ],
    "damage": [
        {
            "formula": "1d8",
            "type": "positive",
            "persistent": false
        }
    ],
    "damage_type": [
        "positive"
    ],
    "effects": {
        "description": "You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals 1d8 Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. If the creature is undead or has negative healing, it instead takes 1d8 positive damage, depending on the result of its Will save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature is damaged once and the spell ends.",
            "Failure": "The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell).",
            "Critical Failure": "As failure, and the damage is doubled."
        }
    },
    "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": 14225,
    "source_line_end": 14250,
    "raw_text_block": "POSITIVE ATTUNEMENT\nHEALING\nNECROMANCY\nSPELL 3\nPOSITIVE\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living or undead creature\nSaving Throw Will; Duration sustained up to 1 minute\nYou attune a creature to the Positive Energy Plane,\nconnecting its life force without fully transporting it. The\ncreature's appearance becomes more brightly colored. If\nthe creature is living, it heals 1d8 Hit Points immediately\nand at the end of each of your turns. Effects that increase\nhealing only increase the initial healing.\nIf the creature is undead or has negative healing, it\ninstead takes 1d8 positive damage, depending on the\nresult of its Will save.\nCritical Success The creature is unaffected.\nSuccess The creature is damaged once and the spell ends.\nFailure The creature is damaged immediately and at the\nend of each of your turns (so twice in the round you\nCast the Spell).\nCritical Failure As failure, and the damage is doubled.\nHeightened (+3) The damage and healing each increase\nby 1d8.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "positive-attunement",
    "content_id": "positive-attunement",
    "level": 3
}

Advanced Player's Guide

Ranger's Bramble

Rank 3 · Focus · Uncommon

Registry ID
rangers-bramble
FocusUncommontransmutationprimal

You cause plants in the area to entangle your foes, with the effects of entangle. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being immobilized. Escaping your bramble doesn't end the bleed damage.

Description snippet: You cause plants in the area to entangle your foes, with the effects of entangle. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being i

Source lines: 33416 - 33431

Raw text block

RANGER'S BRAMBLE
UNCOMMON
PLANT
FOCUS 3
RANGER
TRANSMUTATION
Cast [two-actions] somatic, verbal
Range 100 feet; Area all squares that contain plants in a
5-foot burst
Duration 1 minute
You cause plants in the area to entangle your foes, with the
effects of entangle. A creature that critically fails the save takes
2d4 persistent bleed damage in addition to being immobilized.
Escaping your bramble doesn't end the bleed damage.
Heightened (+1) The bleed damage on a critical failure
increases by 1d4.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The bleed damage on a critical failure increases by 1d4."
    }
]

Damage clauses

[
    {
        "formula": "2d4",
        "type": "bleed",
        "persistent": true
    }
]

Effects

{
    "description": "You cause plants in the area to entangle your foes, with the effects of entangle. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being immobilized. Escaping your bramble doesn't end the bleed damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "rangers-bramble",
    "name": "Ranger's Bramble",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "plant"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "all squares that contain plants in a 5-foot burst",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You cause plants in the area to entangle your foes, with the effects of entangle. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being immobilized. Escaping your bramble doesn't end the bleed damage.",
    "description_snippet": "You cause plants in the area to entangle your foes, with the effects of entangle. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being i",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bleed damage on a critical failure increases by 1d4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bleed damage on a critical failure increases by 1d4."
        }
    ],
    "damage": [
        {
            "formula": "2d4",
            "type": "bleed",
            "persistent": true
        }
    ],
    "damage_type": [
        "bleed"
    ],
    "effects": {
        "description": "You cause plants in the area to entangle your foes, with the effects of entangle. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being immobilized. Escaping your bramble doesn't end the bleed damage.",
        "outcomes": []
    },
    "conditions_caused": [
        "immobilized",
        "persistent bleed"
    ],
    "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": 33416,
    "source_line_end": 33431,
    "raw_text_block": "RANGER'S BRAMBLE\nUNCOMMON\nPLANT\nFOCUS 3\nRANGER\nTRANSMUTATION\nCast [two-actions] somatic, verbal\nRange 100 feet; Area all squares that contain plants in a\n5-foot burst\nDuration 1 minute\nYou cause plants in the area to entangle your foes, with the\neffects of entangle. A creature that critically fails the save takes\n2d4 persistent bleed damage in addition to being immobilized.\nEscaping your bramble doesn't end the bleed damage.\nHeightened (+1) The bleed damage on a critical failure\nincreases by 1d4.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "rangers-bramble",
    "content_id": "rangers-bramble",
    "level": 3
}

Advanced Player's Guide

Reincarnate

Rank 3 · Ritual · Uncommon

Registry ID
reincarnate
RitualUncommonnecromancyNone

Religion Range 10 feet; Targets 1 dead creature of up to 8th level You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the Religion check and can end the ritual without paying the cost. If the ritual is successful, the target's new body has a random ancestry. First roll 1d20. On a result of 1 through 14, the new body is one of a common ancestry, while on a 15 through 20 they become a member of an uncommon or rare ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll 1d6 to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered. Critical Success: You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal. Success: As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity. Failure: The ritual has no effect. Critical Failure: The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become doomed 1 for 1 week.

