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Spell Catalogue

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Showing page 20 of 36 for 898 matching canonical spell rows.

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Core Rulebook (Fourth Printing)

Wall Of Wind

Rank 3 · Spell · Common

Registry ID
wall-of-wind
SpellCommonevocationarcaneprimal

You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty. • The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall. • A creature that attempts to fly through the wall using a move action must attempt a Fortitude save. Critical Success: The creature can move through the wall normally this turn. Success: The flying creature can move through the wall this turn, but the wall is difficult terrain. Failure: The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. Critical Failure: As failure, and the creature is pushed 10 feet away from the wall.

Description snippet: You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands verticall

Source lines: 60155 - 60188

Raw text block

WALL OF WIND
SPELL 3
EVOCATION
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 1 minute
You create a barrier of gusting winds that hinders anything
moving through it. The wall of swirling winds is 5 feet thick,
60 feet long, and 30 feet high. The wall stands vertically, but
you can shape its path. Though the wall of wind distorts the
air, it does not hamper sight. The wall has the following effects.
• Ammunition from physical ranged attacks—such
as arrows, bolts, sling bullets, and other objects of
similar size—can't pass through the wall. Attacks with
bigger ranged weapons, such as javelins, take a -2
circumstance penalty to their attack rolls if their paths
pass through the wall. Massive ranged weapons and
spell effects that don't create physical objects pass
through the wall with no penalty.
• The wall is difficult terrain to creatures attempting to
move overland through it. Gases, including creatures
in gaseous form, can't pass through the wall.
• A creature that attempts to fly through the wall using
a move action must attempt a Fortitude save.
Critical Success The creature can move through the wall
normally this turn.
Success The flying creature can move through the wall this
turn, but the wall is difficult terrain.
Failure The wall stops the movement of the flying creature, and
any remaining movement from its current action is wasted.
Critical Failure As failure, and the creature is pushed 10 feet
away from the wall.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty. • The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall. • A creature that attempts to fly through the wall using a move action must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The creature can move through the wall normally this turn.",
        "Success": "The flying creature can move through the wall this turn, but the wall is difficult terrain.",
        "Failure": "The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.",
        "Critical Failure": "As failure, and the creature is pushed 10 feet away from the wall."
    }
}

Full schema_data

{
    "id": "wall-of-wind",
    "name": "Wall Of Wind",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "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": "You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty. • The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall. • A creature that attempts to fly through the wall using a move action must attempt a Fortitude save. Critical Success: The creature can move through the wall normally this turn. Success: The flying creature can move through the wall this turn, but the wall is difficult terrain. Failure: The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. Critical Failure: As failure, and the creature is pushed 10 feet away from the wall.",
    "description_snippet": "You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands verticall",
    "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 barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty. • The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall. • A creature that attempts to fly through the wall using a move action must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The creature can move through the wall normally this turn.",
            "Success": "The flying creature can move through the wall this turn, but the wall is difficult terrain.",
            "Failure": "The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.",
            "Critical Failure": "As failure, and the creature is pushed 10 feet away from the wall."
        }
    },
    "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": 60155,
    "source_line_end": 60188,
    "raw_text_block": "WALL OF WIND\nSPELL 3\nEVOCATION\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration 1 minute\nYou create a barrier of gusting winds that hinders anything\nmoving through it. The wall of swirling winds is 5 feet thick,\n60 feet long, and 30 feet high. The wall stands vertically, but\nyou can shape its path. Though the wall of wind distorts the\nair, it does not hamper sight. The wall has the following effects.\n• Ammunition from physical ranged attacks—such\nas arrows, bolts, sling bullets, and other objects of\nsimilar size—can't pass through the wall. Attacks with\nbigger ranged weapons, such as javelins, take a -2\ncircumstance penalty to their attack rolls if their paths\npass through the wall. Massive ranged weapons and\nspell effects that don't create physical objects pass\nthrough the wall with no penalty.\n• The wall is difficult terrain to creatures attempting to\nmove overland through it. Gases, including creatures\nin gaseous form, can't pass through the wall.\n• A creature that attempts to fly through the wall using\na move action must attempt a Fortitude save.\nCritical Success The creature can move through the wall\nnormally this turn.\nSuccess The flying creature can move through the wall this\nturn, but the wall is difficult terrain.\nFailure The wall stops the movement of the flying creature, and\nany remaining movement from its current action is wasted.\nCritical Failure As failure, and the creature is pushed 10 feet\naway from the wall.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wall-of-wind",
    "content_id": "wall-of-wind",
    "level": 3
}

Core Rulebook (Fourth Printing)

Wanderer's Guide

Rank 3 · Spell · Common

Registry ID
wanderers-guide
SpellCommondivinationdivineoccult

Tradition divine, occult Cast 1 minute (material, somatic, verbal) Duration until your next daily preparations You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.

Description snippet: Tradition divine, occult Cast 1 minute (material, somatic, verbal) Duration until your next daily preparations You call upon the beyond to guide your route. When you Cast this Spel

Source lines: 60197 - 60210

Raw text block

WANDERER'S GUIDE
SPELL 3
DIVINATION
Tradition divine, occult
Cast 1 minute (material, somatic, verbal)
Duration until your next daily preparations
You call upon the beyond to guide your route. When you Cast
this Spell, choose a destination; you receive an inspired route
to that destination, allowing you and allies who travel overland
with you to reduce the movement penalty from difficult terrain
by half for the duration, as long as you don't deviate from the
inspired route. This doesn't have any effect on movement during
encounters. If you use this ability again before the duration is
over, this effect ends and is replaced by that of the new route.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Tradition divine, occult Cast 1 minute (material, somatic, verbal) Duration until your next daily preparations You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.",
    "outcomes": []
}

Full schema_data

{
    "id": "wanderers-guide",
    "name": "Wanderer's Guide",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Tradition divine, occult Cast 1 minute (material, somatic, verbal) Duration until your next daily preparations You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.",
    "description_snippet": "Tradition divine, occult Cast 1 minute (material, somatic, verbal) Duration until your next daily preparations You call upon the beyond to guide your route. When you Cast this Spel",
    "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": "Tradition divine, occult Cast 1 minute (material, somatic, verbal) Duration until your next daily preparations You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.",
        "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": 60197,
    "source_line_end": 60210,
    "raw_text_block": "WANDERER'S GUIDE\nSPELL 3\nDIVINATION\nTradition divine, occult\nCast 1 minute (material, somatic, verbal)\nDuration until your next daily preparations\nYou call upon the beyond to guide your route. When you Cast\nthis Spell, choose a destination; you receive an inspired route\nto that destination, allowing you and allies who travel overland\nwith you to reduce the movement penalty from difficult terrain\nby half for the duration, as long as you don't deviate from the\ninspired route. This doesn't have any effect on movement during\nencounters. If you use this ability again before the duration is\nover, this effect ends and is replaced by that of the new route.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wanderers-guide",
    "content_id": "wanderers-guide",
    "level": 3
}

Secrets of Magic

Warding Aggression

Rank 3 · Spell · Common

Registry ID
warding-aggression
SpellCommonabjurationarcanedivineprimal

You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee Strike with a weapon or unarmed attack against a foe. In addition to the normal effects of the Strike, it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike. Critical Success: You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration. Success: You gain a +2 status bonus to AC against the foe. Failure: You gain a +1 status bonus to AC against the foe. Critical Failure: You gain no additional effect.

Description snippet: You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maint

Source lines: 16384 - 16403

Raw text block

WARDING AGGRESSION
SPELL 3
ABJURATION
Traditions arcane, divine, primal
Cast [two-actions] somatic, verbal
Duration up to 1 minute
You channel a magical ward through your attack and attempt
to plant it on a foe. This ward increases your defenses
against that foe, as long as you keep attacking that foe to
maintain it. Make a melee Strike with a weapon or unarmed
attack against a foe. In addition to the normal effects of the
Strike, it has the effects below. Warding aggression ends if
the foe you attacked dies or at the end of any turn in which
you didn't hit that foe with a melee Strike.
Critical Success You gain a +3 status bonus to AC against
the foe for 1 round and a +2 status bonus to AC against
the foe for the remaining duration.
Success You gain a +2 status bonus to AC against the foe.
Failure You gain a +1 status bonus to AC against the foe.
Critical Failure You gain no additional effect.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee Strike with a weapon or unarmed attack against a foe. In addition to the normal effects of the Strike, it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike.",
    "outcomes": {
        "Critical Success": "You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration.",
        "Success": "You gain a +2 status bonus to AC against the foe.",
        "Failure": "You gain a +1 status bonus to AC against the foe.",
        "Critical Failure": "You gain no additional effect."
    }
}

Full schema_data

{
    "id": "warding-aggression",
    "name": "Warding Aggression",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee Strike with a weapon or unarmed attack against a foe. In addition to the normal effects of the Strike, it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike. Critical Success: You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration. Success: You gain a +2 status bonus to AC against the foe. Failure: You gain a +1 status bonus to AC against the foe. Critical Failure: You gain no additional effect.",
    "description_snippet": "You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maint",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee Strike with a weapon or unarmed attack against a foe. In addition to the normal effects of the Strike, it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike.",
        "outcomes": {
            "Critical Success": "You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration.",
            "Success": "You gain a +2 status bonus to AC against the foe.",
            "Failure": "You gain a +1 status bonus to AC against the foe.",
            "Critical Failure": "You gain no additional effect."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 16384,
    "source_line_end": 16403,
    "raw_text_block": "WARDING AGGRESSION\nSPELL 3\nABJURATION\nTraditions arcane, divine, primal\nCast [two-actions] somatic, verbal\nDuration up to 1 minute\nYou channel a magical ward through your attack and attempt\nto plant it on a foe. This ward increases your defenses\nagainst that foe, as long as you keep attacking that foe to\nmaintain it. Make a melee Strike with a weapon or unarmed\nattack against a foe. In addition to the normal effects of the\nStrike, it has the effects below. Warding aggression ends if\nthe foe you attacked dies or at the end of any turn in which\nyou didn't hit that foe with a melee Strike.\nCritical Success You gain a +3 status bonus to AC against\nthe foe for 1 round and a +2 status bonus to AC against\nthe foe for the remaining duration.\nSuccess You gain a +2 status bonus to AC against the foe.\nFailure You gain a +1 status bonus to AC against the foe.\nCritical Failure You gain no additional effect.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "warding-aggression",
    "content_id": "warding-aggression",
    "level": 3
}

Secrets of Magic

Web Of Eyes

Rank 3 · Spell · Common

Registry ID
web-of-eyes
SpellCommondivinationarcanedivineoccult

You place an invisible scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. Each target can use an action, which has the concentrate trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is undetected to a recipient but observed by the sharing creature, the creature becomes observed by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was undetected by the sharing creature and observed by a recipient, the recipient would still clearly observe the enemy. Once the vision sharing stops, the benefit ends. Whether a creature is hidden or undetected is still based on the last information a target had before the vision sharing ended. For example, that means if a creature is behind a wall but hasn't moved, it's still hidden rather than undetected by a recipient that witnessed its current position.

