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Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 863 matching canonical spell rows
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Showing page 3 of 35 for 863 matching canonical spell rows.
Page 3 of 35
Advanced Player's Guide
Agonizing Despair
Rank 1 · Spell · Common
Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. Critical Success: The target is unaffected. Success: The target takes half damage and becomes frightened 1. Failure: The target takes full damage and becomes frightened 2. Critical Failure: The target takes double damage and becomes frightened 3.
Advanced review details
Description snippet: Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.
Source lines: 29936 - 29953
Raw text block
AGONIZING DESPAIR EMOTION SPELL 3 FEAR MENTAL Traditions arcane, divine, occult Cast [two-actions] verbal, somatic Range 60 feet; Targets 1 creature Saving Throw Will Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. Critical Success The target is unaffected. Success The target takes half damage and becomes frightened 1. Failure The target takes full damage and becomes frightened 2. Critical Failure The target takes double damage and becomes frightened 3. Heightened (+1) Increase the damage by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 2d6."
}
]
Damage clauses
[
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage and becomes frightened 1.",
"Failure": "The target takes full damage and becomes frightened 2.",
"Critical Failure": "The target takes double damage and becomes frightened 3."
}
}
Full schema_data
{
"id": "agonizing-despair",
"name": "Agonizing Despair",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"emotion",
"fear",
"mental"
],
"cast": "[two-actions] verbal, somatic",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. Critical Success: The target is unaffected. Success: The target takes half damage and becomes frightened 1. Failure: The target takes full damage and becomes frightened 2. Critical Failure: The target takes double damage and becomes frightened 3.",
"description_snippet": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 2d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 2d6."
}
],
"damage": [
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage and becomes frightened 1.",
"Failure": "The target takes full damage and becomes frightened 2.",
"Critical Failure": "The target takes double damage and becomes frightened 3."
}
},
"conditions_caused": [
"frightened"
],
"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": 29936,
"source_line_end": 29953,
"raw_text_block": "AGONIZING DESPAIR\nEMOTION\nSPELL 3\nFEAR\nMENTAL\nTraditions arcane, divine, occult\nCast [two-actions] verbal, somatic\nRange 60 feet; Targets 1 creature\nSaving Throw Will\nYour target's mind tumbles down a deep well of dread,\ndwelling so intently on deep-seated fears that it's painful. The\ntarget takes 4d6 mental damage with a Will saving throw.\nCritical Success The target is unaffected.\nSuccess The target takes half damage and becomes frightened 1.\nFailure The target takes full damage and becomes frightened 2.\nCritical Failure The target takes double damage and becomes\nfrightened 3.\nHeightened (+1) Increase the damage by 2d6.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "agonizing-despair",
"content_id": "agonizing-despair",
"level": 1
}
Core Rulebook (Fourth Printing)
Air Bubble
Rank 1 · Spell · Common
A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] 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. 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 can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.
Advanced review details
Description snippet: A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normall
Source lines: 49159 - 49190
Raw text block
AIR BUBBLE AIR SPELL 1 CONJURATION Traditions arcane, divine, primal Cast [reaction] verbal; Trigger A creature within range enters an environment where it can't breathe. Range 60 feet; Targets the triggering creature Duration 1 minute A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] 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. 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 can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute. Heightened (+1) The damage increases by 1d6. ALARM ANIMAL FORM
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6. ALARM ANIMAL FORM"
}
]
Damage clauses
[
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] 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. 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 can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "air-bubble",
"name": "Air Bubble",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"primal"
],
"traits": [
"air"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "the triggering creature",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "A creature within range enters an environment where it can't breathe.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] 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. 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 can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.",
"description_snippet": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normall",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6. ALARM ANIMAL FORM"
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6. ALARM ANIMAL FORM"
}
],
"damage": [
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] 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. 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 can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.",
"outcomes": []
},
"conditions_caused": [
"stupefied"
],
"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": 49159,
"source_line_end": 49190,
"raw_text_block": "AIR BUBBLE\nAIR\nSPELL 1\nCONJURATION\nTraditions arcane, divine, primal\nCast [reaction] verbal; Trigger A creature within range enters an\nenvironment where it can't breathe.\nRange 60 feet; Targets the triggering creature\nDuration 1 minute\nA bubble of pure air appears around the target's head, allowing\nit to breathe normally. The effect ends as soon as the target\nreturns to an environment where it can breathe normally.\nTraditions divine, primal\nCast [one-action] 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\nand descend in this way at a maximum of a 45-degree angle.\nYou punish a creature that transgresses against your deity,\ndrawing upon the anguish you feel upon seeing one of your\ndeity's anathema committed.\nYou can cast this spell only when a creature actively commits\na unique act of anathema. For example, if creating undead\nwere anathema to your deity, you could use anathematic\nreprisal on a necromancer who had just created undead in\nfront of you, but not on an undead creature just for existing.\nYou deal 4d6 mental damage to the target, but a basic Will\nsave can reduce this damage. If it fails, it is also stupefied 1 for\n1 round. The creature is then temporarily immune for 1 minute.\nHeightened (+1) The damage increases by 1d6.\nALARM\nANIMAL FORM",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "air-bubble",
"content_id": "air-bubble",
"level": 1
}
Core Rulebook (Fourth Printing)
Alarm
Rank 1 · Spell · Common
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert or an audible alarm with the sound and volume of a hand bell.
Advanced review details
Description snippet: Be alerted if a creature enters a warded area.
Source lines: 48908 - 48931
Raw text block
SPELL 1 ABJURATION Traditions arcane, divine, occult, primal Cast 10 minutes (material, somatic, verbal); Requirements 3 gp silver bell focus Range touch; Area 20-foot burst Duration 8 hours You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area. Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.