Description snippet: Religion Range 10 feet; Targets 1 dead creature of up to 8th level You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returnin

Source lines: 34860 - 34949

Raw text block

REINCARNATE
UNCOMMON
RITUAL 3
NECROMANCY
Cast 4 hours; Cost rare herbs worth a total value of the target's
level (minimum 1) × 25 gp; Secondary Casters 2
Primary Check Nature (expert); Secondary Checks Occultism,
Religion
Range 10 feet; Targets 1 dead creature of up to 8th level
You call forth the target's soul and attempt to incarnate it into a
brand-new body. As the soul won't be returning to the original
body, only a small portion of the creature's remains are required.
These remains must have been part of the original body at
the time of death, and the target must have died within the
past week. If Pharasma has decided that the target's time has
come or the target's soul is trapped or doesn't wish to return,
this ritual automatically fails, but you discover this after you
succeed at the Religion check and can end the ritual without
paying the cost.
If the ritual is successful, the target's new body has a random
ancestry. First roll 1d20. On a result of 1 through 14, the new
body is one of a common ancestry, while on a 15 through 20
they become a member of an uncommon or rare ancestry. The
GM chooses possible ancestries based on those found in the
region and then rolls randomly between them. For instance,
the GM could roll 1d6 to choose a common ancestry from the
Core Rulebook. The target replaces their ancestry Hit Points,
size, Speeds, ability boosts, ability flaws, traits, and special
abilities with those of their new ancestry. The target loses
their heritage and ancestry feats, selecting replacements from
their new ancestry. The target's background, class features,
and known languages remain unaltered.
Critical Success You reincarnate the target into a new adult body.
This new body has full HP and has the same spells prepared
and points in their pools as the original did when it died.
Success As critical success, except the new body has 1 HP and
no spells prepared or points in any pools. The soul takes
some time to adjust to their new body, leaving them clumsy
2, drained 2, and enfeebled 2 for 1 week; these conditions
can't be removed or reduced by any means until the week
has passed.
Failure You fail to reincarnate the target.
Critical Failure The target's soul becomes trapped in an
unintelligent animal creature of the GM's choosing, with a
level no greater than half the target's level. While trapped,
the target has an Intelligence score of 1 (-5 modifier) and
can't use any of their own abilities.
Heightened (4th) The maximum level of the target increases
to 10. The cost is the target's level (minimum 1) × 40 gp.
Heightened (5th) The maximum level of the target increases
to 12. The cost is the target's level (minimum 1) × 75 gp.
Heightened (6th) The maximum level of the target increases
to 14. The cost is the target's level (minimum 1) × 125 gp. The
target must have died within the past month.
Heightened (7th) The maximum level of the target increases
to 16. The cost is the target's level (minimum 1) × 200 gp.
The target must have died within the past month.
Heightened (8th) The maximum level of the target increases
to 18. The cost is the target's level (minimum 1) × 300 gp.
The target must have died within the past year.
Heightened (9th) The maximum level of the target increases
to 20. The cost is the target's level (minimum 1) × 600 gp.
The target must have died within the past decade.
REST ETERNAL
UNCOMMON
Cast 1 day; Cost rare oils to anoint the body worth a total value
of the target's level (minimum 1) × 25 gp; Secondary Casters 2
Primary Check Religion (expert); Secondary Checks
Occultism, Religion
Range 20 feet; Targets 1 dead creature
You call upon gods, spirits, and stranger beings to bar a
creature's spirit from ever returning. A spirit that doesn't wish
to be so constrained can attempt a Will save to resist this
ritual; on a critical success, it fools you into believing the ritual
succeeded. This ritual has no effect on a target who is undead
or whose soul is otherwise not in the afterlife.
Critical Success You sequester the subject's spirit to the
afterlife. Attempts to communicate with the dead creature,
return it to life, turn it into an undead, or otherwise disturb
its afterlife fail unless the effect's counteract level is at
least 2 higher than that of rest eternal or originates from an
artifact or a deity. Successfully returning the creature to life
ends the restrictions placed by rest eternal.
Success As critical success, but effects to interact with the
spirit fail unless the effect's counteract level is higher than
that of rest eternal or originates from an artifact or a deity.
Failure The ritual has no effect.
Critical Failure The ritual fails, and the spirits you appealed to
are angered by your meddling. All casters become doomed
1 for 1 week.

