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Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Showing page 19 of 36 for 898 matching canonical spell rows.
Page 19 of 36
Core Rulebook (Fourth Printing)
Remove Disease
Rank 3 · Spell · Common
Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.
Advanced review details
Description snippet: Cure a disease afflicting a creature.
Source lines: 57223 - 57229
Raw text block
REMOVE DISEASE SPELL 3 HEALING NECROMANCY Traditions divine, primal Cast 10 minutes (material, somatic, verbal) Range touch; Targets 1 creature Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
"outcomes": []
}
Full schema_data
{
"id": "remove-disease",
"name": "Remove Disease",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"healing"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "10_minutes",
"components": [
"material",
"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": "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
"description_snippet": "Cure a disease afflicting a creature.",
"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": "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
"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": 57223,
"source_line_end": 57229,
"raw_text_block": "REMOVE DISEASE\nSPELL 3\nHEALING\nNECROMANCY\nTraditions divine, primal\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets 1 creature\nHealing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "remove-disease",
"content_id": "remove-disease",
"level": 3
}
Secrets of Magic
Roaring Applause
Rank 3 · Spell · Common
Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. Critical Success: The target is unaffected. Success: The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. Failure: The target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn. Critical Failure: As failure, plus the target is so distracted by its vigorous applauding of you that it's fascinated with you.
Advanced review details
Description snippet: Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understa
Source lines: 14710 - 14735
Raw text block
ROARING APPLAUSE EMOTION ENCHANTMENT SPELL 3 MENTAL Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Saving Throw Will; Duration sustained Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. Critical Success The target is unaffected. Success The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. Failure The target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn. Critical Failure As failure, plus the target is so distracted by its vigorous applauding of you that it's fascinated with you. Heightened (6th) You can target up to 10 creatures.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can target up to 10 creatures."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions.",
"Failure": "The target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn.",
"Critical Failure": "As failure, plus the target is so distracted by its vigorous applauding of you that it's fascinated with you."
}
}
Full schema_data
{
"id": "roaring-applause",
"name": "Roaring Applause",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"emotion",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 creature",
"duration": "sustained",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. Critical Success: The target is unaffected. Success: The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. Failure: The target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn. Critical Failure: As failure, plus the target is so distracted by its vigorous applauding of you that it's fascinated with you.",
"description_snippet": "Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understa",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can target up to 10 creatures."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can target up to 10 creatures."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions.",
"Failure": "The target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn.",
"Critical Failure": "As failure, plus the target is so distracted by its vigorous applauding of you that it's fascinated with you."
}
},
"conditions_caused": [
"fascinated",
"slowed"
],
"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": 14710,
"source_line_end": 14735,
"raw_text_block": "ROARING APPLAUSE\nEMOTION\nENCHANTMENT\nSPELL 3\nMENTAL\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Will; Duration sustained\nYour flamboyant flourish invokes such powerful feelings\nin your audience that you incite cheers and applause.\nTargets of this spell must be able to see, hear, or otherwise\nunderstand you. The targets must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target becomes mildly distracted by your\ndisplay and applauds while it isn't fully occupied. It can't\nuse reactions.\nFailure The target applauds you so vigorously that it\ncan't use reactions and is slowed 1. The applause is so\ninvolved that it has the manipulate trait. This triggers\nreactions based on the manipulate trait at the start of\nthe target's turn.\nCritical Failure As failure, plus the target is so distracted\nby its vigorous applauding of you that it's fascinated\nwith you.\nHeightened (6th) You can target up to 10 creatures.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "roaring-applause",
"content_id": "roaring-applause",
"level": 3
}
Secrets of Magic
Rouse Skeletons
Rank 3 · Spell · Common
Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated.
Advanced review details
Description snippet: Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing dama
Source lines: 14741 - 14761
Raw text block
ROUSE SKELETONS SPELL 3 NECROMANCY Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range 60 feet; Area 10-foot burst Saving Throw Reflex; Duration sustained up to 1 minute Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated. Heightened (+2) The damage increases by 1d6.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d6."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "slashing",
"persistent": false
}
]
Effects
{
"description": "Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated.",
"outcomes": []
}
Full schema_data
{
"id": "rouse-skeletons",
"name": "Rouse Skeletons",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "10-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated.",
"description_snippet": "Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing dama",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d6."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d6."
}
],
"damage": [
{
"formula": "2d6",
"type": "slashing",
"persistent": false
}
],
"damage_type": [
"slashing"
],
"effects": {
"description": "Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new area. Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated.",
"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": 14741,
"source_line_end": 14761,
"raw_text_block": "ROUSE SKELETONS\nSPELL 3\nNECROMANCY\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Area 10-foot burst\nSaving Throw Reflex; Duration sustained up to 1 minute\nMisshapen skeletal forms erupt from a solid surface,\nsuch as a stone floor, and fill the burst. The area they fill\nis difficult terrain. Their grasping claws deal 2d6 slashing\ndamage to creatures on the ground in the area when the\nskeletons first appear (basic Reflex save).\nOn subsequent rounds, the first time you Sustain the\nSpell each round, you can move the area of skeletons\nup to 20 feet within the range of the spell and deal 2d6\nslashing damage (basic Reflex save) to each creature in\ntheir new area.\nDamaging or destroying the skeletons is irrelevant, as\nnew bones pull forth from the ground to repair and replace\nany that are obliterated.\nHeightened (+2) The damage increases by 1d6.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "rouse-skeletons",
"content_id": "rouse-skeletons",
"level": 3
}
Secrets of Magic
Safe Passage APG
Rank 3 · Spell · Common
Make an area safe to move through.
Advanced review details
Description snippet: Make an area safe to move through.
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "abjuration",
"traditions": [
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Make an area safe to move through.",
"content_id": "safe_passage_apg",
"type": "spell",
"description": "Make an area safe to move through."
}
Core Rulebook (Fourth Printing)
Sanctified Ground
Rank 3 · Spell · Common
You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.