Heightened
[
{
"label": "3rd",
"type": "fixed_rank",
"rank": 3,
"text": "You can specify criteria for which creatures sound the alarm spell."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert or an audible alarm with the sound and volume of a hand bell.",
"outcomes": []
}
Full schema_data
{
"id": "alarm",
"name": "Alarm",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "10_minutes",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "20-foot burst",
"targets": "none",
"duration": "8 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "3 gp silver bell focus",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert or an audible alarm with the sound and volume of a hand bell.",
"description_snippet": "Be alerted if a creature enters a warded area.",
"heightened": [
{
"label": "3rd",
"type": "fixed_rank",
"rank": 3,
"text": "You can specify criteria for which creatures sound the alarm spell."
}
],
"heightened_scaling": [
{
"label": "3rd",
"type": "fixed_rank",
"rank": 3,
"text": "You can specify criteria for which creatures sound the alarm spell."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert or an audible alarm with the sound and volume of a hand bell.",
"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": 48908,
"source_line_end": 48931,
"raw_text_block": "SPELL 1\nABJURATION\nTraditions arcane, divine, occult, primal\nCast 10 minutes (material, somatic, verbal); Requirements\n3 gp silver bell focus\nRange touch; Area 20-foot burst\nDuration 8 hours\nYou ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.\nHeightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "alarm",
"content_id": "alarm",
"level": 1
}
Core Rulebook (Fourth Printing)
Ancestral Memories
Rank 1 · Focus · Uncommon
The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.
Advanced review details
Description snippet: The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline s
Source lines: 63856 - 63871
Raw text block
ANCESTRAL MEMORIES UNCOMMON DIVINATION FOCUS 1 SORCERER Cast [one-action] verbal Duration 1 minute The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier. Heightened (6th) You temporarily become an expert in the skill you choose.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You temporarily become an expert in the skill you choose."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.",
"outcomes": []
}
Full schema_data
{
"id": "ancestral-memories",
"name": "Ancestral Memories",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"none"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.",
"description_snippet": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline s",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You temporarily become an expert in the skill you choose."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You temporarily become an expert in the skill you choose."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 63856,
"source_line_end": 63871,
"raw_text_block": "ANCESTRAL MEMORIES\nUNCOMMON DIVINATION\nFOCUS 1\nSORCERER\nCast [one-action] verbal\nDuration 1 minute\nThe memories of long-dead spellcasters grant you knowledge\nin a specific skill. Choose any non-Lore skill, or a Lore skill\nrelated to the ancient empire from which your bloodline\nsprang. You temporarily become trained in that skill and\nmight gain other memories associated with an ancestor\nwho was trained in that skill. If you attempt a task or\nactivity that lasts beyond this spell's duration, use the lower\nproficiency modifier.\nHeightened (6th) You temporarily become an expert in the\nskill you choose.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ancestral-memories",
"content_id": "ancestral-memories",
"level": 1
}
Core Rulebook (Fourth Printing)
Angelic Halo
Rank 1 · Focus · Uncommon
You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.
Advanced review details
Description snippet: You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit
Source lines: 63876 - 63889
Raw text block
ANGELIC HALO UNCOMMON ABJURATION FOCUS 1 AURA GOOD SORCERER Cast [one-action] verbal Area 15-foot emanation Duration 1 minute You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.",
"outcomes": []
}
Full schema_data
{
"id": "angelic-halo",
"name": "Angelic Halo",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"aura",
"good"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "15-foot emanation",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.",
"description_snippet": "You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit",
"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 gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 63876,
"source_line_end": 63889,
"raw_text_block": "ANGELIC HALO\nUNCOMMON\nABJURATION\nFOCUS 1\nAURA\nGOOD\nSORCERER\nCast [one-action] verbal\nArea 15-foot emanation\nDuration 1 minute\nYou gain an angelic halo with an aura that increases allies'\nhealing from the heal spell. Allies in your halo's emanation who\nare healed by a heal spell gain a status bonus to Hit Points\nregained equal to double the heal spell's level.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "angelic-halo",
"content_id": "angelic-halo",
"level": 1
}
Secrets of Magic
Animal Allies
Rank 1 · Spell · Common
Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.
Advanced review details
Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw
Source lines: 10231 - 10252
Raw text block
ANIMAL ALLIES Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save. Heightened (+1) The damage increases by 3d4.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 3d4."
}
]
Damage clauses
[
{
"formula": "3d4",
"type": "piercing",
"persistent": false
}
]
Effects
{
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.",
"outcomes": []
}
Full schema_data
{
"id": "animal-allies",
"name": "Animal Allies",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"primal"
],
"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": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.",
"description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 3d4."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 3d4."
}
],
"damage": [
{
"formula": "3d4",
"type": "piercing",
"persistent": false
}
],
"damage_type": [
"piercing"
],
"effects": {
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.",
"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": 10231,
"source_line_end": 10252,
"raw_text_block": "ANIMAL ALLIES\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nSPELL 1\nCONJURATION\nTraditions primal\nCast [two-actions] somatic, verbal\nArea 5-foot emanation\nSaving Throw basic Reflex\nYou summon tiny, ordinary animals from the environment,\nsuch as insects, birds, or fish, to quickly lash out at\nnearby foes. The animals swarm around the creatures in\nthe area, dealing each of them 3d4 piercing damage with\na basic Reflex save.\nHeightened (+1) The damage increases by 3d4.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "animal-allies",
"content_id": "animal-allies",
"level": 1
}
Advanced Player's Guide
Animate Dead
Rank 1 · Spell · Common
Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.
Advanced review details
Description snippet: Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead tra
Source lines: 29958 - 29980
Raw text block
ANIMATE DEAD SPELL 1 NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon. Heightened (2nd) Level 1. Heightened (3rd) Level 2. Heightened (4th) Level 3. Heightened (5th) Level 5. Heightened (6th) Level 7. Heightened (7th) Level 9. Heightened (8th) Level 11. Heightened (9th) Level 13. Heightened (10th) Level 15. ENCHANTMENT
Heightened
[
{
"label": "2nd",
"type": "raw",
"text": "Level 1."