Description snippet: You place an invisible scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help not

Source lines: 16471 - 16507

Raw text block

WEB OF EYES
DIVINATION
SPELL 3
SCRYING
Traditions arcane, divine, occult, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Targets up to 5 willing creatures
Duration 10 minutes
You place an invisible scrying sensor on each target just
above their eyes. Each sensor looks where that target
looks, and all the targets can link their vision briefly to help
notice things one target sees but the others might not.
Each target can use an action, which has the concentrate
trait, to share what it sees with any number of other
targets until the start of its next turn. Only one creature
can share its vision at a time, so if another target takes this
action, the effect ends for any target that was previously
sharing its vision.
This improves how well the recipients can perceive
anything the sharing creature is looking at. For instance,
if a creature is undetected to a recipient but observed
by the sharing creature, the creature becomes observed
by the recipient as well. Typically, the creature is seen
as a glowing outline superimposed on its position. This
might allow the recipient to target a creature it couldn't
otherwise; however, cover and line of effect still might
prevent or impede targeting and attacks. This can only
improve the recipient's vision, not reduce it; for example,
if an enemy was undetected by the sharing creature and
observed by a recipient, the recipient would still clearly
observe the enemy.
Once the vision sharing stops, the benefit ends. Whether
a creature is hidden or undetected is still based on the last
information a target had before the vision sharing ended.
For example, that means if a creature is behind a wall but
hasn't moved, it's still hidden rather than undetected by a
recipient that witnessed its current position.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You place an invisible scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. Each target can use an action, which has the concentrate trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is undetected to a recipient but observed by the sharing creature, the creature becomes observed by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was undetected by the sharing creature and observed by a recipient, the recipient would still clearly observe the enemy. Once the vision sharing stops, the benefit ends. Whether a creature is hidden or undetected is still based on the last information a target had before the vision sharing ended. For example, that means if a creature is behind a wall but hasn't moved, it's still hidden rather than undetected by a recipient that witnessed its current position.",
    "outcomes": []
}

Full schema_data

{
    "id": "web-of-eyes",
    "name": "Web Of Eyes",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "scrying"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "up to 5 willing creatures",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You place an invisible scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. Each target can use an action, which has the concentrate trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is undetected to a recipient but observed by the sharing creature, the creature becomes observed by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was undetected by the sharing creature and observed by a recipient, the recipient would still clearly observe the enemy. Once the vision sharing stops, the benefit ends. Whether a creature is hidden or undetected is still based on the last information a target had before the vision sharing ended. For example, that means if a creature is behind a wall but hasn't moved, it's still hidden rather than undetected by a recipient that witnessed its current position.",
    "description_snippet": "You place an invisible scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help not",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You place an invisible scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. Each target can use an action, which has the concentrate trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is undetected to a recipient but observed by the sharing creature, the creature becomes observed by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was undetected by the sharing creature and observed by a recipient, the recipient would still clearly observe the enemy. Once the vision sharing stops, the benefit ends. Whether a creature is hidden or undetected is still based on the last information a target had before the vision sharing ended. For example, that means if a creature is behind a wall but hasn't moved, it's still hidden rather than undetected by a recipient that witnessed its current position.",
        "outcomes": []
    },
    "conditions_caused": [
        "hidden",
        "undetected"
    ],
    "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": 16471,
    "source_line_end": 16507,
    "raw_text_block": "WEB OF EYES\nDIVINATION\nSPELL 3\nSCRYING\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets up to 5 willing creatures\nDuration 10 minutes\nYou place an invisible scrying sensor on each target just\nabove their eyes. Each sensor looks where that target\nlooks, and all the targets can link their vision briefly to help\nnotice things one target sees but the others might not.\nEach target can use an action, which has the concentrate\ntrait, to share what it sees with any number of other\ntargets until the start of its next turn. Only one creature\ncan share its vision at a time, so if another target takes this\naction, the effect ends for any target that was previously\nsharing its vision.\nThis improves how well the recipients can perceive\nanything the sharing creature is looking at. For instance,\nif a creature is undetected to a recipient but observed\nby the sharing creature, the creature becomes observed\nby the recipient as well. Typically, the creature is seen\nas a glowing outline superimposed on its position. This\nmight allow the recipient to target a creature it couldn't\notherwise; however, cover and line of effect still might\nprevent or impede targeting and attacks. This can only\nimprove the recipient's vision, not reduce it; for example,\nif an enemy was undetected by the sharing creature and\nobserved by a recipient, the recipient would still clearly\nobserve the enemy.\nOnce the vision sharing stops, the benefit ends. Whether\na creature is hidden or undetected is still based on the last\ninformation a target had before the vision sharing ended.\nFor example, that means if a creature is behind a wall but\nhasn't moved, it's still hidden rather than undetected by a\nrecipient that witnessed its current position.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "web-of-eyes",
    "content_id": "web-of-eyes",
    "level": 3
}

Advanced Player's Guide

Whirling Flames

Rank 3 · Focus · Uncommon

Registry ID
whirling-flames
FocusUncommonevocationdivine

Mystery flames Cast [two-actions] somatic, verbal Range 30 feet; Area up to two 5-foot bursts that don't overlap Saving Throw basic Reflex You call forth a storm of whirling flames, engulfing all creatures in that area and dealing 5d6 fire damage with a basic Reflex save.

Description snippet: Mystery flames Cast [two-actions] somatic, verbal Range 30 feet; Area up to two 5-foot bursts that don't overlap Saving Throw basic Reflex You call forth a storm of whirling flames

Source lines: 33265 - 33279

Raw text block

ORACLE
FOCUS 3
EVOCATION
FIRE
ORACLE
UNCOMMON
Mystery flames
Cast [two-actions] somatic, verbal
Range 30 feet; Area up to two 5-foot bursts that don't overlap
Saving Throw basic Reflex
You call forth a storm of whirling flames, engulfing all
creatures in that area and dealing 5d6 fire damage with a
basic Reflex save.
Heightened (+2) The damage increases by 3d6, and you can
add another nonoverlapping 5-foot burst to the area.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The damage increases by 3d6, and you can add another nonoverlapping 5-foot burst to the area."
    }
]

Damage clauses

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

Effects

{
    "description": "Mystery flames Cast [two-actions] somatic, verbal Range 30 feet; Area up to two 5-foot bursts that don't overlap Saving Throw basic Reflex You call forth a storm of whirling flames, engulfing all creatures in that area and dealing 5d6 fire damage with a basic Reflex save.",
    "outcomes": []
}

Full schema_data

{
    "id": "whirling-flames",
    "name": "Whirling Flames",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fire"
    ],
    "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 flames Cast [two-actions] somatic, verbal Range 30 feet; Area up to two 5-foot bursts that don't overlap Saving Throw basic Reflex You call forth a storm of whirling flames, engulfing all creatures in that area and dealing 5d6 fire damage with a basic Reflex save.",
    "description_snippet": "Mystery flames Cast [two-actions] somatic, verbal Range 30 feet; Area up to two 5-foot bursts that don't overlap Saving Throw basic Reflex You call forth a storm of whirling flames",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 3d6, and you can add another nonoverlapping 5-foot burst to the area."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 3d6, and you can add another nonoverlapping 5-foot burst to the area."
        }
    ],
    "damage": [
        {
            "formula": "5d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "Mystery flames Cast [two-actions] somatic, verbal Range 30 feet; Area up to two 5-foot bursts that don't overlap Saving Throw basic Reflex You call forth a storm of whirling flames, engulfing all creatures in that area and dealing 5d6 fire damage with a basic Reflex save.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 33265,
    "source_line_end": 33279,
    "raw_text_block": "ORACLE\nFOCUS 3\nEVOCATION\nFIRE\nORACLE\nUNCOMMON\nMystery flames\nCast [two-actions] somatic, verbal\nRange 30 feet; Area up to two 5-foot bursts that don't overlap\nSaving Throw basic Reflex\nYou call forth a storm of whirling flames, engulfing all\ncreatures in that area and dealing 5d6 fire damage with a\nbasic Reflex save.\nHeightened (+2) The damage increases by 3d6, and you can\nadd another nonoverlapping 5-foot burst to the area.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "whirling-flames",
    "content_id": "whirling-flames",
    "level": 3
}

Advanced Player's Guide

Witch

Rank 3 · Focus · Uncommon

Registry ID
witch
FocusUncommonconjurationNone

You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save. Critical Success: The target is unaffected. Success: The target takes 1d6 cold damage, and the spell ends. Failure: The target takes 1d6 cold damage and 1d6 persistent cold damage. (The persistent damage automatically ends when the spell ends.) It is concealed to other creatures, and other creatures are concealed to it. Critical Failure: As failure, but both the cold damage and the persistent cold damage increase to 2d6.

Description snippet: You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save.

Source lines: 34215 - 34235

Raw text block

WITCH
UNCOMMON
CONJURATION
FOCUS 3
HEX
WITCH
Cast [one-action] somatic
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration sustained up to 1 minute
You summon an isolated blizzard of obscuring, scouring ice to
follow your target. The target attempts a Fortitude save.
Critical Success The target is unaffected.
Success The target takes 1d6 cold damage, and the spell ends.
Failure The target takes 1d6 cold damage and 1d6 persistent
cold damage. (The persistent damage automatically ends
when the spell ends.) It is concealed to other creatures, and
other creatures are concealed to it.
Critical Failure As failure, but both the cold damage and the
persistent cold damage increase to 2d6.
Heightened (+1) The cold damage and persistent cold damage
increase by 1 (2 on a critical failure).