Advanced review details
Description snippet: You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the ar
Source lines: 57308 - 57320
Raw text block
SANCTIFIED GROUND ABJURATION SPELL 3 CONSECRATION Traditions divine Cast 1 minute (material, somatic, verbal); Cost 1 vial of holy water Area 30-foot burst centered on you Duration until the next time you make your daily preparations You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.",
"outcomes": []
}
Full schema_data
{
"id": "sanctified-ground",
"name": "Sanctified Ground",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"consecration"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "30-foot burst centered on you",
"targets": "none",
"duration": "until the next time you make your daily preparations",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "1 vial of holy water",
"primary_check": "none",
"secondary_casters": "none",
"description": "You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.",
"description_snippet": "You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the ar",
"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 sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.",
"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": 57308,
"source_line_end": 57320,
"raw_text_block": "SANCTIFIED GROUND\nABJURATION\nSPELL 3\nCONSECRATION\nTraditions divine\nCast 1 minute (material, somatic, verbal); Cost 1 vial of holy water\nArea 30-foot burst centered on you\nDuration until the next time you make your daily preparations\nYou sanctify the area, sprinkling it with holy water and warding\nit against your foes. Choose aberrations, celestials, dragons,\nfiends, monitors, or undead. All creatures in the area gain a\n+1 status bonus to AC, attack rolls, damage rolls, and saving\nthrows against the chosen creatures.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "sanctified-ground",
"content_id": "sanctified-ground",
"level": 3
}
Core Rulebook (Fourth Printing)
Searing Light
Rank 3 · Spell · Common
You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage. Critical Success: The target takes double fire damage, as well as double good damage if a fiend or undead. Success: The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
Advanced review details
Description snippet: You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good
Source lines: 57423 - 57445
Raw text block
SEARING LIGHT ATTACK EVOCATION SPELL 3 FIRE GOOD LIGHT Traditions divine, primal Cast [two-actions] somatic, verbal Range 120 feet; Targets 1 creature You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage. Critical Success The target takes double fire damage, as well as double good damage if a fiend or undead. Success The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target. Heightened (+1) The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6."
}
]
Damage clauses
[
{
"formula": "5d6",
"type": "fire",
"persistent": false
},
{
"formula": "5d6",
"type": "good",
"persistent": false
}
]
Effects
{
"description": "You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage.",
"outcomes": {
"Critical Success": "The target takes double fire damage, as well as double good damage if a fiend or undead.",
"Success": "The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target."
}
}
Full schema_data
{
"id": "searing-light",
"name": "Searing Light",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"attack",
"fire",
"good",
"light"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage. Critical Success: The target takes double fire damage, as well as double good damage if a fiend or undead. Success: The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.",
"description_snippet": "You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6."
}
],
"damage": [
{
"formula": "5d6",
"type": "fire",
"persistent": false
},
{
"formula": "5d6",
"type": "good",
"persistent": false
}
],
"damage_type": [
"fire",
"good"
],
"effects": {
"description": "You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage.",
"outcomes": {
"Critical Success": "The target takes double fire damage, as well as double good damage if a fiend or undead.",
"Success": "The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target."
}
},
"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": 57423,
"source_line_end": 57445,
"raw_text_block": "SEARING LIGHT\nATTACK\nEVOCATION\nSPELL 3\nFIRE\nGOOD\nLIGHT\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nYou shoot a blazing ray of light tinged with holy energy. Make a\nranged spell attack. The ray deals 5d6 fire damage. If the target is\na fiend or undead, you deal an extra 5d6 good damage.\nCritical Success The target takes double fire damage, as well\nas double good damage if a fiend or undead.\nSuccess The target takes full damage.\nIf the light passes through an area of magical darkness or\ntargets a creature affected by magical darkness, searing light\nattempts to counteract the darkness. If you need to determine\nwhether the light passes through an area of darkness, draw a\nline between yourself and the spell's target.\nHeightened (+1) The fire damage increases by 2d6, and the\ngood damage against fiends and undead increases by 2d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "searing-light",
"content_id": "searing-light",
"level": 3
}
Core Rulebook (Fourth Printing)
Secret Page
Rank 3 · Spell · Common
You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the Spell.
Advanced review details
Description snippet: You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The rep
Source lines: 57453 - 57468
Raw text block
SECRET PAGE ILLUSION SPELL 3 VISUAL Traditions arcane, occult Cast 1 minute (material, somatic, verbal) Range touch; Targets 1 page up to 3 square feet in size Duration unlimited You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the Spell.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the Spell.",
"outcomes": []
}
Full schema_data
{
"id": "secret-page",
"name": "Secret Page",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"visual"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 page up to 3 square feet in size",
"duration": "unlimited",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the Spell.",
"description_snippet": "You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The rep",
"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 change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the 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": 57453,
"source_line_end": 57468,
"raw_text_block": "SECRET PAGE\nILLUSION\nSPELL 3\nVISUAL\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange touch; Targets 1 page up to 3 square feet in size\nDuration unlimited\nYou change the target's text to different text entirely. If the text\nis a spellbook or a scroll, you can change it to show a spell you\nknow of secret page's level or lower. The replacement spell cannot\nbe cast or used to prepare a spell. You can also transform the text\ninto some other text you have written or have access to. You can\nspecify a password that allows a creature touching the page to\nchange the text back and forth. You must choose the replacement\ntext and the password, if any, when you Cast the Spell.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "secret-page",
"content_id": "secret-page",
"level": 3
}
Secrets of Magic
Shadow
Rank 3 · Spell · Common
You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour. Critical Success: The creature is unaffected. Success: The creature is flat-footed against the triggering attack. Failure: The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. Critical Failure: As failure, but double damage.
Advanced review details
Description snippet: You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leavin
Source lines: 14967 - 14987
Raw text block
SHADOW SPELL 3 VISUAL Traditions arcane, occult Cast [reaction] somatic; Trigger An ally within 20 feet of you makes a ranged attack roll. Saving Throw Will You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour. Critical Success The creature is unaffected. Success The creature is flat-footed against the triggering attack. Failure The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. Critical Failure As failure, but double damage. Heightened (+2) The damage increases by 1d8.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d8."
}
]
Damage clauses
[
{
"formula": "3d8",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is flat-footed against the triggering attack.",
"Failure": "The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile.",
"Critical Failure": "As failure, but double damage."
}
}
Full schema_data
{
"id": "shadow",
"name": "Shadow",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "none",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"visual"
],
"cast": "[reaction] somatic",
"cast_actions": "reaction",
"components": [
"somatic"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "An ally within 20 feet of you makes a ranged attack roll.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour. Critical Success: The creature is unaffected. Success: The creature is flat-footed against the triggering attack. Failure: The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. Critical Failure: As failure, but double damage.",
"description_snippet": "You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leavin",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d8."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d8."
}
],
"damage": [
{
"formula": "3d8",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is flat-footed against the triggering attack.",
"Failure": "The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile.",
"Critical Failure": "As failure, but double damage."
}
},
"conditions_caused": [
"flat-footed"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 14967,
"source_line_end": 14987,
"raw_text_block": "SHADOW\nSPELL 3\nVISUAL\nTraditions arcane, occult\nCast [reaction] somatic; Trigger An ally within 20 feet of you\nmakes a ranged attack roll.\nSaving Throw Will\nYou create an illusory duplicate of your ally's ranged attack\nto confuse your opponents. You launch an illusory double\nof your ally's projectile or spell at the same target, leaving\nthe enemy unsure which attack to avoid. The target takes\n3d8 mental damage, depending on its Will save. Regardless\nof the result of its save, it's temporarily immune to shadow\nprojectile spells for 1 hour.\nCritical Success The creature is unaffected.\nSuccess The creature is flat-footed against the triggering\nattack.\nFailure The creature is flat-footed against the triggering\nattack and takes full damage from your illusory projectile.\nCritical Failure As failure, but double damage.\nHeightened (+2) The damage increases by 1d8.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shadow",
"content_id": "shadow",
"level": 3
}
Secrets of Magic
Shadow Projectile
Rank 3 · Spell · Common
You create an illusory duplicate of an ally's ranged attack to confuse the target. The spell can leave the foe flat-footed against the triggering attack and deal mental damage. critical_success: The creature is unaffected. success: The creature is flat-footed against the triggering attack. failure: The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. critical_failure: As failure, but double damage.