},
{
"label": "3rd",
"type": "raw",
"text": "Level 2."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Level 3."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Level 5."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15. ENCHANTMENT"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.",
"outcomes": []
}
Full schema_data
{
"id": "animate-dead",
"name": "Animate Dead",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"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 magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.",
"description_snippet": "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead tra",
"heightened": [
{
"label": "2nd",
"type": "raw",
"text": "Level 1."
},
{
"label": "3rd",
"type": "raw",
"text": "Level 2."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Level 3."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Level 5."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15. ENCHANTMENT"
}
],
"heightened_scaling": [
{
"label": "2nd",
"type": "raw",
"text": "Level 1."
},
{
"label": "3rd",
"type": "raw",
"text": "Level 2."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Level 3."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Level 5."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15. ENCHANTMENT"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 29958,
"source_line_end": 29980,
"raw_text_block": "ANIMATE DEAD\nSPELL 1\nNECROMANCY\nTraditions arcane, divine, occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYour magic dredges up a corpse or skeleton and fills it with\nnecromantic life, and you force the dead to fight at your\ncommand. You summon a common creature that has the\nundead trait and whose level is -1; this creature gains the\nsummoned trait. Heightening the spell increases the maximum\nlevel of creature you can summon.\nHeightened (2nd) Level 1.\nHeightened (3rd) Level 2.\nHeightened (4th) Level 3.\nHeightened (5th) Level 5.\nHeightened (6th) Level 7.\nHeightened (7th) Level 9.\nHeightened (8th) Level 11.\nHeightened (9th) Level 13.\nHeightened (10th) Level 15.\nENCHANTMENT",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "animate-dead",
"content_id": "animate-dead",
"level": 1
}
Advanced Player's Guide
Animate Rope
Rank 1 · Spell · Common
You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.
Advanced review details
Description snippet: You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time y
Source lines: 29990 - 30020
Raw text block
ANIMATE ROPE SPELL 1 TRANSMUTATION Traditions arcane, occult Cast [two-actions] somatic, verbal Range 100 feet; Targets up to 50 feet of rope or a nonliving rope-like object Duration sustained up to 1 minute You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings. Heightened (+2) The range increases by 50 feet, and you can animate 50 more feet of rope.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The range increases by 50 feet, and you can animate 50 more feet of rope."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.",
"outcomes": []
}
Full schema_data
{
"id": "animate-rope",
"name": "Animate Rope",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "100 feet",
"area": "none",
"targets": "up to 50 feet of rope or a nonliving rope-like object",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.",
"description_snippet": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time y",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The range increases by 50 feet, and you can animate 50 more feet of rope."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The range increases by 50 feet, and you can animate 50 more feet of rope."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.",
"outcomes": []
},
"conditions_caused": [
"broken"
],
"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": 29990,
"source_line_end": 30020,
"raw_text_block": "ANIMATE ROPE\nSPELL 1\nTRANSMUTATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 100 feet; Targets up to 50 feet of rope or a nonliving\nrope-like object\nDuration sustained up to 1 minute\nYou cause a length or section of rope or a rope-like object to\nanimate and follow simple commands. You can give it two\ncommands when you Cast the Spell, and one command each\ntime you Sustain the Spell.\n• Bind (attack) The rope attempts to partially bind a\ncreature. Attempt a spell attack roll against the target's\nReflex DC. If you succeed, the target takes a -10-foot\ncircumstance penalty to its Speed (-20-foot on a critical\nsuccess). This ends if the target Escapes against your\nspell DC or breaks the rope. (A standard adventuring rope\nhas Hardness 2, HP 8, and a Broken Threshold of 4.)\n• Coil The rope forms a tidy, coiled stack.\n• Crawl The rope inches along the ground like a snake,\nmoving one of its ends 10 feet. The rope must move along\na surface, but that surface doesn't need to be horizontal.\n• Knot The rope ties a sturdy knot in itself.\n• Loop The rope forms a simple loop at one or both ends, or\nstraightens itself back out.\n• Tie The rope ties itself around a willing creature or an\nobject that's unattended or attended by a willing creature.\n• Undo The rope undoes one of its knots, ties, or bindings.\nHeightened (+2) The range increases by 50 feet, and you can\nanimate 50 more feet of rope.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "animate-rope",
"content_id": "animate-rope",
"level": 1
}
Core Rulebook (Fourth Printing)
Ant Haul
Rank 1 · Spell · Common
You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Advanced review details
Description snippet: You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Source lines: 49423 - 49432
Raw text block
ANT HAUL SPELL 1 TRANSMUTATION Traditions arcane, primal Cast [one-action] somatic, verbal Range touch; Targets 1 creature Duration 8 hours You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"outcomes": []
}
Full schema_data
{
"id": "ant-haul",
"name": "Ant Haul",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[one-action] somatic, verbal",
"cast_actions": "1_action",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "8 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"description_snippet": "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"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 reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"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": 49423,
"source_line_end": 49432,
"raw_text_block": "ANT HAUL\nSPELL 1\nTRANSMUTATION\nTraditions arcane, primal\nCast [one-action] somatic, verbal\nRange touch; Targets 1 creature\nDuration 8 hours\nYou reinforce the target's musculoskeletal system to bear more\nweight. The target can carry 3 more Bulk than normal before\nbecoming encumbered and up to a maximum of 6 more Bulk.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ant-haul",
"content_id": "ant-haul",
"level": 1
}
Core Rulebook (Fourth Printing)
Appearance Of Wealth
Rank 1 · Focus · Uncommon
You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated. Critical Success: The creature disbelieves the illusion and is unaffected by it. Success: The creature is fascinated by the wealth until it has completed its first action on its next turn. Failure: The creature is fascinated by the illusion.