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The cold damage and persistent cold damage increase by 1 (2 on a critical failure)."
    }
]

Damage clauses

[
    {
        "formula": "1d6",
        "type": "cold",
        "persistent": false
    },
    {
        "formula": "1d6",
        "type": "cold",
        "persistent": true
    }
]

Effects

{
    "description": "You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes 1d6 cold damage, and the spell ends.",
        "Failure": "The target takes 1d6 cold damage and 1d6 persistent cold damage. (The persistent damage automatically ends when the spell ends.) It is concealed to other creatures, and other creatures are concealed to it.",
        "Critical Failure": "As failure, but both the cold damage and the persistent cold damage increase to 2d6."
    }
}

Full schema_data

{
    "id": "witch",
    "name": "Witch",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "hex"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "30 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 summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save. Critical Success: The target is unaffected. Success: The target takes 1d6 cold damage, and the spell ends. Failure: The target takes 1d6 cold damage and 1d6 persistent cold damage. (The persistent damage automatically ends when the spell ends.) It is concealed to other creatures, and other creatures are concealed to it. Critical Failure: As failure, but both the cold damage and the persistent cold damage increase to 2d6.",
    "description_snippet": "You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cold damage and persistent cold damage increase by 1 (2 on a critical failure)."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The cold damage and persistent cold damage increase by 1 (2 on a critical failure)."
        }
    ],
    "damage": [
        {
            "formula": "1d6",
            "type": "cold",
            "persistent": false
        },
        {
            "formula": "1d6",
            "type": "cold",
            "persistent": true
        }
    ],
    "damage_type": [
        "cold"
    ],
    "effects": {
        "description": "You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes 1d6 cold damage, and the spell ends.",
            "Failure": "The target takes 1d6 cold damage and 1d6 persistent cold damage. (The persistent damage automatically ends when the spell ends.) It is concealed to other creatures, and other creatures are concealed to it.",
            "Critical Failure": "As failure, but both the cold damage and the persistent cold damage increase to 2d6."
        }
    },
    "conditions_caused": [
        "concealed"
    ],
    "focus_class": "witch",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 34215,
    "source_line_end": 34235,
    "raw_text_block": "WITCH\nUNCOMMON\nCONJURATION\nFOCUS 3\nHEX\nWITCH\nCast [one-action] somatic\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude; Duration sustained up to 1 minute\nYou summon an isolated blizzard of obscuring, scouring ice to\nfollow your target. The target attempts a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target takes 1d6 cold damage, and the spell ends.\nFailure The target takes 1d6 cold damage and 1d6 persistent\ncold damage. (The persistent damage automatically ends\nwhen the spell ends.) It is concealed to other creatures, and\nother creatures are concealed to it.\nCritical Failure As failure, but both the cold damage and the\npersistent cold damage increase to 2d6.\nHeightened (+1) The cold damage and persistent cold damage\nincrease by 1 (2 on a critical failure).",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "witch",
    "content_id": "witch",
    "level": 3
}

Core Rulebook (Fourth Printing)

Zone Of Truth

Rank 3 · Spell · Uncommon

Registry ID
zone-of-truth
SpellUncommonenchantmentdivineoccult

You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. Critical Success: The target is unaffected. Success: The target takes a -2 status penalty to Deception checks. Failure: The target can't speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks. Critical Failure: The target can't speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks.

Description snippet: You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must att

Source lines: 60546 - 60569

Raw text block

ZONE OF TRUTH
UNCOMMON
ENCHANTMENT
SPELL 3
MENTAL
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Area 20-foot burst
Saving Throw Will; Duration 10 minutes
You designate an area in which creatures are compelled to speak
only truth. Creatures within or entering the area have difficulty
lying. Each potentially affected creature must attempt a Will
save when the spell is cast or when the creature first enters the
area. It uses the results of this initial save if it leaves and reenters
the area. Affected creatures are aware of this enchantment;
therefore, they can avoid answering questions to which they
would normally respond with a lie, or they can be evasive as long
as they remain within the boundaries of the truth.
Critical Success The target is unaffected.
Success The target takes a -2 status penalty to Deception checks.
Failure The target can't speak any deliberate and intentional
lies, and it takes a -2 status penalty to Deception checks.
Critical Failure The target can't speak any deliberate and intentional
lies and takes a -4 status penalty to Deception checks.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes a -2 status penalty to Deception checks.",
        "Failure": "The target can't speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks.",
        "Critical Failure": "The target can't speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks."
    }
}

Full schema_data

{
    "id": "zone-of-truth",
    "name": "Zone Of Truth",
    "rank": 3,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "10 minutes",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. Critical Success: The target is unaffected. Success: The target takes a -2 status penalty to Deception checks. Failure: The target can't speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks. Critical Failure: The target can't speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks.",
    "description_snippet": "You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must att",
    "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 designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes a -2 status penalty to Deception checks.",
            "Failure": "The target can't speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks.",
            "Critical Failure": "The target can't speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks."
        }
    },
    "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": 60546,
    "source_line_end": 60569,
    "raw_text_block": "ZONE OF TRUTH\nUNCOMMON\nENCHANTMENT\nSPELL 3\nMENTAL\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 20-foot burst\nSaving Throw Will; Duration 10 minutes\nYou designate an area in which creatures are compelled to speak\nonly truth. Creatures within or entering the area have difficulty\nlying. Each potentially affected creature must attempt a Will\nsave when the spell is cast or when the creature first enters the\narea. It uses the results of this initial save if it leaves and reenters\nthe area. Affected creatures are aware of this enchantment;\ntherefore, they can avoid answering questions to which they\nwould normally respond with a lie, or they can be evasive as long\nas they remain within the boundaries of the truth.\nCritical Success The target is unaffected.\nSuccess The target takes a -2 status penalty to Deception checks.\nFailure The target can't speak any deliberate and intentional\nlies, and it takes a -2 status penalty to Deception checks.\nCritical Failure The target can't speak any deliberate and intentional\nlies and takes a -4 status penalty to Deception checks.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "zone-of-truth",
    "content_id": "zone-of-truth",
    "level": 3
}

Core Rulebook (Fourth Printing)

Aerial Form

Rank 4 · Spell · Common

Registry ID
aerial-form
SpellCommontransmutationarcaneprimal

You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. While in this form, you gain the animal trait. You gain the following statistics and abilities regardless of which battle form you choose: AC = 18 + your level, 5 temporary Hit Points, low-light vision, aerial unarmed attacks, and Acrobatics +16 unless your own modifier is higher. Bat Speed 20 feet, fly Speed 30 feet; Bird Speed 10 feet, fly Speed 50 feet; Pterosaur Speed 10 feet, fly Speed 40 feet; Wasp Speed 20 feet, fly Speed 40 feet.

Description snippet: Turn into a flying combatant.

Source lines: 49425 - 49474

Raw text block

AERIAL FORM
SPELL 4
TRANSMUTATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. While in this form, you gain the animal trait.
You gain the following statistics and abilities regardless of which battle form you choose: AC = 18 + your level, 5 temporary Hit Points, low-light vision, aerial unarmed attacks, and Acrobatics +16 unless your own modifier is higher.
Bat Speed 20 feet, fly Speed 30 feet; Bird Speed 10 feet, fly Speed 50 feet; Pterosaur Speed 10 feet, fly Speed 40 feet; Wasp Speed 20 feet, fly Speed 40 feet.
Heightened (5th) Your battle form is Large and your fly Speed gains a +10-foot status bonus.
Heightened (6th) Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "Your battle form is Large and your fly Speed gains a +10-foot status bonus. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20."
    },
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice, and Acrobatics +23."
    }
]

Damage clauses

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

Effects

{
    "description": "You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. While in this form, you gain the animal trait. You gain the following statistics and abilities regardless of which battle form you choose: AC = 18 + your level, 5 temporary Hit Points, low-light vision, aerial unarmed attacks, and Acrobatics +16 unless your own modifier is higher. Bat Speed 20 feet, fly Speed 30 feet; Bird Speed 10 feet, fly Speed 50 feet; Pterosaur Speed 10 feet, fly Speed 40 feet; Wasp Speed 20 feet, fly Speed 40 feet.",
    "outcomes": []
}

Full schema_data

{
    "id": "aerial-form",
    "name": "Aerial Form",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "self",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. While in this form, you gain the animal trait. You gain the following statistics and abilities regardless of which battle form you choose: AC = 18 + your level, 5 temporary Hit Points, low-light vision, aerial unarmed attacks, and Acrobatics +16 unless your own modifier is higher. Bat Speed 20 feet, fly Speed 30 feet; Bird Speed 10 feet, fly Speed 50 feet; Pterosaur Speed 10 feet, fly Speed 40 feet; Wasp Speed 20 feet, fly Speed 40 feet.",
    "description_snippet": "Turn into a flying combatant.",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your battle form is Large and your fly Speed gains a +10-foot status bonus. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice, and Acrobatics +23."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your battle form is Large and your fly Speed gains a +10-foot status bonus. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice, and Acrobatics +23."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. While in this form, you gain the animal trait. You gain the following statistics and abilities regardless of which battle form you choose: AC = 18 + your level, 5 temporary Hit Points, low-light vision, aerial unarmed attacks, and Acrobatics +16 unless your own modifier is higher. Bat Speed 20 feet, fly Speed 30 feet; Bird Speed 10 feet, fly Speed 50 feet; Pterosaur Speed 10 feet, fly Speed 40 feet; Wasp Speed 20 feet, fly Speed 40 feet.",
        "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": 49425,
    "source_line_end": 49474,
    "raw_text_block": "AERIAL FORM\nSPELL 4\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. While in this form, you gain the animal trait.\nYou gain the following statistics and abilities regardless of which battle form you choose: AC = 18 + your level, 5 temporary Hit Points, low-light vision, aerial unarmed attacks, and Acrobatics +16 unless your own modifier is higher.\nBat Speed 20 feet, fly Speed 30 feet; Bird Speed 10 feet, fly Speed 50 feet; Pterosaur Speed 10 feet, fly Speed 40 feet; Wasp Speed 20 feet, fly Speed 40 feet.\nHeightened (5th) Your battle form is Large and your fly Speed gains a +10-foot status bonus.\nHeightened (6th) Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "aerial-form",
    "content_id": "aerial-form",
    "level": 4
}

Core Rulebook (Fourth Printing)

Air Walk

Rank 4 · Spell · Common

Registry ID
air-walk
SpellCommontransmutationdivineprimal

The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.

Description snippet: Walk on air as though it were solid ground.

Source lines: 49512 - 49518

Raw text block

AIR WALK
SPELL 4
TRANSMUTATION
Traditions divine, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration 5 minutes
The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.