Advanced review details
Description snippet: React when an ally makes a ranged attack to create a shadow double of the attack, distracting and damaging the foe.
Source lines: 14964 - 14990
Raw text block
SHADOW PROJECTILE ILLUSION SHADOW SPELL 3 VISUAL Traditions arcane, occult Cast [reaction] somatic; Trigger An ally within 20 feet of you makes a ranged attack roll. Saving Throw Will You create an illusory duplicate of your ally's ranged attack to confuse your opponents. The target takes 3d8 mental damage, depending on its Will save. Critical Success The creature is unaffected. Success The creature is flat-footed against the triggering attack. Failure The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. Critical Failure As failure, but double damage. Heightened (+2) The damage increases by 1d8.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d8."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create an illusory duplicate of an ally's ranged attack to confuse the target. The spell can leave the foe flat-footed against the triggering attack and deal mental damage.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature is flat-footed against the triggering attack.",
"failure": "The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile.",
"critical_failure": "As failure, but double damage."
}
}
Full schema_data
{
"id": "shadow-projectile",
"name": "Shadow Projectile",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"shadow",
"visual"
],
"cast": "[reaction] somatic",
"cast_actions": "reaction",
"components": [
"somatic"
],
"range": "none",
"area": "none",
"targets": "the target of the triggering attack",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "An ally within 20 feet of you makes a ranged attack roll.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create an illusory duplicate of an ally's ranged attack to confuse the target. The spell can leave the foe flat-footed against the triggering attack and deal mental damage. critical_success: The creature is unaffected. success: The creature is flat-footed against the triggering attack. failure: The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile. critical_failure: As failure, but double damage.",
"description_snippet": "React when an ally makes a ranged attack to create a shadow double of the attack, distracting and damaging the foe.",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d8."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d8."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create an illusory duplicate of an ally's ranged attack to confuse the target. The spell can leave the foe flat-footed against the triggering attack and deal mental damage.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature is flat-footed against the triggering attack.",
"failure": "The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile.",
"critical_failure": "As failure, but double damage."
}
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 14964,
"source_line_end": 14990,
"raw_text_block": "SHADOW PROJECTILE\nILLUSION\nSHADOW\nSPELL 3\nVISUAL\nTraditions arcane, occult\nCast [reaction] somatic; Trigger An ally within 20 feet of you makes a ranged attack roll.\nSaving Throw Will\nYou create an illusory duplicate of your ally's ranged attack to confuse your opponents. The target takes 3d8 mental damage, depending on its Will save.\nCritical Success The creature is unaffected.\nSuccess The creature is flat-footed against the triggering attack.\nFailure The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile.\nCritical Failure As failure, but double damage.\nHeightened (+2) The damage increases by 1d8.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shadow-projectile",
"content_id": "shadow-projectile",
"level": 3
}
Secrets of Magic
Shift Blame
Rank 3 · Spell · Common
You alter a target's memory of a triggering attack or social blunder so it thinks another creature was responsible. critical_success: The target knows you attempted to alter its memories. success: The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. failure: You successfully alter the target's memory.
Advanced review details
Description snippet: Trick someone into thinking someone else is to blame for your attack or blunder.
Source lines: 14901 - 14931
Raw text block
SHIFT BLAME ENCHANTMENT SPELL 3 MENTAL Traditions arcane, occult Cast [reaction] verbal; Trigger You or another creature attacks a creature or fails at a Deception, Diplomacy, or Intimidation check. Range 30 feet; Targets the target of the triggering attack or skill check Saving Throw Will You alter the target's memories of the triggering event as they form. You choose another creature and alter the target's memories to recall that creature as responsible for the triggering attack or skill check. Critical Success The target knows you attempted to alter its memories. Success The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. Failure You successfully alter the target's memory.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You alter a target's memory of a triggering attack or social blunder so it thinks another creature was responsible.",
"outcomes": {
"critical_success": "The target knows you attempted to alter its memories.",
"success": "The target doesn't realize you attempted to alter its memories, though it knows you cast a spell.",
"failure": "You successfully alter the target's memory."
}
}
Full schema_data
{
"id": "shift-blame",
"name": "Shift Blame",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"mental"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "the target of the triggering attack or skill check",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "You or another creature attacks a creature or fails at a Deception, Diplomacy, or Intimidation check.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You alter a target's memory of a triggering attack or social blunder so it thinks another creature was responsible. critical_success: The target knows you attempted to alter its memories. success: The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. failure: You successfully alter the target's memory.",
"description_snippet": "Trick someone into thinking someone else is to blame for your attack or blunder.",
"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 alter a target's memory of a triggering attack or social blunder so it thinks another creature was responsible.",
"outcomes": {
"critical_success": "The target knows you attempted to alter its memories.",
"success": "The target doesn't realize you attempted to alter its memories, though it knows you cast a spell.",
"failure": "You successfully alter the target's memory."
}
},
"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": 14901,
"source_line_end": 14931,
"raw_text_block": "SHIFT BLAME\nENCHANTMENT\nSPELL 3\nMENTAL\nTraditions arcane, occult\nCast [reaction] verbal; Trigger You or another creature attacks a creature or fails at a Deception, Diplomacy, or Intimidation check.\nRange 30 feet; Targets the target of the triggering attack or skill check\nSaving Throw Will\nYou alter the target's memories of the triggering event as they form. You choose another creature and alter the target's memories to recall that creature as responsible for the triggering attack or skill check.\nCritical Success The target knows you attempted to alter its memories.\nSuccess The target doesn't realize you attempted to alter its memories, though it knows you cast a spell.\nFailure You successfully alter the target's memory.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shift-blame",
"content_id": "shift-blame",
"level": 3
}
Secrets of Magic
Shifting Sand LOGM
Rank 3 · Spell · Common
Cause sand or earth to become
Advanced review details
Description snippet: Cause sand or earth to become
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "transmutation",
"traditions": [
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Cause sand or earth to become",
"content_id": "shifting_sand_logm",
"type": "spell",
"description": "Cause sand or earth to become"
}
Core Rulebook (Fourth Printing)
Shrink Item
Rank 3 · Spell · Common
You shrink a non-magical object to roughly the size of a coin, reducing it to negligible Bulk until the spell ends.
Advanced review details
Description snippet: Reduce an object to the size of a coin.