Advanced review details
Description snippet: You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving t
Source lines: 61145 - 61167
Raw text block
APPEARANCE OF WEALTH UNCOMMON CLERIC FOCUS 1 ILLUSION Domain wealth Cast [two-actions] material, verbal Range 30 feet; Area 5-foot burst Saving Throw Will; Duration sustained up to 1 minute You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated. Critical Success The creature disbelieves the illusion and is unaffected by it. Success The creature is fascinated by the wealth until it has completed its first action on its next turn. Failure The creature is fascinated by the illusion.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.",
"outcomes": {
"Critical Success": "The creature disbelieves the illusion and is unaffected by it.",
"Success": "The creature is fascinated by the wealth until it has completed its first action on its next turn.",
"Failure": "The creature is fascinated by the illusion."
}
}
Full schema_data
{
"id": "appearance-of-wealth",
"name": "Appearance Of Wealth",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "[two-actions] material, verbal",
"cast_actions": "2_actions",
"components": [
"material",
"verbal"
],
"range": "30 feet",
"area": "5-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated. Critical Success: The creature disbelieves the illusion and is unaffected by it. Success: The creature is fascinated by the wealth until it has completed its first action on its next turn. Failure: The creature is fascinated by the illusion.",
"description_snippet": "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving t",
"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 brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.",
"outcomes": {
"Critical Success": "The creature disbelieves the illusion and is unaffected by it.",
"Success": "The creature is fascinated by the wealth until it has completed its first action on its next turn.",
"Failure": "The creature is fascinated by the illusion."
}
},
"conditions_caused": [
"fascinated"
],
"focus_class": "cleric",
"focus_domain": "wealth",
"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": 61145,
"source_line_end": 61167,
"raw_text_block": "APPEARANCE OF WEALTH\nUNCOMMON\nCLERIC\nFOCUS 1\nILLUSION\nDomain wealth\nCast [two-actions] material, verbal\nRange 30 feet; Area 5-foot burst\nSaving Throw Will; Duration sustained up to 1 minute\nYou create a brief vision of immense wealth filling the\nspell's area. Each creature within 20 feet of the area that\ncould be enticed by material wealth must attempt a Will\nsaving throw. A creature that enters the area automatically\ndisbelieves the illusion, and disbelieving the illusion ends\nany fascinated condition imposed by the spell. As long as\nyou Sustain the Spell, other creatures react to the treasure\nlike they would any other illusion, but they are not at risk of\nbecoming fascinated.\nCritical Success The creature disbelieves the illusion and is\nunaffected by it.\nSuccess The creature is fascinated by the wealth until it has\ncompleted its first action on its next turn.\nFailure The creature is fascinated by the illusion.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "appearance-of-wealth",
"content_id": "appearance-of-wealth",
"level": 1
}
Advanced Player's Guide
Aqueous Orb
Rank 1 · Spell · Common
A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.
Advanced review details
Description snippet: A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain t
Source lines: 30046 - 30090
Raw text block
AQUEOUS ORB CONJURATION SPELL 3 WATER Traditions arcane, primal Cast [two-actions] somatic, verbal Range 60 feet Duration sustained up to 1 minute A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.",
"outcomes": []
}
Full schema_data
{
"id": "aqueous-orb",
"name": "Aqueous Orb",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"water"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"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": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.",
"description_snippet": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain t",
"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": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.",
"outcomes": []
},
"conditions_caused": [
"grabbed"
],
"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": 30046,
"source_line_end": 30090,
"raw_text_block": "AQUEOUS ORB\nCONJURATION\nSPELL 3\nWATER\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 60 feet\nDuration sustained up to 1 minute\nA sphere of water 10 feet in diameter forms in an unoccupied\nspace in range, either on the ground or on the surface of a\nliquid. When you Cast the Spell and each time you Sustain the\nSpell, you can roll the orb, moving it up to 10 feet along the\nground or the surface of a liquid. Unlike most spells, you can\ngain this effect multiple times in the same round by Sustaining\nthe Spell multiple times. The orb can move through the spaces\nof any creatures or obstacles that wouldn't stop the flow of\nwater. It extinguishes non-magical fires it moves through of its\nsize or smaller, and it attempts to counteract any magical fires\nit moves through. If it fails to counteract a given fire, it can't\ncounteract that fire for the duration of the spell.\nThe orb can also collect creatures it moves through. Any Large\nor smaller creature whose space the orb tries to move through\ncan attempt a Reflex save against your spell DC to avoid being\nengulfed. If a creature succeeds at this save, it can either let the\norb pass (remaining in its space or moving out of the orb's path\ninto a space of the creature's choice) or allow itself to be pushed\nin front of the orb to the end of the orb's movement. The orb can\ntry to Engulf the same creature only once per turn, even if you\nroll it onto a creature's space more than once.\nA creature that fails its save is pulled into the orb. It\nbecomes grabbed, moves along with the orb, and must hold\nits breath or begin suffocating (unless it can breathe in water).\nAn engulfed Medium or smaller creature and anyone trying to\naffect that creature follow the normal rules for aquatic battles\n(Core Rulebook 478). An engulfed Large creature is usually\nbig enough that parts of it stick out from the water, and it\ncan reach out of the water. An engulfed creature can get free\neither by Swimming with a successful DC 10 Athletics check\nor by Escaping against your spell DC. A creature that critically\nfailed its Reflex save is further stuck and must attempt to\nEscape instead of Swim. A freed creature exits the orb's space\nand can immediately breathe. The orb can contain as many\ncreatures as can fit in its space.\nWhen the spell ends, all creatures the orb has engulfed are\nautomatically released.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "aqueous-orb",
"content_id": "aqueous-orb",
"level": 1
}
Core Rulebook
Augment Summoning
Rank 1 · Focus · Uncommon
You bolster a summoned ally. The target summoned creature gains a +1 status bonus to attack rolls and saves for 1 minute.
Advanced review details
Description snippet: You bolster a summoned ally, granting a +1 status bonus to attack rolls and saves for 1 minute.