Heightened

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

Damage clauses

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

Effects

{
    "description": "The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.",
    "outcomes": []
}

Full schema_data

{
    "id": "air-walk",
    "name": "Air Walk",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "air"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "5 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.",
    "description_snippet": "Walk on air as though it were solid ground.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.",
        "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": 49512,
    "source_line_end": 49518,
    "raw_text_block": "AIR WALK\nSPELL 4\nTRANSMUTATION\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nDuration 5 minutes\nThe target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "air-walk",
    "content_id": "air-walk",
    "level": 4
}

Core Rulebook (Fourth Printing)

Anathematic Reprisal

Rank 4 · Spell · Common

Registry ID
anathematic-reprisal
SpellCommonenchantmentdivine

You punish a creature that openly transgresses against your deity, dealing mental damage and possibly stupefying it.

Description snippet: Cause mental pain to one who commits anathema against your deity.

Source lines: 49519 - 49530

Raw text block

ANATHEMATIC REPRISAL
SPELL 4
ENCHANTMENT
MENTAL
Traditions divine
Cast [reaction] somatic, verbal; Trigger A creature performs an act anathema to your deity.
Range 30 feet; Targets the triggering creature
Saving Throw basic Will
You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. You deal 4d6 mental damage to the target, and on a failed save it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.
Heightened (+1) The damage increases by 1d6.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You punish a creature that openly transgresses against your deity, dealing mental damage and possibly stupefying it.",
    "outcomes": []
}

Full schema_data

{
    "id": "anathematic-reprisal",
    "name": "Anathematic Reprisal",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[reaction] somatic, verbal",
    "cast_actions": "reaction",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "the triggering creature",
    "duration": "1 round",
    "save": "basic Will",
    "save_type": "basic_will",
    "trigger": "A creature performs an act anathema to your deity.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You punish a creature that openly transgresses against your deity, dealing mental damage and possibly stupefying it.",
    "description_snippet": "Cause mental pain to one who commits anathema against your deity.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You punish a creature that openly transgresses against your deity, dealing mental damage and possibly stupefying it.",
        "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": 49519,
    "source_line_end": 49530,
    "raw_text_block": "ANATHEMATIC REPRISAL\nSPELL 4\nENCHANTMENT\nMENTAL\nTraditions divine\nCast [reaction] somatic, verbal; Trigger A creature performs an act anathema to your deity.\nRange 30 feet; Targets the triggering creature\nSaving Throw basic Will\nYou punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. You deal 4d6 mental damage to the target, and on a failed save it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.\nHeightened (+1) The damage increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "anathematic-reprisal",
    "content_id": "anathematic-reprisal",
    "level": 4
}

Core Rulebook (Fourth Printing)

Artistic Flourish

Rank 4 · Focus · Uncommon

Registry ID
artistic-flourish
FocusUncommontransmutationdivine

You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn't change. When you cast this spell, any previous artistic flourish you had cast ends.

Description snippet: You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it's a

Source lines: 61173 - 61197

Raw text block

ARTISTIC FLOURISH
UNCOMMON
CLERIC
FOCUS 4
TRANSMUTATION
Domain creation
Cast [two-actions] material, somatic
Range 15 feet; Targets 1 item or work of art that fits entirely
within the range
Duration 10 minutes
You transform the target to make it match your artisanal
and artistic vision. If you have expert proficiency in
Crafting, the item grants a +1 item bonus to attack rolls
if it's a weapon or skill checks if it's a skill tool. The target
is a beautiful and impressive piece for its new quality, but
the effect is obviously temporary, so its monetary value
doesn't change.
When you cast this spell, any previous artistic flourish you
had cast ends.
Heightened (7th) If you have master proficiency in Crafting,
the item grants a +2 item bonus instead.
Heightened (10th) If you have legendary proficiency in
Crafting, the item grants a +3 item bonus instead.
UNCOMMON
CLERIC

Heightened

[
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "If you have master proficiency in Crafting, the item grants a +2 item bonus instead."
    },
    {
        "label": "10th",
        "type": "fixed_rank",
        "rank": 10,
        "text": "If you have legendary proficiency in Crafting, the item grants a +3 item bonus instead. UNCOMMON CLERIC"
    }
]

Damage clauses

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

Effects

{
    "description": "You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn't change. When you cast this spell, any previous artistic flourish you had cast ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "artistic-flourish",
    "name": "Artistic Flourish",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] material, somatic",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "15 feet",
    "area": "none",
    "targets": "1 item or work of art that fits entirely within the range",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn't change. When you cast this spell, any previous artistic flourish you had cast ends.",
    "description_snippet": "You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it's a",
    "heightened": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "If you have master proficiency in Crafting, the item grants a +2 item bonus instead."
        },
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "If you have legendary proficiency in Crafting, the item grants a +3 item bonus instead. UNCOMMON CLERIC"
        }
    ],
    "heightened_scaling": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "If you have master proficiency in Crafting, the item grants a +2 item bonus instead."
        },
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "If you have legendary proficiency in Crafting, the item grants a +3 item bonus instead. UNCOMMON CLERIC"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn't change. When you cast this spell, any previous artistic flourish you had cast ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "creation",
    "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": 61173,
    "source_line_end": 61197,
    "raw_text_block": "ARTISTIC FLOURISH\nUNCOMMON\nCLERIC\nFOCUS 4\nTRANSMUTATION\nDomain creation\nCast [two-actions] material, somatic\nRange 15 feet; Targets 1 item or work of art that fits entirely\nwithin the range\nDuration 10 minutes\nYou transform the target to make it match your artisanal\nand artistic vision. If you have expert proficiency in\nCrafting, the item grants a +1 item bonus to attack rolls\nif it's a weapon or skill checks if it's a skill tool. The target\nis a beautiful and impressive piece for its new quality, but\nthe effect is obviously temporary, so its monetary value\ndoesn't change.\nWhen you cast this spell, any previous artistic flourish you\nhad cast ends.\nHeightened (7th) If you have master proficiency in Crafting,\nthe item grants a +2 item bonus instead.\nHeightened (10th) If you have legendary proficiency in\nCrafting, the item grants a +3 item bonus instead.\nUNCOMMON\nCLERIC",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "artistic-flourish",
    "content_id": "artistic-flourish",
    "level": 4
}

Core Rulebook (Fourth Printing)

Atone

Rank 4 · Ritual · Uncommon

Registry ID
atone
RitualUncommonabjurationNone

Nature or Religion (whichever is used for the primary check) Range 10 feet; Targets another creature of up to 8th level who is a worshipper of the same deity or philosophy as you You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity's alignment or anathema to your deity. If the creature isn't

Description snippet: Nature or Religion (whichever is used for the primary check) Range 10 feet; Targets another creature of up to 8th level who is a worshipper of the same deity or philosophy as you Y

Source lines: 65202 - 65214

Raw text block

ATONE
RITUAL 4
UNCOMMON ABJURATION
Cast 1 day; Cost rare incense and offerings worth a total value
of 20 gp × the target's level; Secondary Casters 1, must be
the ritual's target
Primary Check Nature or Religion (expert); Secondary Checks
Nature or Religion (whichever is used for the primary check)
Range 10 feet; Targets another creature of up to 8th level who
is a worshipper of the same deity or philosophy as you
You attempt to help a truly penitent creature atone for
its misdeeds, typically actions contrary to your deity's
alignment or anathema to your deity. If the creature isn't

Heightened

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

Damage clauses

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

Effects

{
    "description": "Nature or Religion (whichever is used for the primary check) Range 10 feet; Targets another creature of up to 8th level who is a worshipper of the same deity or philosophy as you You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity's alignment or anathema to your deity. If the creature isn't",
    "outcomes": []
}

Full schema_data

{
    "id": "atone",
    "name": "Atone",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 day",
    "cast_actions": "one_day",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "rare incense and offerings worth a total value of 20 gp × the target's level",
    "primary_check": "Nature or Religion (expert) Secondary Checks",
    "secondary_casters": "1, must be the ritual's target",
    "description": "Nature or Religion (whichever is used for the primary check) Range 10 feet; Targets another creature of up to 8th level who is a worshipper of the same deity or philosophy as you You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity's alignment or anathema to your deity. If the creature isn't",
    "description_snippet": "Nature or Religion (whichever is used for the primary check) Range 10 feet; Targets another creature of up to 8th level who is a worshipper of the same deity or philosophy as you Y",
    "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": "Nature or Religion (whichever is used for the primary check) Range 10 feet; Targets another creature of up to 8th level who is a worshipper of the same deity or philosophy as you You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity's alignment or anathema to your deity. If the creature isn't",
        "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": 65202,
    "source_line_end": 65214,
    "raw_text_block": "ATONE\nRITUAL 4\nUNCOMMON ABJURATION\nCast 1 day; Cost rare incense and offerings worth a total value\nof 20 gp × the target's level; Secondary Casters 1, must be\nthe ritual's target\nPrimary Check Nature or Religion (expert); Secondary Checks\nNature or Religion (whichever is used for the primary check)\nRange 10 feet; Targets another creature of up to 8th level who\nis a worshipper of the same deity or philosophy as you\nYou attempt to help a truly penitent creature atone for\nits misdeeds, typically actions contrary to your deity's\nalignment or anathema to your deity. If the creature isn't",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "atone",
    "content_id": "atone",
    "level": 4
}

Advanced Player's Guide

Bestial Curse

Rank 4 · Spell · Common

Registry ID
bestial-curse
SpellCommontransmutationarcaneoccultprimal

You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. Critical Success: The target is unaffected. Success: The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be clumsy 1 for 1 round. When it recovers from the clumsy condition, its features revert to normal and the spell ends. Failure: The target transforms into a bestial form for 1 hour. The target becomes clumsy 1 and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike (your choice) that uses the target's unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 flat check or the action is lost. Critical Failure: As failure, but the duration is unlimited.

Description snippet: You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save.