Source lines: 58165 - 58178
Raw text block
SHRINK ITEM SPELL 3 TRANSMUTATION Traditions arcane Cast 10 minutes (somatic, verbal) Range touch; Targets 1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk Duration until the next time you make your daily preparations You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can Dismiss the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You shrink a non-magical object to roughly the size of a coin, reducing it to negligible Bulk until the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "shrink-item",
"name": "Shrink Item",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane"
],
"traits": [
"none"
],
"cast": "10 minutes (somatic, verbal)",
"cast_actions": "10_minutes",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk",
"duration": "until the next time you make your daily preparations",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You shrink a non-magical object to roughly the size of a coin, reducing it to negligible Bulk until the spell ends.",
"description_snippet": "Reduce an object to the size of a coin.",
"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 shrink a non-magical object to roughly the size of a coin, reducing it to negligible Bulk until 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": 58165,
"source_line_end": 58178,
"raw_text_block": "SHRINK ITEM\nSPELL 3\nTRANSMUTATION\nTraditions arcane\nCast 10 minutes (somatic, verbal)\nRange touch; Targets 1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk\nDuration until the next time you make your daily preparations\nYou shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can Dismiss the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shrink-item",
"content_id": "shrink-item",
"level": 3
}
Core Rulebook (4th Printing)
Slow
Rank 3 · Spell · Common
Make a creature slower,
Advanced review details
Description snippet: Make a creature slower,
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 3,
"school": "transmutation",
"traditions": [
"arcane",
"occult",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Make a creature slower,",
"content_id": "slow",
"type": "spell",
"description": "Make a creature slower,"
}
Secrets of Magic
Soothing Blossoms
Rank 3 · Spell · Common
Blossoms grow in a small area, helping creatures recover from persistent damage and from poisons and diseases that allow short-duration saves.
Advanced review details
Description snippet: Flowers assist recovery from persistent damage and afflictions.
Source lines: 14950 - 14978
Raw text block
SOOTHING BLOSSOMS CONJURATION SPELL 3 PLANT Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Area 10-foot burst Duration 10 minutes Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a poison or disease effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their persistent damage, both when the spell is cast and at the start of each of your turns.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Blossoms grow in a small area, helping creatures recover from persistent damage and from poisons and diseases that allow short-duration saves.",
"outcomes": []
}
Full schema_data
{
"id": "soothing-blossoms",
"name": "Soothing Blossoms",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"plant"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "10-foot burst",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Blossoms grow in a small area, helping creatures recover from persistent damage and from poisons and diseases that allow short-duration saves.",
"description_snippet": "Flowers assist recovery from persistent damage and afflictions.",
"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": "Blossoms grow in a small area, helping creatures recover from persistent damage and from poisons and diseases that allow short-duration saves.",
"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": 14950,
"source_line_end": 14978,
"raw_text_block": "SOOTHING BLOSSOMS\nCONJURATION\nSPELL 3\nPLANT\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 10-foot burst\nDuration 10 minutes\nBlossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a poison or disease effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their persistent damage, both when the spell is cast and at the start of each of your turns.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "soothing-blossoms",
"content_id": "soothing-blossoms",
"level": 3
}
Advanced Player's Guide
Spirit Veil
Rank 3 · Focus · Uncommon
You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a hostile action, the spell ends.
Advanced review details
Description snippet: You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead cre
Source lines: 33792 - 33808
Raw text block
SPIRIT VEIL UNCOMMON ILLUSION FOCUS 3 SORCERER Cast [two-actions] somatic, verbal Duration 1 minute You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a hostile action, the spell ends. Heightened (+1) You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a hostile action.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a hostile action."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a hostile action, the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "spirit-veil",
"name": "Spirit Veil",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a hostile action, the spell ends.",
"description_snippet": "You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead cre",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a hostile action."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a hostile action."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become concealed to all creatures, and you are hidden from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a hostile action, the spell ends.",
"outcomes": []
},
"conditions_caused": [
"concealed",
"hidden"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 33792,
"source_line_end": 33808,
"raw_text_block": "SPIRIT VEIL\nUNCOMMON\nILLUSION\nFOCUS 3\nSORCERER\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou draw an occluding veil of spirits around yourself, blocking\nyourself especially well from undead eyes. You become\nconcealed to all creatures, and you are hidden from undead\ncreatures regardless of what precise senses they have; this\ngrants the effects of invisibility, but against all the undead\ncreature's precise senses. If you physically interact with an\nundead creature or use a hostile action, the spell ends.\nHeightened (+1) You can target one additional willing creature\nwithin 30 feet. The spell ends if any target physically\ninteracts with an undead creature or uses a hostile action.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "spirit-veil",
"content_id": "spirit-veil",
"level": 3
}
Advanced Player's Guide
Steal Shadow
Rank 3 · Focus · Uncommon
You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is enfeebled 1 for 1 round. Failure: The target takes 3d4 negative damage and is enfeebled 1 for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, when you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow. Critical Failure: As failure, but the target is enfeebled 2.
Advanced review details
Description snippet: You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save.
Source lines: 33819 - 33840
Raw text block
STEAL SHADOW UNCOMMON NECROMANCY FOCUS 3 SHADOW SORCERER Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save. Critical Success The target is unaffected. Success The target is enfeebled 1 for 1 round. Failure The target takes 3d4 negative damage and is enfeebled 1 for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, when you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow. Critical Failure As failure, but the target is enfeebled 2. Heightened (+1) The damage when the spell is cast and when it is sustained increases by 1d4.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage when the spell is cast and when it is sustained increases by 1d4."
}
]
Damage clauses
[
{
"formula": "3d4",
"type": "negative",
"persistent": false
}
]
Effects
{
"description": "You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is enfeebled 1 for 1 round.",
"Failure": "The target takes 3d4 negative damage and is enfeebled 1 for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, when you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow.",
"Critical Failure": "As failure, but the target is enfeebled 2."
}
}
Full schema_data
{
"id": "steal-shadow",
"name": "Steal Shadow",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"shadow"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 creature",
"duration": "sustained up to 1 minute",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is enfeebled 1 for 1 round. Failure: The target takes 3d4 negative damage and is enfeebled 1 for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, when you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow. Critical Failure: As failure, but the target is enfeebled 2.",
"description_snippet": "You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage when the spell is cast and when it is sustained increases by 1d4."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage when the spell is cast and when it is sustained increases by 1d4."
}
],
"damage": [
{
"formula": "3d4",
"type": "negative",
"persistent": false
}
],
"damage_type": [
"negative"
],
"effects": {
"description": "You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is enfeebled 1 for 1 round.",
"Failure": "The target takes 3d4 negative damage and is enfeebled 1 for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, when you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow.",
"Critical Failure": "As failure, but the target is enfeebled 2."