Source lines: 65103 - 65108
Raw text block
AUGMENT SUMMONING UNCOMMON CONJURATION FOCUS 1 WIZARD Cast [free-action]; Requirements You have a summoned creature. Targets 1 summoned creature you control Duration 1 minute You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
[]
Full schema_data
{
"id": "augment-summoning",
"name": "Augment Summoning",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"wizard",
"conjuration"
],
"cast": "[free-action]",
"cast_actions": "free_action",
"components": [],
"range": "none",
"area": "none",
"targets": "1 summoned creature you control",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "You have a summoned creature.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You bolster a summoned ally. The target summoned creature gains a +1 status bonus to attack rolls and saves for 1 minute.",
"description_snippet": "You bolster a summoned ally, granting a +1 status bonus to attack rolls and saves for 1 minute.",
"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": [],
"conditions_caused": [],
"focus_class": "wizard",
"focus_domain": "conjuration",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook",
"source_file": "wizard_school_focus_spells_intermediary.json",
"source_line_start": 65103,
"source_line_end": 65108,
"raw_text_block": "AUGMENT SUMMONING\nUNCOMMON\nCONJURATION\nFOCUS 1\nWIZARD\nCast [free-action]; Requirements You have a summoned creature.\nTargets 1 summoned creature you control\nDuration 1 minute\nYou augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute.",
"spell_id": "augment-summoning",
"content_id": "augment-summoning",
"level": 1
}
Core Rulebook (Fourth Printing)
Bane
Rank 1 · Spell · Common
You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless.
Advanced review details
Description snippet: You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per
Source lines: 49719 - 49733
Raw text block
BANE SPELL 1 ENCHANTMENT MENTAL Traditions divine, occult Cast [one-action] somatic, verbal Area 5-foot emanation Saving Throw Will; Duration 1 minute You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless.",
"outcomes": []
}
Full schema_data
{
"id": "bane",
"name": "Bane",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"mental"
],
"cast": "[one-action] somatic, verbal",
"cast_actions": "1_action",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "5-foot emanation",
"targets": "none",
"duration": "1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless.",
"description_snippet": "You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per",
"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 fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless.",
"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": 49719,
"source_line_end": 49733,
"raw_text_block": "BANE\nSPELL 1\nENCHANTMENT\nMENTAL\nTraditions divine, occult\nCast [one-action] somatic, verbal\nArea 5-foot emanation\nSaving Throw Will; Duration 1 minute\nYou fill the minds of your enemies with doubt. Enemies in the\narea must succeed at a Will save or take a -1 status penalty to\nattack rolls as long as they are in the area. Once per turn, starting\nthe turn after you cast bane, you can use a single action, which\nhas the concentrate trait, to increase the emanation's radius by\n5 feet and force enemies in the area that weren't yet affected to\nattempt another saving throw. Bane can counteract bless.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "bane",
"content_id": "bane",
"level": 1
}
Core Rulebook (Fourth Printing)
Bit Of Luck
Rank 1 · Focus · Uncommon
You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.
Advanced review details
Description snippet: You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does th
Source lines: 61223 - 61240
Raw text block
BIT OF LUCK UNCOMMON CLERIC FOCUS 1 DIVINATION FORTUNE Domain luck Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing creature Duration 1 minute You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.",
"outcomes": []
}
Full schema_data
{
"id": "bit-of-luck",
"name": "Bit Of Luck",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"fortune"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"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 tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.",
"description_snippet": "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does th",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "cleric",
"focus_domain": "luck",
"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": 61223,
"source_line_end": 61240,
"raw_text_block": "BIT OF LUCK\nUNCOMMON\nCLERIC\nFOCUS 1\nDIVINATION\nFORTUNE\nDomain luck\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 willing creature\nDuration 1 minute\nYou tilt the scales of luck slightly to protect a creature from\ndisaster. When the target would attempt a saving throw, it\ncan roll twice and use the better result. Once it does this, the\nspell ends.\nIf you cast bit of luck again, any previous bit of luck you\ncast that's still in effect ends. After a creature has been\ntargeted with bit of luck, it becomes temporarily immune for\n24 hours.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "bit-of-luck",
"content_id": "bit-of-luck",
"level": 1
}
Secrets of Magic
Biting Words
Rank 1 · Spell · Common
You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).
Advanced review details
Description snippet: You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can rep
Source lines: 10374 - 10394
Raw text block
BITING WORDS ATTACK AUDITORY SPELL 1 EVOCATION LINGUISTIC SONIC Traditions occult Cast [two-actions] somatic, verbal Duration 1 minute You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit). Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "sonic",
"persistent": false
}
]
Effects
{
"description": "You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).",
"outcomes": []
}
Full schema_data
{
"id": "biting-words",
"name": "Biting Words",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"attack",
"auditory",
"linguistic",
"sonic"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).",
"description_snippet": "You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can rep",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"damage": [
{
"formula": "2d6",
"type": "sonic",
"persistent": false
}
],
"damage_type": [
"sonic"
],
"effects": {
"description": "You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 10374,
"source_line_end": 10394,
"raw_text_block": "BITING WORDS\nATTACK\nAUDITORY\nSPELL 1\nEVOCATION\nLINGUISTIC\nSONIC\nTraditions occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou entwine magic with your voice, causing your taunts\nand jibes to physically harm your enemies. You can\nattack with your words once when you finish Casting\nthe Spell, and can repeat the attack once on each of your\nsubsequent turns by taking a single action, which has the\nattack, concentrate, and linguistic traits. After your third\nattack total, the spell ends.\nWhen you attack with biting words, make a ranged spell\nattack roll against a creature within 30 feet, dealing 2d6\nsonic damage if you hit (or double damage on a critical hit).\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "biting-words",
"content_id": "biting-words",
"level": 1
}
Core Rulebook (Fourth Printing)
Bless
Rank 1 · Spell · Common
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.