Source lines: 30128 - 30152

Raw text block

BESTIAL CURSE
CURSE
POLYMORPH
SPELL 4
TRANSMUTATION
Traditions arcane, occult, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living humanoid
Saving Throw Fortitude; Duration varies
You tap into the target's inner being and curse it to become a
bestial version of itself. The effect is based on its Fortitude save.
Critical Success The target is unaffected.
Success The target's body gains minor bestial features. Its
insides churn as they partially transform, causing it to be
clumsy 1 for 1 round. When it recovers from the clumsy
condition, its features revert to normal and the spell ends.
Failure The target transforms into a bestial form for 1 hour.
The target becomes clumsy 1 and gains weakness 1 to silver.
It gains a claw, hoof, horn, or jaws Strike (your choice) that
uses the target's unarmed Strike statistics except that the
damage type changes to bludgeoning, piercing, or slashing,
as appropriate. Whenever the target attempts to use any
manipulate action, it must succeed at a DC 5 flat check or
the action is lost.
Critical Failure As failure, but the duration is unlimited.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be clumsy 1 for 1 round. When it recovers from the clumsy condition, its features revert to normal and the spell ends.",
        "Failure": "The target transforms into a bestial form for 1 hour. The target becomes clumsy 1 and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike (your choice) that uses the target's unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 flat check or the action is lost.",
        "Critical Failure": "As failure, but the duration is unlimited."
    }
}

Full schema_data

{
    "id": "bestial-curse",
    "name": "Bestial Curse",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "curse",
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 living humanoid",
    "duration": "varies",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. Critical Success: The target is unaffected. Success: The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be clumsy 1 for 1 round. When it recovers from the clumsy condition, its features revert to normal and the spell ends. Failure: The target transforms into a bestial form for 1 hour. The target becomes clumsy 1 and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike (your choice) that uses the target's unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 flat check or the action is lost. Critical Failure: As failure, but the duration is unlimited.",
    "description_snippet": "You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save.",
    "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 tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be clumsy 1 for 1 round. When it recovers from the clumsy condition, its features revert to normal and the spell ends.",
            "Failure": "The target transforms into a bestial form for 1 hour. The target becomes clumsy 1 and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike (your choice) that uses the target's unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 flat check or the action is lost.",
            "Critical Failure": "As failure, but the duration is unlimited."
        }
    },
    "conditions_caused": [
        "clumsy"
    ],
    "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": 30128,
    "source_line_end": 30152,
    "raw_text_block": "BESTIAL CURSE\nCURSE\nPOLYMORPH\nSPELL 4\nTRANSMUTATION\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living humanoid\nSaving Throw Fortitude; Duration varies\nYou tap into the target's inner being and curse it to become a\nbestial version of itself. The effect is based on its Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target's body gains minor bestial features. Its\ninsides churn as they partially transform, causing it to be\nclumsy 1 for 1 round. When it recovers from the clumsy\ncondition, its features revert to normal and the spell ends.\nFailure The target transforms into a bestial form for 1 hour.\nThe target becomes clumsy 1 and gains weakness 1 to silver.\nIt gains a claw, hoof, horn, or jaws Strike (your choice) that\nuses the target's unarmed Strike statistics except that the\ndamage type changes to bludgeoning, piercing, or slashing,\nas appropriate. Whenever the target attempts to use any\nmanipulate action, it must succeed at a DC 5 flat check or\nthe action is lost.\nCritical Failure As failure, but the duration is unlimited.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "bestial-curse",
    "content_id": "bestial-curse",
    "level": 4
}

Core Rulebook (4th Printing)

Blink

Rank 4 · Spell · Common

Registry ID
blink
SpellCommonconjurationarcaneoccult

Flit between the planes,

Description snippet: Flit between the planes,

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "conjuration",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Flit between the planes,",
    "content_id": "blink",
    "type": "spell",
    "description": "Flit between the planes,"
}

Secrets of Magic

Bloodspray Curse

Rank 4 · Spell · Common

Registry ID
bloodspray-curse
SpellCommonnecromancydivineoccultprimal

You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single Strike, it takes 2d6 additional damage of the same type. Failure: As success, but when it takes the additional damage, it also takes 2d6 persistent bleed damage.

Description snippet: You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save.

Source lines: 10526 - 10543

Raw text block

BLOODSPRAY CURSE
CURSE
SPELL 4
NECROMANCY
Traditions divine, occult, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You inflict a curse upon the target that causes any wound to
gush blood. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success For 1 minute, the first time each round that the target
takes at least 10 piercing or slashing damage from a single
Strike, it takes 2d6 additional damage of the same type.
Failure As success, but when it takes the additional damage,
it also takes 2d6 persistent bleed damage.
Heightened (+2) The additional damage increases by 1d6
and the persistent bleed damage increases by 1d6.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The additional damage increases by 1d6 and the persistent bleed damage increases by 1d6."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "additional",
        "persistent": false
    },
    {
        "formula": "2d6",
        "type": "bleed",
        "persistent": true
    }
]

Effects

{
    "description": "You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single Strike, it takes 2d6 additional damage of the same type.",
        "Failure": "As success, but when it takes the additional damage, it also takes 2d6 persistent bleed damage."
    }
}

Full schema_data

{
    "id": "bloodspray-curse",
    "name": "Bloodspray Curse",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "curse"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single Strike, it takes 2d6 additional damage of the same type. Failure: As success, but when it takes the additional damage, it also takes 2d6 persistent bleed damage.",
    "description_snippet": "You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save.",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The additional damage increases by 1d6 and the persistent bleed damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The additional damage increases by 1d6 and the persistent bleed damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "additional",
            "persistent": false
        },
        {
            "formula": "2d6",
            "type": "bleed",
            "persistent": true
        }
    ],
    "damage_type": [
        "additional",
        "bleed"
    ],
    "effects": {
        "description": "You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single Strike, it takes 2d6 additional damage of the same type.",
            "Failure": "As success, but when it takes the additional damage, it also takes 2d6 persistent bleed damage."
        }
    },
    "conditions_caused": [
        "persistent bleed"
    ],
    "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": 10526,
    "source_line_end": 10543,
    "raw_text_block": "BLOODSPRAY CURSE\nCURSE\nSPELL 4\nNECROMANCY\nTraditions divine, occult, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude; Duration varies\nYou inflict a curse upon the target that causes any wound to\ngush blood. The target must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess For 1 minute, the first time each round that the target\ntakes at least 10 piercing or slashing damage from a single\nStrike, it takes 2d6 additional damage of the same type.\nFailure As success, but when it takes the additional damage,\nit also takes 2d6 persistent bleed damage.\nHeightened (+2) The additional damage increases by 1d6\nand the persistent bleed damage increases by 1d6.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "bloodspray-curse",
    "content_id": "bloodspray-curse",
    "level": 4
}

Advanced Player's Guide

Chroma Leach

Rank 4 · Spell · Common

Registry ID
chroma-leach
SpellCommonnecromancyoccult

Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with the gnome trait take a -2 circumstance penalty to this save. Critical Success: The target is unaffected. Success: The target is enfeebled 2 for 1 round. Failure: The target is enfeebled 2 for 1 minute and drained 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the mental and emotion traits. Critical Failure: As failure, but the creature is permanently enfeebled 2 and drained 2 (although magic such as restoration can reduce or remove these conditions).

Description snippet: Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with

Source lines: 30401 - 30421

Raw text block

CHROMA LEACH
SPELL 4
NECROMANCY
Traditions occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living creature
Saving Throw Fortitude
Your hand glows with impossible colors from beyond the stars,
and your touch saps both color and vitality from the living.
The target must attempt a Fortitude save; creatures with the
gnome trait take a -2 circumstance penalty to this save.
Critical Success The target is unaffected.
Success The target is enfeebled 2 for 1 round.
Failure The target is enfeebled 2 for 1 minute and drained
1. The target is also filled with listlessness and ennui. For
1 round, if the target tries to use a move action, it must
succeed at a Will save against your spell DC or the action is
lost; this effect has the mental and emotion traits.
Critical Failure As failure, but the creature is permanently
enfeebled 2 and drained 2 (although magic such as
restoration can reduce or remove these conditions).

Heightened

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

Damage clauses

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

Effects

{
    "description": "Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with the gnome trait take a -2 circumstance penalty to this save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is enfeebled 2 for 1 round.",
        "Failure": "The target is enfeebled 2 for 1 minute and drained 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the mental and emotion traits.",
        "Critical Failure": "As failure, but the creature is permanently enfeebled 2 and drained 2 (although magic such as restoration can reduce or remove these conditions)."
    }
}

Full schema_data

{
    "id": "chroma-leach",
    "name": "Chroma Leach",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 living creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with the gnome trait take a -2 circumstance penalty to this save. Critical Success: The target is unaffected. Success: The target is enfeebled 2 for 1 round. Failure: The target is enfeebled 2 for 1 minute and drained 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the mental and emotion traits. Critical Failure: As failure, but the creature is permanently enfeebled 2 and drained 2 (although magic such as restoration can reduce or remove these conditions).",
    "description_snippet": "Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with",
    "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": "Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. The target must attempt a Fortitude save; creatures with the gnome trait take a -2 circumstance penalty to this save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is enfeebled 2 for 1 round.",
            "Failure": "The target is enfeebled 2 for 1 minute and drained 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the mental and emotion traits.",
            "Critical Failure": "As failure, but the creature is permanently enfeebled 2 and drained 2 (although magic such as restoration can reduce or remove these conditions)."
        }
    },
    "conditions_caused": [
        "drained",
        "enfeebled"
    ],
    "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": 30401,
    "source_line_end": 30421,
    "raw_text_block": "CHROMA LEACH\nSPELL 4\nNECROMANCY\nTraditions occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living creature\nSaving Throw Fortitude\nYour hand glows with impossible colors from beyond the stars,\nand your touch saps both color and vitality from the living.\nThe target must attempt a Fortitude save; creatures with the\ngnome trait take a -2 circumstance penalty to this save.\nCritical Success The target is unaffected.\nSuccess The target is enfeebled 2 for 1 round.\nFailure The target is enfeebled 2 for 1 minute and drained\n1. The target is also filled with listlessness and ennui. For\n1 round, if the target tries to use a move action, it must\nsucceed at a Will save against your spell DC or the action is\nlost; this effect has the mental and emotion traits.\nCritical Failure As failure, but the creature is permanently\nenfeebled 2 and drained 2 (although magic such as\nrestoration can reduce or remove these conditions).",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chroma-leach",
    "content_id": "chroma-leach",
    "level": 4
}

Secrets of Magic

Chromatic Armor

Rank 4 · Spell · Common

Registry ID
chromatic-armor
SpellCommonabjurationarcaneoccult

You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. When you cast the spell, roll 1d8 twice on the table below to see the armor's colors (rerolling any duplicates). Each color grants resistance 5 to the indicated damage type. If you spend three actions to Cast the Spell, roll three times instead. 1. Red fire 2. Orange acid 3. Yellow electricity 4. Green poison 5. Blue sonic 6. Indigo mental 7. Violet force 8. Matching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8.