}
},
"conditions_caused": [
"enfeebled"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 33819,
"source_line_end": 33840,
"raw_text_block": "STEAL SHADOW\nUNCOMMON\nNECROMANCY\nFOCUS 3\nSHADOW\nSORCERER\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Fortitude; Duration sustained up to 1 minute\nYou steal a creature's shadow, leaving it weakened and\nvulnerable. The target must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target is enfeebled 1 for 1 round.\nFailure The target takes 3d4 negative damage and is enfeebled\n1 for the spell's duration as you tear its shadow away,\ncollecting it in your hand. On subsequent rounds, when you\nSustain the Spell, you can throttle the shadow to deal 3d4\nnegative damage to the target (basic Fortitude save). Until\nthe spell ends, the target doesn't cast a shadow.\nCritical Failure As failure, but the target is enfeebled 2.\nHeightened (+1) The damage when the spell is cast and when\nit is sustained increases by 1d4.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "steal-shadow",
"content_id": "steal-shadow",
"level": 3
}
Core Rulebook (Fourth Printing)
Stinking Cloud
Rank 3 · Spell · Common
You create a cloud of putrid mist in the area. The cloud functions as obscuring mist (page 355) except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.) Critical Success: The creature is unaffected. Success: The creature is sickened 1. Failure: The creature is sickened 1 and slowed 1 while in the cloud. Critical Failure: The creature is sickened 2 and slowed 1 until it leaves the cloud. STONE TELL Traditions divine, primal Cast [two-actions] somatic, verbal Duration 10 minutes You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.
Advanced review details
Description snippet: You create a cloud of putrid mist in the area. The cloud functions as obscuring mist (page 355) except it sickens creatures that end their turns within the cloud. (The concealed co
Source lines: 58485 - 58514
Raw text block
STINKING CLOUD CONJURATION SPELL 3 POISON Traditions arcane, primal Cast [two-actions] somatic, verbal Range 120 feet; Area 20-foot burst Saving Throw Fortitude; Duration 1 minute You create a cloud of putrid mist in the area. The cloud functions as obscuring mist (page 355) except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.) Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 1 and slowed 1 while in the cloud. Critical Failure The creature is sickened 2 and slowed 1 until it leaves the cloud. STONE TELL Traditions divine, primal Cast [two-actions] somatic, verbal Duration 10 minutes You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a cloud of putrid mist in the area. The cloud functions as obscuring mist (page 355) except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.)",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is sickened 1.",
"Failure": "The creature is sickened 1 and slowed 1 while in the cloud.",
"Critical Failure": "The creature is sickened 2 and slowed 1 until it leaves the cloud. STONE TELL Traditions divine, primal Cast [two-actions] somatic, verbal Duration 10 minutes You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them."
}
}
Full schema_data
{
"id": "stinking-cloud",
"name": "Stinking Cloud",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"poison"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "20-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a cloud of putrid mist in the area. The cloud functions as obscuring mist (page 355) except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.) Critical Success: The creature is unaffected. Success: The creature is sickened 1. Failure: The creature is sickened 1 and slowed 1 while in the cloud. Critical Failure: The creature is sickened 2 and slowed 1 until it leaves the cloud. STONE TELL Traditions divine, primal Cast [two-actions] somatic, verbal Duration 10 minutes You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.",
"description_snippet": "You create a cloud of putrid mist in the area. The cloud functions as obscuring mist (page 355) except it sickens creatures that end their turns within the cloud. (The concealed co",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create a cloud of putrid mist in the area. The cloud functions as obscuring mist (page 355) except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.)",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is sickened 1.",
"Failure": "The creature is sickened 1 and slowed 1 while in the cloud.",
"Critical Failure": "The creature is sickened 2 and slowed 1 until it leaves the cloud. STONE TELL Traditions divine, primal Cast [two-actions] somatic, verbal Duration 10 minutes You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them."
}
},
"conditions_caused": [
"concealed",
"sickened",
"slowed"
],
"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": 58485,
"source_line_end": 58514,
"raw_text_block": "STINKING CLOUD\nCONJURATION\nSPELL 3\nPOISON\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 20-foot burst\nSaving Throw Fortitude; Duration 1 minute\nYou create a cloud of putrid mist in the area. The cloud\nfunctions as obscuring mist (page 355) except it sickens\ncreatures that end their turns within the cloud. (The concealed\ncondition is not a poison effect.)\nCritical Success The creature is unaffected.\nSuccess The creature is sickened 1.\nFailure The creature is sickened 1 and slowed 1 while in the cloud.\nCritical Failure The creature is sickened 2 and slowed 1 until\nit leaves the cloud.\nSTONE TELL\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou can ask questions of and receive answers from natural or\nworked stone. While stone is not intelligent, you speak with the\nnatural spirits of the stone, which have a personality colored by\nthe type of stone, as well as by the type of structure the stone is\npart of, for worked stone. A stone's perspective, perception, and\nknowledge give it a worldview different enough from a human's\nthat it doesn't consider the same details important. Stones can\nmostly answer questions about creatures that touched them in\nthe past and what is concealed beneath or behind them.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "stinking-cloud",
"content_id": "stinking-cloud",
"level": 3
}
Secrets of Magic
Sudden Recollection
Rank 3 · Spell · Uncommon
You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. Critical Success: The target is unaffected and realizes you tried to alter its memory. Success: The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. Failure: You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends.
Advanced review details
Description snippet: You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving thr
Source lines: 15207 - 15234
Raw text block
SUDDEN RECOLLECTION UNCOMMON ENCHANTMENT MENTAL Traditions occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration unlimited SPELL 3 You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. Critical Success The target is unaffected and realizes you tried to alter its memory. Success The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. Failure You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save.",
"outcomes": {
"Critical Success": "The target is unaffected and realizes you tried to alter its memory.",
"Success": "The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell.",
"Failure": "You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends."
}
}
Full schema_data
{
"id": "sudden-recollection",
"name": "Sudden Recollection",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"occult"
],
"traits": [
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "unlimited",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. Critical Success: The target is unaffected and realizes you tried to alter its memory. Success: The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. Failure: You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends.",
"description_snippet": "You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving thr",
"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 place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save.",
"outcomes": {
"Critical Success": "The target is unaffected and realizes you tried to alter its memory.",
"Success": "The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell.",
"Failure": "You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends."
}
},
"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": 15207,
"source_line_end": 15234,
"raw_text_block": "SUDDEN RECOLLECTION\nUNCOMMON\nENCHANTMENT\nMENTAL\nTraditions occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration unlimited\nSPELL 3\nYou place a bit of knowledge deep in a creature's\nsubconscious or make a willing creature forget some\ninformation until a specific trigger occurs. The target gets\na Will saving throw to resist the effect. A willing creature\ncan choose to fail its save.\nCritical Success The target is unaffected and realizes you\ntried to alter its memory.\nSuccess The target is unaffected but thinks your spell\nwas something harmless instead of sudden recollection,\nunless it identifies the spell.\nFailure You choose a piece of information the target didn't\nalready know and create a trigger, such as seeing an\nobject, hearing a key phrase, or witnessing an event. As\nsoon as the target experiences the trigger, it receives\nthe information and the spell ends. If the target was\nwilling, you can instead choose a piece of information\nthe target already knew and suppress its memory of\nthat information until it experiences the trigger, after\nwhich it recovers the information and the spell ends.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "sudden-recollection",
"content_id": "sudden-recollection",
"level": 3
}
Core Rulebook (Fourth Printing)
Swamp Of Sloth
Rank 3 · Focus · Uncommon
Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst's radius by 5 feet.