Advanced review details
Description snippet: Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn afte
Source lines: 49889 - 49902
Raw text block
BLESS SPELL 1 ENCHANTMENT MENTAL Traditions divine, occult Cast [one-action] somatic, verbal Area 5-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.",
"outcomes": []
}
Full schema_data
{
"id": "bless",
"name": "Bless",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"mental"
],
"cast": "[one-action] somatic, verbal",
"cast_actions": "1_action",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "5-foot emanation",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.",
"description_snippet": "Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn afte",
"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": "Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.",
"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": 49889,
"source_line_end": 49902,
"raw_text_block": "BLESS\nSPELL 1\nENCHANTMENT\nMENTAL\nTraditions divine, occult\nCast [one-action] somatic, verbal\nArea 5-foot emanation\nDuration 1 minute\nBlessings from beyond help your companions strike true.\nYou and your allies gain a +1 status bonus to attack rolls\nwhile within the emanation. Once per turn, starting the turn\nafter you cast bless, you can use a single action, which has\nthe concentrate trait, to increase the emanation's radius by 5\nfeet. Bless can counteract bane.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "bless",
"content_id": "bless",
"level": 1
}
Core Rulebook (Fourth Printing)
Blind Ambition
Rank 1 · Focus · Uncommon
You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions. Failure: As success, but the penalty is -2. Critical Failure: The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.
Advanced review details
Description snippet: You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.
Source lines: 61246 - 61270
Raw text block
BLIND AMBITION UNCOMMON CLERIC EMOTION FOCUS 1 ENCHANTMENT MENTAL Domain ambition Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Saving Throw Will; Duration 10 minutes You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save. Critical Success The target is unaffected. Success The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions. Failure As success, but the penalty is -2. Critical Failure The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.",
"Failure": "As success, but the penalty is -2.",
"Critical Failure": "The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it."
}
}
Full schema_data
{
"id": "blind-ambition",
"name": "Blind Ambition",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"emotion",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 creature",
"duration": "10 minutes",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions. Failure: As success, but the penalty is -2. Critical Failure: The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.",
"description_snippet": "You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will 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 strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.",
"Failure": "As success, but the penalty is -2.",
"Critical Failure": "The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it."
}
},
"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": 61246,
"source_line_end": 61270,
"raw_text_block": "BLIND AMBITION\nUNCOMMON\nCLERIC\nEMOTION\nFOCUS 1\nENCHANTMENT\nMENTAL\nDomain ambition\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Will; Duration 10 minutes\nYou strengthen a target's ambition, increase its resentment of\nallies, and make its allegiances more susceptible to change.\nThe target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target takes a -1 status penalty to its saving\nthrows and other defenses against attempts to Coerce it,\nRequest something of it, or use mental effects to convince\nit to do something (such as a suggestion spell). This penalty\napplies only if the target is being encouraged to advance its\nown ambitions.\nFailure As success, but the penalty is -2.\nCritical Failure The target is overcome with ambition, taking\nwhatever actions would advance its own agenda over those\nof anyone else, even without attempts to convince it.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "blind-ambition",
"content_id": "blind-ambition",
"level": 1
}
Advanced Player's Guide
Blood Ward
Rank 1 · Focus · Uncommon
You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.
Advanced review details
Description snippet: You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal,
Source lines: 33876 - 33892
Raw text block
BLOOD WARD UNCOMMON FOCUS 1 ABJURATION HEX WITCH Cast [one-action] somatic Range 30 feet; Targets 1 creature Duration sustained up to 1 minute You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes. Heightened (5th) The status bonus increases to +2.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The status bonus increases to +2."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.",
"outcomes": []
}
Full schema_data
{
"id": "blood-ward",
"name": "Blood Ward",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "abjuration",
"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": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.",
"description_snippet": "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal,",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The status bonus increases to +2."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The status bonus increases to +2."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "witch",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 33876,
"source_line_end": 33892,
"raw_text_block": "BLOOD WARD\nUNCOMMON\nFOCUS 1\nABJURATION\nHEX\nWITCH\nCast [one-action] somatic\nRange 30 feet; Targets 1 creature\nDuration sustained up to 1 minute\nYou consolidate warding energies with a gesture, guarding a\ncreature against attacks from a certain type of foe. Designate\none of the following creature traits: aberration, animal, beast,\ncelestial, construct, dragon, elemental, fey, fiend, fungus,\nmonitor, ooze, plant, or undead. The target gains a +1 status\nbonus to its saving throws and AC against creatures with that\ntrait. The target is temporarily immune for 10 minutes.\nHeightened (5th) The status bonus increases to +2.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "blood-ward",
"content_id": "blood-ward",
"level": 1
}
Advanced Player's Guide
Brain Drain
Rank 1 · Focus · Common
Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.
Advanced review details
Description snippet: Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage w
Source lines: 32538 - 32553
Raw text block
CURSEBOUND FOCUS 1 ENCHANTMENT MENTAL ORACLE Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check. Heightened (+1) The mental damage increases by 1d8.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The mental damage increases by 1d8."
}
]
Damage clauses
[
{
"formula": "1d8",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.",
"outcomes": []
}
Full schema_data
{
"id": "brain-drain",
"name": "Brain Drain",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"mental"
],
"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 lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.",
"description_snippet": "Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage w",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The mental damage increases by 1d8."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The mental damage increases by 1d8."
}
],
"damage": [
{
"formula": "1d8",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.",
"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": 32538,
"source_line_end": 32553,
"raw_text_block": "CURSEBOUND\nFOCUS 1\nENCHANTMENT\nMENTAL\nORACLE\nMystery lore\nCast [two-actions] material, somatic\nRange 30 feet; Targets 1 creature\nSaving Throw Will\nYou probe the target's mind to glean knowledge. This deals\n1d8 mental damage with a basic Will save. If the target fails\nthe save, you sort through the stolen memories to attempt a\nsingle check to Recall Knowledge. Choose a skill that has the\nRecall Knowledge action, and use the target's skill modifier\nfor the check.\nHeightened (+1) The mental damage increases by 1d8.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "brain-drain",
"content_id": "brain-drain",
"level": 1
}
Secrets of Magic
Breadcrumbs
Rank 1 · Spell · Common
You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration.