Description snippet: You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target

Source lines: 10818 - 10851

Raw text block

CHROMATIC ARMOR
ABJURATION
SPELL 4
LIGHT
Traditions arcane, occult
Cast [two-actions] or [three-actions] somatic, verbal
Range touch; Targets 1 willing creature
Duration 1 minute
You wrap the target in armor made of sheets of colored light.
The armor sheds bright light for 20 feet (and dim light for
the next 20 feet). Whenever a creature attacks the target
and is adjacent to it, the attacker must attempt a Will save
at the end of its action. On a failure, it becomes dazzled until
the end of its next turn. Regardless of the result of the save,
the attacker is temporarily immune until the end of its next
turn. The dazzling effect has the light and visual traits.
When you cast the spell, roll 1d8 twice on the table
below to see the armor's colors (rerolling any duplicates).
Each color grants resistance 5 to the indicated damage
type. If you spend three actions to Cast the Spell, roll three
times instead.
1. Red fire
2. Orange acid
3. Yellow electricity
4. Green poison
5. Blue sonic
6. Indigo mental
7. Violet force
8. Matching Color The armor becomes the color
matching the type of damage the target took most
recently in the past minute. If it didn't take any of
those seven types of damage or the armor is already
that color, roll again, rerolling any results of 8.
Heightened (+3) The resistance is increased by 5.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. When you cast the spell, roll 1d8 twice on the table below to see the armor's colors (rerolling any duplicates). Each color grants resistance 5 to the indicated damage type. If you spend three actions to Cast the Spell, roll three times instead. 1. Red fire 2. Orange acid 3. Yellow electricity 4. Green poison 5. Blue sonic 6. Indigo mental 7. Violet force 8. Matching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8.",
    "outcomes": []
}

Full schema_data

{
    "id": "chromatic-armor",
    "name": "Chromatic Armor",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "light"
    ],
    "cast": "[two-actions] or [three-actions] somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. When you cast the spell, roll 1d8 twice on the table below to see the armor's colors (rerolling any duplicates). Each color grants resistance 5 to the indicated damage type. If you spend three actions to Cast the Spell, roll three times instead. 1. Red fire 2. Orange acid 3. Yellow electricity 4. Green poison 5. Blue sonic 6. Indigo mental 7. Violet force 8. Matching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8.",
    "description_snippet": "You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target",
    "heightened": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The resistance is increased by 5."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The resistance is increased by 5."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You wrap the target in armor made of sheets of colored light. The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. When you cast the spell, roll 1d8 twice on the table below to see the armor's colors (rerolling any duplicates). Each color grants resistance 5 to the indicated damage type. If you spend three actions to Cast the Spell, roll three times instead. 1. Red fire 2. Orange acid 3. Yellow electricity 4. Green poison 5. Blue sonic 6. Indigo mental 7. Violet force 8. Matching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8.",
        "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": 10818,
    "source_line_end": 10851,
    "raw_text_block": "CHROMATIC ARMOR\nABJURATION\nSPELL 4\nLIGHT\nTraditions arcane, occult\nCast [two-actions] or [three-actions] somatic, verbal\nRange touch; Targets 1 willing creature\nDuration 1 minute\nYou wrap the target in armor made of sheets of colored light.\nThe armor sheds bright light for 20 feet (and dim light for\nthe next 20 feet). Whenever a creature attacks the target\nand is adjacent to it, the attacker must attempt a Will save\nat the end of its action. On a failure, it becomes dazzled until\nthe end of its next turn. Regardless of the result of the save,\nthe attacker is temporarily immune until the end of its next\nturn. The dazzling effect has the light and visual traits.\nWhen you cast the spell, roll 1d8 twice on the table\nbelow to see the armor's colors (rerolling any duplicates).\nEach color grants resistance 5 to the indicated damage\ntype. If you spend three actions to Cast the Spell, roll three\ntimes instead.\n1. Red fire\n2. Orange acid\n3. Yellow electricity\n4. Green poison\n5. Blue sonic\n6. Indigo mental\n7. Violet force\n8. Matching Color The armor becomes the color\nmatching the type of damage the target took most\nrecently in the past minute. If it didn't take any of\nthose seven types of damage or the armor is already\nthat color, roll again, rerolling any results of 8.\nHeightened (+3) The resistance is increased by 5.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chromatic-armor",
    "content_id": "chromatic-armor",
    "level": 4
}

Secrets of Magic

Chromatic Ray

Rank 4 · Spell · Common

Registry ID
chromatic-ray
SpellCommonevocationarcaneoccult

You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. 1. Red (fire) The ray deals 30 fire damage to the target. 2. Orange (acid) The ray deals 40 acid damage to the target. 3. Yellow (electricity) The ray deals 50 electricity damage to the target. 4. Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be enfeebled 1 for 1 minute (enfeebled 2 on a critical failure).

Description snippet: You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which bea

Source lines: 10879 - 10920

Raw text block

CHROMATIC RAY
SPELL 4
LIGHT
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
You send out a ray of colored light streaming toward your
enemy, with a magical effect depending on the ray's color.
Make a spell attack roll. If you hit, roll 1d4 to see which beam
you cast. If the ray deals damage, that damage is doubled
on a critical hit. Any additional traits that apply to a ray are
listed in parentheses just after the name of the color.
1. Red (fire) The ray deals 30 fire damage to the target.
2. Orange (acid) The ray deals 40 acid damage to the
target.
3. Yellow (electricity) The ray deals 50 electricity
damage to the target.
4. Green (poison) The ray deals 25 poison damage to
the target, and the target must succeed at a Fortitude
save or be enfeebled 1 for 1 minute (enfeebled 2 on a
critical failure).
Heightened (6th) The damage for red, orange, yellow,
and green each increase by 10. Roll 1d8 to determine
the ray's color, using the results for 1-4 above and the
results for 5-8 below.
5. Blue The ray has the effect of the flesh to stone spell.
On a critical hit, the target is clumsy 1 as long as it's
slowed by the flesh to stone effect.
6. Indigo (emotion, incapacitation, mental) The ray has
the effect of the confusion spell. On a critical hit, it has
the effect of warp mind instead.
7. Violet The target is slowed for 1 minute. It must
also succeed at a Will save or be teleported 120 feet
directly away from you (if there isn't room for it to
appear there, it appears in the nearest open space);
this is a teleportation effect.
8. Intense Color The target is dazzled until the end of
your next turn, or blinded if your attack roll was a
critical hit. Roll again and add the effects of another
color (rerolling results of 8).

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "The damage for red, orange, yellow, and green each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1-4 above and the results for 5-8 below. 5. Blue The ray has the effect of the flesh to stone spell. On a critical hit, the target is clumsy 1 as long as it's slowed by the flesh to stone effect. 6. Indigo (emotion, incapacitation, mental) The ray has the effect of the confusion spell. On a critical hit, it has the effect of warp mind instead. 7. Violet The target is slowed for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect. 8. Intense Color The target is dazzled until the end of your next turn, or blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8)."
    }
]

Damage clauses

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

Effects

{
    "description": "You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. 1. Red (fire) The ray deals 30 fire damage to the target. 2. Orange (acid) The ray deals 40 acid damage to the target. 3. Yellow (electricity) The ray deals 50 electricity damage to the target. 4. Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be enfeebled 1 for 1 minute (enfeebled 2 on a critical failure).",
    "outcomes": []
}

Full schema_data

{
    "id": "chromatic-ray",
    "name": "Chromatic Ray",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "light"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 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 send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. 1. Red (fire) The ray deals 30 fire damage to the target. 2. Orange (acid) The ray deals 40 acid damage to the target. 3. Yellow (electricity) The ray deals 50 electricity damage to the target. 4. Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be enfeebled 1 for 1 minute (enfeebled 2 on a critical failure).",
    "description_snippet": "You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which bea",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The damage for red, orange, yellow, and green each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1-4 above and the results for 5-8 below. 5. Blue The ray has the effect of the flesh to stone spell. On a critical hit, the target is clumsy 1 as long as it's slowed by the flesh to stone effect. 6. Indigo (emotion, incapacitation, mental) The ray has the effect of the confusion spell. On a critical hit, it has the effect of warp mind instead. 7. Violet The target is slowed for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect. 8. Intense Color The target is dazzled until the end of your next turn, or blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8)."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The damage for red, orange, yellow, and green each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1-4 above and the results for 5-8 below. 5. Blue The ray has the effect of the flesh to stone spell. On a critical hit, the target is clumsy 1 as long as it's slowed by the flesh to stone effect. 6. Indigo (emotion, incapacitation, mental) The ray has the effect of the confusion spell. On a critical hit, it has the effect of warp mind instead. 7. Violet The target is slowed for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect. 8. Intense Color The target is dazzled until the end of your next turn, or blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8)."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. 1. Red (fire) The ray deals 30 fire damage to the target. 2. Orange (acid) The ray deals 40 acid damage to the target. 3. Yellow (electricity) The ray deals 50 electricity damage to the target. 4. Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be enfeebled 1 for 1 minute (enfeebled 2 on a critical failure).",
        "outcomes": []
    },
    "conditions_caused": [
        "blinded",
        "clumsy",
        "enfeebled",
        "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": 10879,
    "source_line_end": 10920,
    "raw_text_block": "CHROMATIC RAY\nSPELL 4\nLIGHT\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nYou send out a ray of colored light streaming toward your\nenemy, with a magical effect depending on the ray's color.\nMake a spell attack roll. If you hit, roll 1d4 to see which beam\nyou cast. If the ray deals damage, that damage is doubled\non a critical hit. Any additional traits that apply to a ray are\nlisted in parentheses just after the name of the color.\n1. Red (fire) The ray deals 30 fire damage to the target.\n2. Orange (acid) The ray deals 40 acid damage to the\ntarget.\n3. Yellow (electricity) The ray deals 50 electricity\ndamage to the target.\n4. Green (poison) The ray deals 25 poison damage to\nthe target, and the target must succeed at a Fortitude\nsave or be enfeebled 1 for 1 minute (enfeebled 2 on a\ncritical failure).\nHeightened (6th) The damage for red, orange, yellow,\nand green each increase by 10. Roll 1d8 to determine\nthe ray's color, using the results for 1-4 above and the\nresults for 5-8 below.\n5. Blue The ray has the effect of the flesh to stone spell.\nOn a critical hit, the target is clumsy 1 as long as it's\nslowed by the flesh to stone effect.\n6. Indigo (emotion, incapacitation, mental) The ray has\nthe effect of the confusion spell. On a critical hit, it has\nthe effect of warp mind instead.\n7. Violet The target is slowed for 1 minute. It must\nalso succeed at a Will save or be teleported 120 feet\ndirectly away from you (if there isn't room for it to\nappear there, it appears in the nearest open space);\nthis is a teleportation effect.\n8. Intense Color The target is dazzled until the end of\nyour next turn, or blinded if your attack roll was a\ncritical hit. Roll again and add the effects of another\ncolor (rerolling results of 8).",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chromatic-ray",
    "content_id": "chromatic-ray",
    "level": 4
}

Core Rulebook (4th Printing)

Clairvoyance

Rank 4 · Spell · Common

Registry ID
clairvoyance
SpellCommondivinationarcaneoccult

See through an

Description snippet: See through an

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

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

Advanced Player's Guide

Clinging Shadows Stance

Rank 4 · Focus · Common

Registry ID
clinging-shadows-stance
FocusCommonNoneNone

You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal 1d4 negative damage; are in the brawling group; and have the agile, grapple, reach, and unarmed traits. While in clinging shadows stance, you gain a +2 circumstance bonus to Athletics checks to Grapple, and to the DC for creatures to Escape from you.