Advanced review details
Description snippet: Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearan
Source lines: 64427 - 64447
Raw text block
SWAMP OF SLOTH UNCOMMON CONJURATION OLFACTORY FOCUS 3 SORCERER Cast [one-action] to [three-actions] somatic, verbal Range 120 feet; Area 5-foot burst or more Saving Throw basic Fortitude; Duration 1 minute Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst's radius by 5 feet. Heightened (+2) The damage increases by 1d6, and the initial radius increases by 5 feet.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d6, and the initial radius increases by 5 feet."
}
]
Damage clauses
[
{
"formula": "1d6",
"type": "poison",
"persistent": false
}
]
Effects
{
"description": "Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst's radius by 5 feet.",
"outcomes": []
}
Full schema_data
{
"id": "swamp-of-sloth",
"name": "Swamp Of Sloth",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"olfactory"
],
"cast": "[one-action] to [three-actions] somatic, verbal",
"cast_actions": "1_action_to_3_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "5-foot burst or more",
"targets": "none",
"duration": "1 minute",
"save": "basic Fortitude",
"save_type": "basic_fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst's radius by 5 feet.",
"description_snippet": "Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearan",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d6, and the initial radius increases by 5 feet."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d6, and the initial radius increases by 5 feet."
}
],
"damage": [
{
"formula": "1d6",
"type": "poison",
"persistent": false
}
],
"damage_type": [
"poison"
],
"effects": {
"description": "Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst's radius by 5 feet.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 64427,
"source_line_end": 64447,
"raw_text_block": "SWAMP OF SLOTH\nUNCOMMON\nCONJURATION\nOLFACTORY\nFOCUS 3\nSORCERER\nCast [one-action] to [three-actions] somatic, verbal\nRange 120 feet; Area 5-foot burst or more\nSaving Throw basic Fortitude; Duration 1 minute\nGround in the area turns swampy and fetid. The area is\ndifficult terrain. The sludge at the bottom of the morass\nanimates into diminutive sludge beasts that have a demonic\nappearance. These don't function as normal creatures, but\nthey swarm over creatures in the swamp and exude a noxious\nstench. The swamp deals 1d6 poison damage; creatures that\nend their turn in the area must attempt a basic Fortitude\nsave. You can increase the number of actions it takes to Cast\nthe Spell. For each additional action, increase the burst's\nradius by 5 feet.\nHeightened (+2) The damage increases by 1d6, and the initial\nradius increases by 5 feet.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "swamp-of-sloth",
"content_id": "swamp-of-sloth",
"level": 3
}
Advanced Player's Guide
Thunderburst
Rank 3 · Focus · Uncommon
Mystery tempest Cast [two-actions] somatic, verbal Range 100 feet; Area 20-foot burst Saving Throw Fortitude You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is deafened for 1 minute. Critical Failure: The creature takes double damage and is deafened for 1 hour.
Advanced review details
Description snippet: Mystery tempest Cast [two-actions] somatic, verbal Range 100 feet; Area 20-foot burst Saving Throw Fortitude You create a powerful blast of air and a loud peal of thunder, dealing
Source lines: 33153 - 33174
Raw text block
THUNDERBURST UNCOMMON FOCUS 3 CURSEBOUND EVOCATION ORACLE SONIC Mystery tempest Cast [two-actions] somatic, verbal Range 100 feet; Area 20-foot burst Saving Throw Fortitude You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 minute. Critical Failure The creature takes double damage and is deafened for 1 hour. Heightened (+2) Increase each type of damage by 2d6 and the area by 5 feet.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase each type of damage by 2d6 and the area by 5 feet."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "2d6",
"type": "sonic",
"persistent": false
}
]
Effects
{
"description": "Mystery tempest Cast [two-actions] somatic, verbal Range 100 feet; Area 20-foot burst Saving Throw Fortitude You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is deafened for 1 minute.",
"Critical Failure": "The creature takes double damage and is deafened for 1 hour."
}
}
Full schema_data
{
"id": "thunderburst",
"name": "Thunderburst",
"rank": 3,
"is_cantrip": false,
"spell_type": "focus",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"cursebound",
"sonic"
],
"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 tempest Cast [two-actions] somatic, verbal Range 100 feet; Area 20-foot burst Saving Throw Fortitude You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is deafened for 1 minute. Critical Failure: The creature takes double damage and is deafened for 1 hour.",
"description_snippet": "Mystery tempest Cast [two-actions] somatic, verbal Range 100 feet; Area 20-foot burst Saving Throw Fortitude You create a powerful blast of air and a loud peal of thunder, dealing",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase each type of damage by 2d6 and the area by 5 feet."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase each type of damage by 2d6 and the area by 5 feet."
}
],
"damage": [
{
"formula": "2d6",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "2d6",
"type": "sonic",
"persistent": false
}
],
"damage_type": [
"bludgeoning",
"sonic"
],
"effects": {
"description": "Mystery tempest Cast [two-actions] somatic, verbal Range 100 feet; Area 20-foot burst Saving Throw Fortitude You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is deafened for 1 minute.",
"Critical Failure": "The creature takes double damage and is deafened for 1 hour."
}
},
"conditions_caused": [
"deafened"
],
"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": 33153,
"source_line_end": 33174,
"raw_text_block": "THUNDERBURST\nUNCOMMON\nFOCUS 3\nCURSEBOUND\nEVOCATION\nORACLE\nSONIC\nMystery tempest\nCast [two-actions] somatic, verbal\nRange 100 feet; Area 20-foot burst\nSaving Throw Fortitude\nYou create a powerful blast of air and a loud peal of thunder,\ndealing 2d6 bludgeoning damage and 2d6 sonic damage.\nEach creature in the area must attempt a Fortitude save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and is deafened for\n1 minute.\nCritical Failure The creature takes double damage and is\ndeafened for 1 hour.\nHeightened (+2) Increase each type of damage by 2d6 and the\narea by 5 feet.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "thunderburst",
"content_id": "thunderburst",
"level": 3
}
Secrets of Magic
Time Jump
Rank 3 · Spell · Common
You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become stupefied 4 for 1 minute.