Advanced review details
Description snippet: You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering tra
Source lines: 10612 - 10637
Raw text block
BREADCRUMBS SPELL 1 ABJURATION Traditions arcane, divine, occult, primal Cast 1 minute (material, somatic, verbal) Range touch; Targets 1 willing creature Duration 1 hour You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration. Heightened (2nd) The duration increases to 8 hours. Heightened (3rd) The duration increases to last until your next daily preparations. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic
Heightened
[
{
"label": "2nd",
"type": "raw",
"text": "The duration increases to 8 hours."
},
{
"label": "3rd",
"type": "raw",
"text": "The duration increases to last until your next daily preparations. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration.",
"outcomes": []
}
Full schema_data
{
"id": "breadcrumbs",
"name": "Breadcrumbs",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 willing creature",
"duration": "1 hour",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration.",
"description_snippet": "You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering tra",
"heightened": [
{
"label": "2nd",
"type": "raw",
"text": "The duration increases to 8 hours."
},
{
"label": "3rd",
"type": "raw",
"text": "The duration increases to last until your next daily preparations. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
}
],
"heightened_scaling": [
{
"label": "2nd",
"type": "raw",
"text": "The duration increases to 8 hours."
},
{
"label": "3rd",
"type": "raw",
"text": "The duration increases to last until your next daily preparations. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration.",
"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": 10612,
"source_line_end": 10637,
"raw_text_block": "BREADCRUMBS\nSPELL 1\nABJURATION\nTraditions arcane, divine, occult, primal\nCast 1 minute (material, somatic, verbal)\nRange touch; Targets 1 willing creature\nDuration 1 hour\nYou protect your target from going astray in hostile\nterritory by tracking where it's already been, helping\nit deduce where it still needs to go. The target leaves a\nglittering trail behind it that lasts for the spell's duration.\nThis trail doesn't denote the direction or the order of its\npath—it merely indicates where the target has moved\nduring the spell's duration.\nHeightened (2nd) The duration increases to 8 hours.\nHeightened (3rd) The duration increases to last until your\nnext daily preparations.\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "breadcrumbs",
"content_id": "breadcrumbs",
"level": 1
}
Core Rulebook (Fourth Printing)
Burning Hands
Rank 1 · Spell · Common
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
Advanced review details
Description snippet: A cone of fire deals 2d6 fire damage.
Source lines: 49740 - 49746
Raw text block
Traditions arcane, primal Cast [two-actions] somatic, verbal Area 15-foot cone Saving Throw basic Reflex Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area. Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.",
"outcomes": []
}
Full schema_data
{
"id": "burning-hands",
"name": "Burning Hands",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"fire"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "15-foot cone",
"targets": "none",
"duration": "none",
"save": "basic Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.",
"description_snippet": "A cone of fire deals 2d6 fire damage.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.",
"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": 49740,
"source_line_end": 49746,
"raw_text_block": "Traditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 15-foot cone\nSaving Throw basic Reflex\nGouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "burning-hands",
"content_id": "burning-hands",
"level": 1
}
Advanced Player's Guide
Cackle
Rank 1 · Focus · Uncommon
With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.
Advanced review details
Description snippet: With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.
Source lines: 33899 - 33907
Raw text block
CACKLE UNCOMMON FOCUS 1 ENCHANTMENT HEX WITCH Cast [free-action] verbal With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
"outcomes": []
}
Full schema_data
{
"id": "cackle",
"name": "Cackle",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"hex"
],
"cast": "[free-action] verbal",
"cast_actions": "free_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
"description_snippet": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "witch",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 33899,
"source_line_end": 33907,
"raw_text_block": "CACKLE\nUNCOMMON\nFOCUS 1\nENCHANTMENT\nHEX\nWITCH\nCast [free-action] verbal\nWith a quick burst of laughter, you prolong a magical effect\nyou created. You Sustain a Spell.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "cackle",
"content_id": "cackle",
"level": 1
}
Core Rulebook
Call of the Grave
Rank 1 · Focus · Uncommon
You beckon with the chill of the grave. On a failed Fortitude save, the target becomes sickened 1.
Advanced review details
Description snippet: You beckon with the chill of the grave; on a failed Fortitude save, the target becomes sickened 1.
Source lines: 65057 - 65063
Raw text block
CALL OF THE GRAVE UNCOMMON FOCUS 1 ATTACK NECROMANCY AUDITORY MENTAL WIZARD Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature You fire a ray of sickening energy. Make a spell attack roll. Critical Success The target becomes sickened 2 and slowed 1 as long as it's sickened. Success The target becomes sickened 1. Failure The target is unaffected.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
[]
Full schema_data
{
"id": "call-of-the-grave",
"name": "Call of the Grave",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"wizard",
"necromancy",
"negative"
],
"cast": "[two-actions]",
"cast_actions": "2_actions",
"components": [],
"range": "30 feet",
"area": "none",
"targets": "1 living creature",
"duration": "instantaneous",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You beckon with the chill of the grave. On a failed Fortitude save, the target becomes sickened 1.",
"description_snippet": "You beckon with the chill of the grave; on a failed Fortitude save, the target becomes sickened 1.",
"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": [],
"conditions_caused": [
"sickened"
],
"focus_class": "wizard",
"focus_domain": "necromancy",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook",
"source_file": "wizard_school_focus_spells_intermediary.json",
"source_line_start": 65057,
"source_line_end": 65063,
"raw_text_block": "CALL OF THE GRAVE\nUNCOMMON\nFOCUS 1\nATTACK\nNECROMANCY\nAUDITORY\nMENTAL\nWIZARD\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 living creature\nYou fire a ray of sickening energy. Make a spell attack roll.\nCritical Success The target becomes sickened 2 and slowed 1 as long as it's sickened.\nSuccess The target becomes sickened 1.\nFailure The target is unaffected.",
"spell_id": "call-of-the-grave",
"content_id": "call-of-the-grave",
"level": 1
}
Core Rulebook (Fourth Printing)
Charm
Rank 1 · Spell · Common
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305). Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure: The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Advanced review details
Description snippet: To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threaten
Source lines: 50124 - 50158
Raw text block
CHARM EMOTION SPELL 1 ENCHANTMENT INCAPACITATION MENTAL Traditions arcane, occult, primal Cast [one-action] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration 1 hour To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305). Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you. Heightened (4th) The duration lasts until the next time you make your daily preparations. Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
Heightened
[
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The duration lasts until the next time you make your daily preparations."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.",
"outcomes": {
"Critical Success": "The target is unaffected and aware you tried to charm it.",
"Success": "The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305).",
"Failure": "The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.",
"Critical Failure": "The target's attitude becomes helpful toward you, and it can't use hostile actions against you."