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The maximum level of the target increases to 10. The cost is the target's level (minimum 1) × 40 gp."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The maximum level of the target increases to 12. The cost is the target's level (minimum 1) × 75 gp."
    },
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "The maximum level of the target increases to 14. The cost is the target's level (minimum 1) × 125 gp. The target must have died within the past month."
    },
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "The maximum level of the target increases to 16. The cost is the target's level (minimum 1) × 200 gp. The target must have died within the past month."
    },
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "The maximum level of the target increases to 18. The cost is the target's level (minimum 1) × 300 gp. The target must have died within the past year."
    },
    {
        "label": "9th",
        "type": "fixed_rank",
        "rank": 9,
        "text": "The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade. REST ETERNAL UNCOMMON Cast 1 day; Cost rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp; Secondary Casters 2 Primary Check Religion (expert); Secondary Checks Occultism, Religion Range 20 feet; Targets 1 dead creature You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife."
    }
]

Damage clauses

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

Effects

{
    "description": "Religion Range 10 feet; Targets 1 dead creature of up to 8th level You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the Religion check and can end the ritual without paying the cost. If the ritual is successful, the target's new body has a random ancestry. First roll 1d20. On a result of 1 through 14, the new body is one of a common ancestry, while on a 15 through 20 they become a member of an uncommon or rare ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll 1d6 to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered.",
    "outcomes": {
        "Critical Success": "You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal.",
        "Success": "As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity.",
        "Failure": "The ritual has no effect.",
        "Critical Failure": "The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become doomed 1 for 1 week."
    }
}