Advanced review details
Description snippet: You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If
Source lines: 15990 - 16010
Raw text block
TIME JUMP SPELL 3 TRANSMUTATION Traditions arcane, occult Cast [one-action] verbal You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become stupefied 4 for 1 minute.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become stupefied 4 for 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "time-jump",
"name": "Time Jump",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become stupefied 4 for 1 minute.",
"description_snippet": "You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If",
"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 leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become stupefied 4 for 1 minute.",
"outcomes": []
},
"conditions_caused": [
"stupefied"
],
"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": 15990,
"source_line_end": 16010,
"raw_text_block": "TIME JUMP\nSPELL 3\nTRANSMUTATION\nTraditions arcane, occult\nCast [one-action] verbal\nYou leap forward a few seconds in time, appearing across\nthe battlefield in the blink of an eye. You gain 2 actions,\neach of which must be used to Leap, Stand, Step, or Stride.\nIf you have an appropriate Speed, you can add Burrow,\nClimb, Fly, or Swim to this list.\nWhile you take these actions, time pauses. All other\ncreatures are completely unaware of your actions, can't\nspeak, and can't use any actions that would be triggered\nby your movement. While you're taking these actions,\nyou can't take any other actions, including any that would\nbe triggered by the move actions. Once the actions are\ncomplete, time starts again, and to onlookers, you seem to\nhave suddenly teleported across the distance you traveled.\nLeaping forward through time is disorienting, so if you use\ntime jump again within 1 minute of using the spell, you\nbecome stupefied 4 for 1 minute.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "time-jump",
"content_id": "time-jump",
"level": 3
}
Advanced Player's Guide
Unseen Custodians
Rank 3 · Ritual · Uncommon
Checks Arcana or Occultism (whichever isn't used for the primary check), Diplomacy Area 100 feet × 100 feet, up to 20 feet high Duration 1 year You create a site-bound, long-lasting unseen servant spell effect, forming entities of pure force to carry out basic tasks at a fixed location. Critical Success: The ritual creates six unseen servants (Core Rulebook 380). You don't need to concentrate on them, and they aren't summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until commanded again. Success: As critical success, but the ritual creates three unseen servants. Failure: The ritual fails to create any servants. Critical Failure: The ritual creates six unseen servants, but these creatures are hostile and capable of making fist Strikes with an attack bonus equal to your skill modifier for the primary skill check, dealing 1d6 force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area.
Advanced review details
Description snippet: Checks Arcana or Occultism (whichever isn't used for the primary check), Diplomacy Area 100 feet × 100 feet, up to 20 feet high Duration 1 year You create a site-bound, long-lastin
Source lines: 35137 - 35166
Raw text block
UNSEEN CUSTODIANS UNCOMMON RITUAL 3 CONJURATION Cast 1 day; Cost rare oils, salts, and herbs worth a total value of 15 gp; Secondary Casters 2 Primary Check Arcana or Occultism (expert); Secondary Checks Arcana or Occultism (whichever isn't used for the primary check), Diplomacy Area 100 feet × 100 feet, up to 20 feet high Duration 1 year You create a site-bound, long-lasting unseen servant spell effect, forming entities of pure force to carry out basic tasks at a fixed location. Critical Success The ritual creates six unseen servants (Core Rulebook 380). You don't need to concentrate on them, and they aren't summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until commanded again. Success As critical success, but the ritual creates three unseen servants. Failure The ritual fails to create any servants. Critical Failure The ritual creates six unseen servants, but these creatures are hostile and capable of making fist Strikes with an attack bonus equal to your skill modifier for the primary skill check, dealing 1d6 force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area. Heightened (6th) If destroyed, the unseen servants reform the next morning. The cost increases to 30 gp.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "If destroyed, the unseen servants reform the next morning. The cost increases to 30 gp."
}
]
Damage clauses
[
{
"formula": "1d6",
"type": "force",
"persistent": false
}
]
Effects
{
"description": "Checks Arcana or Occultism (whichever isn't used for the primary check), Diplomacy Area 100 feet × 100 feet, up to 20 feet high Duration 1 year You create a site-bound, long-lasting unseen servant spell effect, forming entities of pure force to carry out basic tasks at a fixed location.",
"outcomes": {
"Critical Success": "The ritual creates six unseen servants (Core Rulebook 380). You don't need to concentrate on them, and they aren't summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until commanded again.",
"Success": "As critical success, but the ritual creates three unseen servants.",
"Failure": "The ritual fails to create any servants.",
"Critical Failure": "The ritual creates six unseen servants, but these creatures are hostile and capable of making fist Strikes with an attack bonus equal to your skill modifier for the primary skill check, dealing 1d6 force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area."
}
}
Full schema_data
{
"id": "unseen-custodians",
"name": "Unseen Custodians",
"rank": 3,
"is_cantrip": false,
"spell_type": "ritual",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "rare oils, salts, and herbs worth a total value of 15 gp",
"primary_check": "Arcana or Occultism (expert) Secondary",
"secondary_casters": "2",
"description": "Checks Arcana or Occultism (whichever isn't used for the primary check), Diplomacy Area 100 feet × 100 feet, up to 20 feet high Duration 1 year You create a site-bound, long-lasting unseen servant spell effect, forming entities of pure force to carry out basic tasks at a fixed location. Critical Success: The ritual creates six unseen servants (Core Rulebook 380). You don't need to concentrate on them, and they aren't summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until commanded again. Success: As critical success, but the ritual creates three unseen servants. Failure: The ritual fails to create any servants. Critical Failure: The ritual creates six unseen servants, but these creatures are hostile and capable of making fist Strikes with an attack bonus equal to your skill modifier for the primary skill check, dealing 1d6 force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area.",
"description_snippet": "Checks Arcana or Occultism (whichever isn't used for the primary check), Diplomacy Area 100 feet × 100 feet, up to 20 feet high Duration 1 year You create a site-bound, long-lastin",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "If destroyed, the unseen servants reform the next morning. The cost increases to 30 gp."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "If destroyed, the unseen servants reform the next morning. The cost increases to 30 gp."
}
],
"damage": [
{
"formula": "1d6",
"type": "force",
"persistent": false
}
],
"damage_type": [
"force"
],
"effects": {
"description": "Checks Arcana or Occultism (whichever isn't used for the primary check), Diplomacy Area 100 feet × 100 feet, up to 20 feet high Duration 1 year You create a site-bound, long-lasting unseen servant spell effect, forming entities of pure force to carry out basic tasks at a fixed location.",
"outcomes": {
"Critical Success": "The ritual creates six unseen servants (Core Rulebook 380). You don't need to concentrate on them, and they aren't summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until commanded again.",
"Success": "As critical success, but the ritual creates three unseen servants.",
"Failure": "The ritual fails to create any servants.",
"Critical Failure": "The ritual creates six unseen servants, but these creatures are hostile and capable of making fist Strikes with an attack bonus equal to your skill modifier for the primary skill check, dealing 1d6 force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area."