}
}
Full schema_data
{
"id": "charm",
"name": "Charm",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"occult",
"primal"
],
"traits": [
"emotion",
"incapacitation",
"mental"
],
"cast": "[one-action] somatic, verbal",
"cast_actions": "1_action",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "1 hour",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305). Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure: The target's attitude becomes helpful toward you, and it can't use hostile actions against you.",
"description_snippet": "To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threaten",
"heightened": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The duration lasts until the next time you make your daily preparations."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures."
}
],
"heightened_scaling": [
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The duration lasts until the next time you make your daily preparations."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.",
"outcomes": {
"Critical Success": "The target is unaffected and aware you tried to charm it.",
"Success": "The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305).",
"Failure": "The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.",
"Critical Failure": "The target's attitude becomes helpful toward you, and it can't use hostile actions against you."
}
},
"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": 50124,
"source_line_end": 50158,
"raw_text_block": "CHARM\nEMOTION\nSPELL 1\nENCHANTMENT\nINCAPACITATION\nMENTAL\nTraditions arcane, occult, primal\nCast [one-action] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration 1 hour\nTo the target, your words are honey and your visage seems\nbathed in a dreamy haze. It must attempt a Will save, with a +4\ncircumstance bonus if you or your allies recently threatened it\nor used hostile actions against it.\nYou can Dismiss the spell. If you use hostile actions against\nthe target, the spell ends. When the spell ends, the target\ndoesn't necessarily realize it was charmed unless its friendship\nwith you or the actions you convinced it to take clash with\nits expectations, meaning you could potentially convince the\ntarget to continue being your friend via mundane means.\nCritical Success The target is unaffected and aware you tried\nto charm it.\nSuccess The target is unaffected but thinks your spell was\nsomething harmless instead of charm, unless it identifies\nthe spell (see Identifying Spells on page 305).\nFailure The target's attitude becomes friendly toward you. If it\nwas friendly, it becomes helpful. It can't use hostile actions\nagainst you.\nCritical Failure The target's attitude becomes helpful toward\nyou, and it can't use hostile actions against you.\nHeightened (4th) The duration lasts until the next time you\nmake your daily preparations.\nHeightened (8th) The duration lasts until the next time you\nmake your daily preparations, and you can target up to\n10 creatures.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "charm",
"content_id": "charm",
"level": 1
}
Core Rulebook (Fourth Printing)
Charming Touch
Rank 1 · Focus · Uncommon
You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305). Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure: The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC
Advanced review details
Description snippet: You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allie
Source lines: 61343 - 61375
Raw text block
CHARMING TOUCH UNCOMMON FOCUS 1 EMOTION ENCHANTMENT INCAPACITATION MENTAL Domain passion Cast [one-action] somatic Range touch; Targets 1 creature that could find you attractive Saving Throw Will; Duration 10 minutes You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it. Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305). Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.",
"outcomes": {
"Critical Success": "The target is unaffected and aware you tried to charm it.",
"Success": "The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305).",
"Failure": "The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.",
"Critical Failure": "The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC"
}
}
Full schema_data
{
"id": "charming-touch",
"name": "Charming Touch",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"emotion",
"incapacitation",
"mental"
],
"cast": "[one-action] somatic",
"cast_actions": "1_action",
"components": [
"somatic"
],
"range": "touch",
"area": "none",
"targets": "1 creature that could find you attractive",
"duration": "10 minutes",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305). Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure: The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC",
"description_snippet": "You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allie",
"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 infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.",
"outcomes": {
"Critical Success": "The target is unaffected and aware you tried to charm it.",
"Success": "The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305).",
"Failure": "The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.",
"Critical Failure": "The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC"
}
},
"conditions_caused": [
"none"
],
"focus_class": "cleric",
"focus_domain": "passion",
"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": 61343,
"source_line_end": 61375,
"raw_text_block": "CHARMING TOUCH\nUNCOMMON\nFOCUS 1\nEMOTION\nENCHANTMENT\nINCAPACITATION\nMENTAL\nDomain passion\nCast [one-action] somatic\nRange touch; Targets 1 creature that could find you attractive\nSaving Throw Will; Duration 10 minutes\nYou infuse your target with attraction, causing it to act\nfriendlier toward you. The target attempts a Will save. It gains\na +4 circumstance bonus to this save if you or your allies\nrecently threatened or were hostile to it.\nCritical Success The target is unaffected and aware you tried\nto charm it.\nSuccess The target is unaffected but thinks your spell was\nsomething harmless instead of charming touch, unless it\nidentifies the spell (see Identifying Spells on page 305).\nFailure The target's attitude becomes friendly toward you. If it\nwas friendly, it becomes helpful. It can't use hostile actions\nagainst you.\nCritical Failure The target is helpful and can't use hostile\nactions against you.\nYou can Dismiss the spell. If you use hostile actions against\nthe target, the spell ends. After the spell ends, the target\ndoesn't necessarily realize it was charmed unless its\nfriendship with you or the actions you convinced it to take\nclash with its expectations, which could potentially allow\nyou to convince the target to continue being your friend via\nmundane means.\nCLERIC",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "charming-touch",
"content_id": "charming-touch",
"level": 1
}
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