Full schema_data

{
    "id": "reincarnate",
    "name": "Reincarnate",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "4 hours",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "rare herbs worth a total value of the target's level (minimum 1) × 25 gp",
    "primary_check": "Nature (expert) Secondary Checks Occultism,",
    "secondary_casters": "2",
    "description": "Religion Range 10 feet; Targets 1 dead creature of up to 8th level You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the Religion check and can end the ritual without paying the cost. If the ritual is successful, the target's new body has a random ancestry. First roll 1d20. On a result of 1 through 14, the new body is one of a common ancestry, while on a 15 through 20 they become a member of an uncommon or rare ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll 1d6 to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered. Critical Success: You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal. Success: As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity. Failure: The ritual has no effect. Critical Failure: The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become doomed 1 for 1 week.",
    "description_snippet": "Religion Range 10 feet; Targets 1 dead creature of up to 8th level You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returnin",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The maximum level of the target increases to 10. The cost is the target's level (minimum 1) × 40 gp."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The maximum level of the target increases to 12. The cost is the target's level (minimum 1) × 75 gp."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The maximum level of the target increases to 14. The cost is the target's level (minimum 1) × 125 gp. The target must have died within the past month."
        },
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The maximum level of the target increases to 16. The cost is the target's level (minimum 1) × 200 gp. The target must have died within the past month."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The maximum level of the target increases to 18. The cost is the target's level (minimum 1) × 300 gp. The target must have died within the past year."
        },
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade. REST ETERNAL UNCOMMON Cast 1 day; Cost rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp; Secondary Casters 2 Primary Check Religion (expert); Secondary Checks Occultism, Religion Range 20 feet; Targets 1 dead creature You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife."
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The maximum level of the target increases to 10. The cost is the target's level (minimum 1) × 40 gp."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The maximum level of the target increases to 12. The cost is the target's level (minimum 1) × 75 gp."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The maximum level of the target increases to 14. The cost is the target's level (minimum 1) × 125 gp. The target must have died within the past month."
        },
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The maximum level of the target increases to 16. The cost is the target's level (minimum 1) × 200 gp. The target must have died within the past month."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The maximum level of the target increases to 18. The cost is the target's level (minimum 1) × 300 gp. The target must have died within the past year."
        },
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade. REST ETERNAL UNCOMMON Cast 1 day; Cost rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp; Secondary Casters 2 Primary Check Religion (expert); Secondary Checks Occultism, Religion Range 20 feet; Targets 1 dead creature You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Religion Range 10 feet; Targets 1 dead creature of up to 8th level You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the Religion check and can end the ritual without paying the cost. If the ritual is successful, the target's new body has a random ancestry. First roll 1d20. On a result of 1 through 14, the new body is one of a common ancestry, while on a 15 through 20 they become a member of an uncommon or rare ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll 1d6 to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered.",
        "outcomes": {
            "Critical Success": "You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal.",
            "Success": "As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity.",
            "Failure": "The ritual has no effect.",
            "Critical Failure": "The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become doomed 1 for 1 week."
        }
    },
    "conditions_caused": [
        "doomed"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 34860,
    "source_line_end": 34949,
    "raw_text_block": "REINCARNATE\nUNCOMMON\nRITUAL 3\nNECROMANCY\nCast 4 hours; Cost rare herbs worth a total value of the target's\nlevel (minimum 1) × 25 gp; Secondary Casters 2\nPrimary Check Nature (expert); Secondary Checks Occultism,\nReligion\nRange 10 feet; Targets 1 dead creature of up to 8th level\nYou call forth the target's soul and attempt to incarnate it into a\nbrand-new body. As the soul won't be returning to the original\nbody, only a small portion of the creature's remains are required.\nThese remains must have been part of the original body at\nthe time of death, and the target must have died within the\npast week. If Pharasma has decided that the target's time has\ncome or the target's soul is trapped or doesn't wish to return,\nthis ritual automatically fails, but you discover this after you\nsucceed at the Religion check and can end the ritual without\npaying the cost.\nIf the ritual is successful, the target's new body has a random\nancestry. First roll 1d20. On a result of 1 through 14, the new\nbody is one of a common ancestry, while on a 15 through 20\nthey become a member of an uncommon or rare ancestry. The\nGM chooses possible ancestries based on those found in the\nregion and then rolls randomly between them. For instance,\nthe GM could roll 1d6 to choose a common ancestry from the\nCore Rulebook. The target replaces their ancestry Hit Points,\nsize, Speeds, ability boosts, ability flaws, traits, and special\nabilities with those of their new ancestry. The target loses\ntheir heritage and ancestry feats, selecting replacements from\ntheir new ancestry. The target's background, class features,\nand known languages remain unaltered.\nCritical Success You reincarnate the target into a new adult body.\nThis new body has full HP and has the same spells prepared\nand points in their pools as the original did when it died.\nSuccess As critical success, except the new body has 1 HP and\nno spells prepared or points in any pools. The soul takes\nsome time to adjust to their new body, leaving them clumsy\n2, drained 2, and enfeebled 2 for 1 week; these conditions\ncan't be removed or reduced by any means until the week\nhas passed.\nFailure You fail to reincarnate the target.\nCritical Failure The target's soul becomes trapped in an\nunintelligent animal creature of the GM's choosing, with a\nlevel no greater than half the target's level. While trapped,\nthe target has an Intelligence score of 1 (-5 modifier) and\ncan't use any of their own abilities.\nHeightened (4th) The maximum level of the target increases\nto 10. The cost is the target's level (minimum 1) × 40 gp.\nHeightened (5th) The maximum level of the target increases\nto 12. The cost is the target's level (minimum 1) × 75 gp.\nHeightened (6th) The maximum level of the target increases\nto 14. The cost is the target's level (minimum 1) × 125 gp. The\ntarget must have died within the past month.\nHeightened (7th) The maximum level of the target increases\nto 16. The cost is the target's level (minimum 1) × 200 gp.\nThe target must have died within the past month.\nHeightened (8th) The maximum level of the target increases\nto 18. The cost is the target's level (minimum 1) × 300 gp.\nThe target must have died within the past year.\nHeightened (9th) The maximum level of the target increases\nto 20. The cost is the target's level (minimum 1) × 600 gp.\nThe target must have died within the past decade.\nREST ETERNAL\nUNCOMMON\nCast 1 day; Cost rare oils to anoint the body worth a total value\nof the target's level (minimum 1) × 25 gp; Secondary Casters 2\nPrimary Check Religion (expert); Secondary Checks\nOccultism, Religion\nRange 20 feet; Targets 1 dead creature\nYou call upon gods, spirits, and stranger beings to bar a\ncreature's spirit from ever returning. A spirit that doesn't wish\nto be so constrained can attempt a Will save to resist this\nritual; on a critical success, it fools you into believing the ritual\nsucceeded. This ritual has no effect on a target who is undead\nor whose soul is otherwise not in the afterlife.\nCritical Success You sequester the subject's spirit to the\nafterlife. Attempts to communicate with the dead creature,\nreturn it to life, turn it into an undead, or otherwise disturb\nits afterlife fail unless the effect's counteract level is at\nleast 2 higher than that of rest eternal or originates from an\nartifact or a deity. Successfully returning the creature to life\nends the restrictions placed by rest eternal.\nSuccess As critical success, but effects to interact with the\nspirit fail unless the effect's counteract level is higher than\nthat of rest eternal or originates from an artifact or a deity.\nFailure The ritual has no effect.\nCritical Failure The ritual fails, and the spirits you appealed to\nare angered by your meddling. All casters become doomed\n1 for 1 week.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "reincarnate",
    "content_id": "reincarnate",
    "level": 3
}

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