}
},
"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": 35137,
"source_line_end": 35166,
"raw_text_block": "UNSEEN CUSTODIANS\nUNCOMMON\nRITUAL 3\nCONJURATION\nCast 1 day; Cost rare oils, salts, and herbs worth a total value\nof 15 gp; Secondary Casters 2\nPrimary Check Arcana or Occultism (expert); Secondary\nChecks Arcana or Occultism (whichever isn't used for the\nprimary check), Diplomacy\nArea 100 feet × 100 feet, up to 20 feet high\nDuration 1 year\nYou create a site-bound, long-lasting unseen servant spell\neffect, forming entities of pure force to carry out basic tasks\nat a fixed location.\nCritical Success The ritual creates six unseen servants (Core\nRulebook 380). You don't need to concentrate on them, and\nthey aren't summoned minions. You can spend an action, which\nhas the concentrate trait, to command one to perform a basic\ntask; it continues to perform the task until commanded again.\nSuccess As critical success, but the ritual creates three unseen\nservants.\nFailure The ritual fails to create any servants.\nCritical Failure The ritual creates six unseen servants, but\nthese creatures are hostile and capable of making fist\nStrikes with an attack bonus equal to your skill modifier\nfor the primary skill check, dealing 1d6 force damage. They\nattack you and your allies and attempt to break objects\nbelonging to you and your allies within the area.\nHeightened (6th) If destroyed, the unseen servants reform the\nnext morning. The cost increases to 30 gp.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "unseen-custodians",
"content_id": "unseen-custodians",
"level": 3
}
Core Rulebook (Fourth Printing)
Vampiric Touch
Rank 3 · Spell · Common
Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Advanced review details
Description snippet: Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage th
Source lines: 59730 - 59744
Raw text block
VAMPIRIC TOUCH DEATH NECROMANCY SPELL 3 NEGATIVE Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 living creature Saving Throw basic Fortitude Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "6d6",
"type": "negative",
"persistent": false
}
]
Effects
{
"description": "Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "vampiric-touch",
"name": "Vampiric Touch",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"death",
"negative"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 living creature",
"duration": "none",
"save": "basic Fortitude",
"save_type": "basic_fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.",
"description_snippet": "Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage th",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"damage": [
{
"formula": "6d6",
"type": "negative",
"persistent": false
}
],
"damage_type": [
"negative"
],
"effects": {
"description": "Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.",
"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": 59730,
"source_line_end": 59744,
"raw_text_block": "VAMPIRIC TOUCH\nDEATH\nNECROMANCY\nSPELL 3\nNEGATIVE\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living creature\nSaving Throw basic Fortitude\nYour touch leeches the lifeblood out of a target to empower\nyourself. You deal 6d6 negative damage to the target. You gain\ntemporary Hit Points equal to half the negative damage the\ntarget takes (after applying resistances and the like). You lose\nany remaining temporary Hit Points after 1 minute.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "vampiric-touch",
"content_id": "vampiric-touch",
"level": 3
}
Core Rulebook (Fourth Printing)
Wall Of Thorns
Rank 3 · Spell · Common
Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.
Advanced review details
Description snippet: Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 fe
Source lines: 60121 - 60145
Raw text block
WALL OF THORNS CONJURATION SPELL 3 PLANT Traditions primal Cast [three-actions] material, somatic, verbal Range 60 feet Duration 1 minute Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely. Heightened (+1) The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4."
}
]
Damage clauses
[
{
"formula": "3d4",
"type": "piercing",
"persistent": false
}
]
Effects
{
"description": "Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.",
"outcomes": []
}
Full schema_data
{
"id": "wall-of-thorns",
"name": "Wall Of Thorns",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"plant"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "60 feet",
"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": "Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.",
"description_snippet": "Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 fe",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4."
}
],
"damage": [
{
"formula": "3d4",
"type": "piercing",
"persistent": false
}
],
"damage_type": [
"piercing"
],
"effects": {
"description": "Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.",
"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": 60121,
"source_line_end": 60145,
"raw_text_block": "WALL OF THORNS\nCONJURATION\nSPELL 3\nPLANT\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 60 feet\nDuration 1 minute\nOver the course of a minute, you cause a thick wall of thorny\nbrambles to grow from the ground. You create a 5-foot-thick\nwall of brambles and thorns in a straight line up to 60 feet\nlong and 10 feet high. You must create the wall in an unbroken\nopen space so its edges don't pass through any creatures or\nobjects, or the spell is lost. The wall stands vertically. If you\nwish, the wall can be of a shorter length or height. Everything\non each side of the wall has cover from creatures on the\nopposite side, and the wall's spaces are difficult terrain. For\nevery move action a creature uses to enter at least one of the\nwall's spaces, that creature takes 3d4 piercing damage.\nEach 10-foot-by-10-foot section of the wall has AC 10,\nHardness 10, and 20 Hit Points. It's immune to critical hits\nand precision damage. A destroyed section can be moved\nthrough freely.\nHeightened (+1) The Hit Points of each section of the wall\nincrease by 5, and the piercing damage increases by 1d4.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "wall-of-thorns",
"content_id": "wall-of-thorns",
"level": 3
}
Secrets of Magic
Wall Of Water
Rank 3 · Spell · Common
Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a -2 circumstance penalty.
Advanced review details
Description snippet: Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. Any non-
Source lines: 16349 - 16375
Raw text block
WALL OF WATER CONJURATION SPELL 3 WATER Traditions arcane, primal Cast [three-actions] material, somatic, verbal Range 120 feet Duration 1 minute Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a -2 circumstance penalty.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a -2 circumstance penalty.",
"outcomes": []
}
Full schema_data
{
"id": "wall-of-water",
"name": "Wall Of Water",
"rank": 3,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"water"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"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": "Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a -2 circumstance penalty.",
"description_snippet": "Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. Any non-",
"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": "Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a -2 circumstance penalty.",
"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": 16349,
"source_line_end": 16375,
"raw_text_block": "WALL OF WATER\nCONJURATION\nSPELL 3\nWATER\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration 1 minute\nRaising your hand in the air, you call a massive wave onto\nthe battlefield. The wall stays upright in a straight line that\nis 60 feet long, 10 feet high, and 5 feet thick.\nAny non-magical fires within the wall of water's area\nthat are its size or smaller are put out instantly. It also\nattempts to counteract any magical fires in its area. Both of\nthese effects happen when the spell is cast and whenever\na fire enters the wall's area. If the wall fails to counteract\na given fire, it can't counteract that fire for the duration of\nthe spell.\nBludgeoning or slashing projectiles can't pass through\nthe wall, and piercing projectiles have their range\nincrements halved if they pass through the wall. A creature\ntraversing the wall of water needs to Swim through. The\nrules of aquatic combat (Core Rulebook 478) apply to\ncreatures traversing the wall of water, targeting creatures\nwithin the wall, or passing through the wall. For instance, a\nbludgeoning or slashing melee attack targeting a creature\nin the wall would take a -2 circumstance penalty.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "wall-of-water",
"content_id": "wall-of-water",
"level": 3
}
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