Description snippet: You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal 1d4 negative damage; are in the brawling group; and have the agile, grapple, reach, and unar

Source lines: 32276 - 32286

Raw text block

SHADOW
FOCUS 4
STANCE
Cast [one-action] somatic
Duration until you leave the stance
You adopt the stance of clinging shadows. You can make shadow
grasp Strikes. These deal 1d4 negative damage; are in the brawling
group; and have the agile, grapple, reach, and unarmed traits.
While in clinging shadows stance, you gain a +2 circumstance
bonus to Athletics checks to Grapple, and to the DC for creatures
to Escape from you.

Heightened

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

Damage clauses

[
    {
        "formula": "1d4",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal 1d4 negative damage; are in the brawling group; and have the agile, grapple, reach, and unarmed traits. While in clinging shadows stance, you gain a +2 circumstance bonus to Athletics checks to Grapple, and to the DC for creatures to Escape from you.",
    "outcomes": []
}

Full schema_data

{
    "id": "clinging-shadows-stance",
    "name": "Clinging Shadows Stance",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "none",
    "rarity": "common",
    "traditions": [
        "none"
    ],
    "traits": [
        "stance"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "until you leave the stance",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal 1d4 negative damage; are in the brawling group; and have the agile, grapple, reach, and unarmed traits. While in clinging shadows stance, you gain a +2 circumstance bonus to Athletics checks to Grapple, and to the DC for creatures to Escape from you.",
    "description_snippet": "You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal 1d4 negative damage; are in the brawling group; and have the agile, grapple, reach, and unar",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "1d4",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal 1d4 negative damage; are in the brawling group; and have the agile, grapple, reach, and unarmed traits. While in clinging shadows stance, you gain a +2 circumstance bonus to Athletics checks to Grapple, and to the DC for creatures to Escape from you.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "monk",
    "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": 32276,
    "source_line_end": 32286,
    "raw_text_block": "SHADOW\nFOCUS 4\nSTANCE\nCast [one-action] somatic\nDuration until you leave the stance\nYou adopt the stance of clinging shadows. You can make shadow\ngrasp Strikes. These deal 1d4 negative damage; are in the brawling\ngroup; and have the agile, grapple, reach, and unarmed traits.\nWhile in clinging shadows stance, you gain a +2 circumstance\nbonus to Athletics checks to Grapple, and to the DC for creatures\nto Escape from you.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "clinging-shadows-stance",
    "content_id": "clinging-shadows-stance",
    "level": 4
}

Core Rulebook (Fourth Printing)

Commanding Lash

Rank 4 · Focus · Uncommon

Registry ID
commanding-lash
FocusUncommonenchantmentdivine

With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command.

Description snippet: With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command.

Source lines: 61422 - 61438

Raw text block

COMMANDING LASH
UNCOMMON
CLERIC
FOCUS 4
ENCHANTMENT
INCAPACITATION
MENTAL
Domain tyranny
Cast [one-action] verbal
Requirements Your most recent action dealt damage to a
target.
Range 100 feet; Targets A creature you dealt damage to on
your most recent action.
Saving Throw Will; Duration until the end of the target's next turn
With the threat of more pain, you compel a creature you've
recently harmed. You issue a command to the target, with the
effects of the spell command.

Heightened

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

Damage clauses

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

Effects

{
    "description": "With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command.",
    "outcomes": []
}

Full schema_data

{
    "id": "commanding-lash",
    "name": "Commanding Lash",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "incapacitation",
        "mental"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "100 feet",
    "area": "none",
    "targets": "A creature you dealt damage to on your most recent action.",
    "duration": "until the end of the target's next turn",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "Your most recent action dealt damage to a target.",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command.",
    "description_snippet": "With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "tyranny",
    "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": 61422,
    "source_line_end": 61438,
    "raw_text_block": "COMMANDING LASH\nUNCOMMON\nCLERIC\nFOCUS 4\nENCHANTMENT\nINCAPACITATION\nMENTAL\nDomain tyranny\nCast [one-action] verbal\nRequirements Your most recent action dealt damage to a\ntarget.\nRange 100 feet; Targets A creature you dealt damage to on\nyour most recent action.\nSaving Throw Will; Duration until the end of the target's next turn\nWith the threat of more pain, you compel a creature you've\nrecently harmed. You issue a command to the target, with the\neffects of the spell command.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "commanding-lash",
    "content_id": "commanding-lash",
    "level": 4
}

Core Rulebook (Fourth Printing)

Competitive Edge

Rank 4 · Focus · Uncommon

Registry ID
competitive-edge
FocusUncommonenchantmentdivine

Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.

Description snippet: Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeed

Source lines: 61446 - 61463

Raw text block

COMPETITIVE EDGE
UNCOMMON
CLERIC
EMOTION
FOCUS 4
ENCHANTMENT
MENTAL
Domain ambition
Cast [one-action] verbal
Duration sustained up to 1 minute
Your competitiveness drives you to prove yourself against
the opposition. You gain a +1 status bonus to attack rolls and
skill checks. If an enemy within 20 feet critically succeeds at
an attack roll or skill check, your status bonus increases to
+3 attack rolls or that specific skill check (whichever the foe
critically succeeded at) for 1 round.
Heightened (7th) Increase the base bonus to +2 and the
increased bonus after an enemy critically succeeds to +4.

Heightened

[
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4."
    }
]

Damage clauses

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

Effects

{
    "description": "Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.",
    "outcomes": []
}

Full schema_data

{
    "id": "competitive-edge",
    "name": "Competitive Edge",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "emotion",
        "mental"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.",
    "description_snippet": "Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeed",
    "heightened": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "ambition",
    "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": 61446,
    "source_line_end": 61463,
    "raw_text_block": "COMPETITIVE EDGE\nUNCOMMON\nCLERIC\nEMOTION\nFOCUS 4\nENCHANTMENT\nMENTAL\nDomain ambition\nCast [one-action] verbal\nDuration sustained up to 1 minute\nYour competitiveness drives you to prove yourself against\nthe opposition. You gain a +1 status bonus to attack rolls and\nskill checks. If an enemy within 20 feet critically succeeds at\nan attack roll or skill check, your status bonus increases to\n+3 attack rolls or that specific skill check (whichever the foe\ncritically succeeded at) for 1 round.\nHeightened (7th) Increase the base bonus to +2 and the\nincreased bonus after an enemy critically succeeds to +4.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "competitive-edge",
    "content_id": "competitive-edge",
    "level": 4
}

Secrets of Magic

Concealment's Curtain

Rank 4 · Ritual · Uncommon

Registry ID
concealments-curtain
RitualUncommondivinationNone

Deception, Stealth Range planetary; Target 1 living creature Duration 1 week At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters invisible, effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse. To perform this ritual, you must have been within 5 feet of the target at least once, close enough to get a good look at its eyes. The target is temporarily immune to further castings of concealment's curtain for 1 year. Critical Success: The target is unable to visually detect the casters for the duration, and the target's detection spells don't detect the targets. Success: The target is unable to visually detect the casters for the duration, but it's detection spells function normally. Failure: The ritual has no effect. Critical Failure: The ritual backfires and all casters participating in it are blinded for the next 24 hours. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic

Description snippet: Deception, Stealth Range planetary; Target 1 living creature Duration 1 week At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and

Source lines: 17334 - 17392

Raw text block

CONCEALMENT'S CURTAIN
UNCOMMON
CURSE
DIVINATION
RITUAL 4
MENTAL
Cast 6 days; Cost an ornate mirror worth at least 100 gp,
naturally occurring round fruit the size and number of
the target's eyes, and the same amount of flawless silver
needles worth at least 1 gp each; Secondary Casters 3
Primary Check Occultism; Secondary Checks Arcana,
Deception, Stealth
Range planetary; Target 1 living creature
Duration 1 week
At twilight for 5 days, you line the fruit in front of the
mirror, chanting the name of the target, and envisioning
its eyes in your mind. At exactly midnight on the last
day, you drive the pins through the fruits, miming the
action of methodically blinding the target to you and
your companions. The target is immediately affected and
can't visually detect any of the casters involved in the
ritual—provided that the ritual was successful, the target
is unaware of the effects. Since the ritual affects the
target's ability to see the casters, rather than make the
casters invisible, effects like true seeing are ineffective
against concealment's curtain; instead, the target would
need to remove the curse with effects like remove curse.
To perform this ritual, you must have been within 5 feet
of the target at least once, close enough to get a good look
at its eyes. The target is temporarily immune to further
castings of concealment's curtain for 1 year.
Critical Success The target is unable to visually detect the
casters for the duration, and the target's detection spells
don't detect the targets.
Success The target is unable to visually detect the casters for
the duration, but it's detection spells function normally.
Failure The ritual has no effect.
Critical Failure The ritual backfires and all casters
participating in it are blinded for the next 24 hours.
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
Heightened (8th) You aren't satisfied with simply
concealing yourself from the target. The cost of the
ritual mirror increases to 1,000 gp, and a personal effect
of the target is required. After completing the ritual,
the target takes 6d6 mental damage and is blinded for
1 week, requiring both a remove curse and a restore
senses to end the effect early. The target is aware that
the ritual was cast on them; however, it doesn't have any
additional information.
DREAD AMBIENCE
UNCOMMON

Heightened

[
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "You aren't satisfied with simply concealing yourself from the target. The cost of the ritual mirror increases to 1,000 gp, and a personal effect of the target is required. After completing the ritual, the target takes 6d6 mental damage and is blinded for 1 week, requiring both a remove curse and a restore senses to end the effect early. The target is aware that the ritual was cast on them; however, it doesn't have any additional information. DREAD AMBIENCE UNCOMMON"
    }
]

Damage clauses

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

Effects

{
    "description": "Deception, Stealth Range planetary; Target 1 living creature Duration 1 week At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters invisible, effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse. To perform this ritual, you must have been within 5 feet of the target at least once, close enough to get a good look at its eyes. The target is temporarily immune to further castings of concealment's curtain for 1 year.",
    "outcomes": {
        "Critical Success": "The target is unable to visually detect the casters for the duration, and the target's detection spells don't detect the targets.",
        "Success": "The target is unable to visually detect the casters for the duration, but it's detection spells function normally.",
        "Failure": "The ritual has no effect.",
        "Critical Failure": "The ritual backfires and all casters participating in it are blinded for the next 24 hours. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
    }
}

Full schema_data

{
    "id": "concealments-curtain",
    "name": "Concealment's Curtain",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "curse",
        "mental"
    ],
    "cast": "6 days",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "an ornate mirror worth at least 100 gp, naturally occurring round fruit the size and number of the target's eyes, and the same amount of flawless silver needles worth at least 1 gp each",
    "primary_check": "Occultism Secondary Checks Arcana,",
    "secondary_casters": "3",
    "description": "Deception, Stealth Range planetary; Target 1 living creature Duration 1 week At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters invisible, effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse. To perform this ritual, you must have been within 5 feet of the target at least once, close enough to get a good look at its eyes. The target is temporarily immune to further castings of concealment's curtain for 1 year. Critical Success: The target is unable to visually detect the casters for the duration, and the target's detection spells don't detect the targets. Success: The target is unable to visually detect the casters for the duration, but it's detection spells function normally. Failure: The ritual has no effect. Critical Failure: The ritual backfires and all casters participating in it are blinded for the next 24 hours. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic",
    "description_snippet": "Deception, Stealth Range planetary; Target 1 living creature Duration 1 week At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and",
    "heightened": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You aren't satisfied with simply concealing yourself from the target. The cost of the ritual mirror increases to 1,000 gp, and a personal effect of the target is required. After completing the ritual, the target takes 6d6 mental damage and is blinded for 1 week, requiring both a remove curse and a restore senses to end the effect early. The target is aware that the ritual was cast on them; however, it doesn't have any additional information. DREAD AMBIENCE UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You aren't satisfied with simply concealing yourself from the target. The cost of the ritual mirror increases to 1,000 gp, and a personal effect of the target is required. After completing the ritual, the target takes 6d6 mental damage and is blinded for 1 week, requiring both a remove curse and a restore senses to end the effect early. The target is aware that the ritual was cast on them; however, it doesn't have any additional information. DREAD AMBIENCE UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "6d6",
            "type": "mental",
            "persistent": false
        }
    ],
    "damage_type": [
        "mental"
    ],
    "effects": {
        "description": "Deception, Stealth Range planetary; Target 1 living creature Duration 1 week At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters invisible, effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse. To perform this ritual, you must have been within 5 feet of the target at least once, close enough to get a good look at its eyes. The target is temporarily immune to further castings of concealment's curtain for 1 year.",
        "outcomes": {
            "Critical Success": "The target is unable to visually detect the casters for the duration, and the target's detection spells don't detect the targets.",
            "Success": "The target is unable to visually detect the casters for the duration, but it's detection spells function normally.",
            "Failure": "The ritual has no effect.",
            "Critical Failure": "The ritual backfires and all casters participating in it are blinded for the next 24 hours. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
        }
    },
    "conditions_caused": [
        "blinded"
    ],
    "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": 17334,
    "source_line_end": 17392,
    "raw_text_block": "CONCEALMENT'S CURTAIN\nUNCOMMON\nCURSE\nDIVINATION\nRITUAL 4\nMENTAL\nCast 6 days; Cost an ornate mirror worth at least 100 gp,\nnaturally occurring round fruit the size and number of\nthe target's eyes, and the same amount of flawless silver\nneedles worth at least 1 gp each; Secondary Casters 3\nPrimary Check Occultism; Secondary Checks Arcana,\nDeception, Stealth\nRange planetary; Target 1 living creature\nDuration 1 week\nAt twilight for 5 days, you line the fruit in front of the\nmirror, chanting the name of the target, and envisioning\nits eyes in your mind. At exactly midnight on the last\nday, you drive the pins through the fruits, miming the\naction of methodically blinding the target to you and\nyour companions. The target is immediately affected and\ncan't visually detect any of the casters involved in the\nritual—provided that the ritual was successful, the target\nis unaware of the effects. Since the ritual affects the\ntarget's ability to see the casters, rather than make the\ncasters invisible, effects like true seeing are ineffective\nagainst concealment's curtain; instead, the target would\nneed to remove the curse with effects like remove curse.\nTo perform this ritual, you must have been within 5 feet\nof the target at least once, close enough to get a good look\nat its eyes. The target is temporarily immune to further\ncastings of concealment's curtain for 1 year.\nCritical Success The target is unable to visually detect the\ncasters for the duration, and the target's detection spells\ndon't detect the targets.\nSuccess The target is unable to visually detect the casters for\nthe duration, but it's detection spells function normally.\nFailure The ritual has no effect.\nCritical Failure The ritual backfires and all casters\nparticipating in it are blinded for the next 24 hours.\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nHeightened (8th) You aren't satisfied with simply\nconcealing yourself from the target. The cost of the\nritual mirror increases to 1,000 gp, and a personal effect\nof the target is required. After completing the ritual,\nthe target takes 6d6 mental damage and is blinded for\n1 week, requiring both a remove curse and a restore\nsenses to end the effect early. The target is aware that\nthe ritual was cast on them; however, it doesn't have any\nadditional information.\nDREAD AMBIENCE\nUNCOMMON",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "concealments-curtain",
    "content_id": "concealments-curtain",
    "level": 4
}

Core Rulebook (4th Printing)

Confusion

Rank 4 · Spell · Common

Registry ID
confusion
SpellCommonenchantmentarcaneoccult

Befuddle a creature,

Description snippet: Befuddle a creature,

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

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

Secrets of Magic

Coral Eruption

Rank 4 · Spell · Common

Registry ID
coral-eruption
SpellCommonconjurationarcaneprimal

Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take 6d6 piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes 1d6 persistent bleed damage. The area becomes difficult terrain and hazardous terrain. A creature that moves through the area takes 3 piercing damage for every square of that area it moves into.

Description snippet: Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bur

Source lines: 11045 - 11063

Raw text block

CORAL ERUPTION
SPELL 4
CONJURATION
Traditions arcane, primal
Cast [three-actions] somatic, verbal
Range 120 feet; Area two 10-foot bursts that don't overlap
Saving Throw basic Reflex; Duration 1 minute
Razor sharp coral growths erupt from the ground,
transforming the landscape into a dangerous coral reef.
You can create a third nonoverlapping burst if the centers
of all three bursts are underwater. Creatures in the area
when the spell is cast take 6d6 piercing damage and must
attempt a basic Reflex save. A creature that critically fails
its saving throw also takes 1d6 persistent bleed damage.
The area becomes difficult terrain and hazardous terrain.
A creature that moves through the area takes 3 piercing
damage for every square of that area it moves into.
Heightened (+2) The initial piercing damage increases by
3d6, and the hazardous terrain damage increases by 1.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The initial piercing damage increases by 3d6, and the hazardous terrain damage increases by 1."
    }
]

Damage clauses

[
    {
        "formula": "6d6",
        "type": "piercing",
        "persistent": false
    },
    {
        "formula": "1d6",
        "type": "bleed",
        "persistent": true
    }
]

Effects

{
    "description": "Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take 6d6 piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes 1d6 persistent bleed damage. The area becomes difficult terrain and hazardous terrain. A creature that moves through the area takes 3 piercing damage for every square of that area it moves into.",
    "outcomes": []
}

Full schema_data

{
    "id": "coral-eruption",
    "name": "Coral Eruption",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "two 10-foot bursts that don't overlap",
    "targets": "none",
    "duration": "1 minute",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take 6d6 piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes 1d6 persistent bleed damage. The area becomes difficult terrain and hazardous terrain. A creature that moves through the area takes 3 piercing damage for every square of that area it moves into.",
    "description_snippet": "Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bur",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial piercing damage increases by 3d6, and the hazardous terrain damage increases by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial piercing damage increases by 3d6, and the hazardous terrain damage increases by 1."
        }
    ],
    "damage": [
        {
            "formula": "6d6",
            "type": "piercing",
            "persistent": false
        },
        {
            "formula": "1d6",
            "type": "bleed",
            "persistent": true
        }
    ],
    "damage_type": [
        "bleed",
        "piercing"
    ],
    "effects": {
        "description": "Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take 6d6 piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes 1d6 persistent bleed damage. The area becomes difficult terrain and hazardous terrain. A creature that moves through the area takes 3 piercing damage for every square of that area it moves into.",
        "outcomes": []
    },
    "conditions_caused": [
        "persistent bleed"
    ],
    "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": 11045,
    "source_line_end": 11063,
    "raw_text_block": "CORAL ERUPTION\nSPELL 4\nCONJURATION\nTraditions arcane, primal\nCast [three-actions] somatic, verbal\nRange 120 feet; Area two 10-foot bursts that don't overlap\nSaving Throw basic Reflex; Duration 1 minute\nRazor sharp coral growths erupt from the ground,\ntransforming the landscape into a dangerous coral reef.\nYou can create a third nonoverlapping burst if the centers\nof all three bursts are underwater. Creatures in the area\nwhen the spell is cast take 6d6 piercing damage and must\nattempt a basic Reflex save. A creature that critically fails\nits saving throw also takes 1d6 persistent bleed damage.\nThe area becomes difficult terrain and hazardous terrain.\nA creature that moves through the area takes 3 piercing\ndamage for every square of that area it moves into.\nHeightened (+2) The initial piercing damage increases by\n3d6, and the hazardous terrain damage increases by 1.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "coral-eruption",
    "content_id": "coral-eruption",
    "level": 4
}

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