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Spell Catalogue

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

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Showing page 3 of 36 for 898 matching canonical spell rows.

Secrets of Magic

Sloth

Cantrip · Spell · Common

Registry ID
sloth
SpellCommonblueprimal

The Reclined. Appearing as

Description snippet: The Reclined. Appearing as

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 0,
    "school": "blue",
    "traditions": [
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "The Reclined. Appearing as",
    "content_id": "sloth",
    "type": "spell",
    "description": "The Reclined. Appearing as"
}

Advanced Player's Guide

Song Of Strength

Cantrip · Cantrip · Uncommon

Registry ID
song-of-strength
CantripUncommonenchantmentoccult

You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Shove, and Trip. Special If you have the inspire heroics composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense.

Description snippet: You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill action

Source lines: 32130 - 32144

Raw text block

SONG OF STRENGTH
CANTRIP 1
UNCOMMON BARD CANTRIP COMPOSITION
EMOTION
ENCHANTMENT MENTAL
Cast [one-action] verbal
Area 60-foot emanation
Duration 1 round
You bolster your allies' physical strength with a hearty
exhortation. You and your allies gain a +1 status bonus to
Athletics checks and to their DCs against Athletics skill actions
such as Disarm, Shove, and Trip.
Special If you have the inspire heroics composition spell, you
can use that composition to improve the bonus granted by song
of strength in the same way as inspire courage or inspire defense.

Heightened

[
    {
        "label": "auto",
        "type": "cantrip_auto_heighten",
        "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
    }
]

Damage clauses

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

Effects

{
    "description": "You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Shove, and Trip. Special If you have the inspire heroics composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense.",
    "outcomes": []
}

Full schema_data

{
    "id": "song-of-strength",
    "name": "Song Of Strength",
    "rank": 0,
    "is_cantrip": true,
    "spell_type": "cantrip",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "composition",
        "emotion",
        "mental"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "none",
    "area": "60-foot emanation",
    "targets": "none",
    "duration": "1 round",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Shove, and Trip. Special If you have the inspire heroics composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense.",
    "description_snippet": "You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill action",
    "heightened": [
        {
            "label": "auto",
            "type": "cantrip_auto_heighten",
            "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
        }
    ],
    "heightened_scaling": [
        {
            "label": "auto",
            "type": "cantrip_auto_heighten",
            "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Shove, and Trip. Special If you have the inspire heroics composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "bard",
    "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": 32130,
    "source_line_end": 32144,
    "raw_text_block": "SONG OF STRENGTH\nCANTRIP 1\nUNCOMMON BARD CANTRIP COMPOSITION\nEMOTION\nENCHANTMENT MENTAL\nCast [one-action] verbal\nArea 60-foot emanation\nDuration 1 round\nYou bolster your allies' physical strength with a hearty\nexhortation. You and your allies gain a +1 status bonus to\nAthletics checks and to their DCs against Athletics skill actions\nsuch as Disarm, Shove, and Trip.\nSpecial If you have the inspire heroics composition spell, you\ncan use that composition to improve the bonus granted by song\nof strength in the same way as inspire courage or inspire defense.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "song-of-strength",
    "content_id": "song-of-strength",
    "level": 0
}

Secrets of Magic

Spout

Cantrip · Spell · Common

Registry ID
spout
SpellCommonevocationarcaneprimal

Water blast batters creatures and is larger if

Description snippet: Water blast batters creatures and is larger if

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 0,
    "school": "evocation",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Water blast batters creatures and is larger if",
    "content_id": "spout",
    "type": "spell",
    "description": "Water blast batters creatures and is larger if"
}

Core Rulebook (4th Printing)

Stabilize

Cantrip · Spell · Common

Registry ID
stabilize
SpellCommonnecromancydivineprimal

Stabilize a dying

Description snippet: Stabilize a dying

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 0,
    "school": "necromancy",
    "traditions": [
        "divine",
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Stabilize a dying",
    "content_id": "stabilize",
    "type": "spell",
    "description": "Stabilize a dying"
}

Advanced Player's Guide

Summon Instrument

Cantrip · Cantrip · Common

Registry ID
summon-instrument
CantripCommonconjurationdivineoccult

You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.

Description snippet: You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you

Source lines: 31763 - 31776

Raw text block

SUMMON INSTRUMENT
CANTRIP
CONJURATION
Traditions divine, occult
Cast [three-actions] material, somatic, verbal
CANTRIP 1
Duration 1 hour
You materialize a handheld musical instrument in your grasp.
The instrument is typical for its type, but it plays only for
you. The instrument vanishes when the spell ends. If you cast
summon instrument again, any instrument you previously
summoned disappears.
Heightened (5th) The instrument is instead a virtuoso
handheld instrument.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The instrument is instead a virtuoso handheld instrument."
    }
]

Damage clauses

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

Effects

{
    "description": "You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.",
    "outcomes": []
}

Full schema_data

{
    "id": "summon-instrument",
    "name": "Summon Instrument",
    "rank": 0,
    "is_cantrip": true,
    "spell_type": "cantrip",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.",
    "description_snippet": "You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The instrument is instead a virtuoso handheld instrument."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The instrument is instead a virtuoso handheld instrument."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.",
        "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": 31763,
    "source_line_end": 31776,
    "raw_text_block": "SUMMON INSTRUMENT\nCANTRIP\nCONJURATION\nTraditions divine, occult\nCast [three-actions] material, somatic, verbal\nCANTRIP 1\nDuration 1 hour\nYou materialize a handheld musical instrument in your grasp.\nThe instrument is typical for its type, but it plays only for\nyou. The instrument vanishes when the spell ends. If you cast\nsummon instrument again, any instrument you previously\nsummoned disappears.\nHeightened (5th) The instrument is instead a virtuoso\nhandheld instrument.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "summon-instrument",
    "content_id": "summon-instrument",
    "level": 0
}

Secrets of Magic

Tame

Cantrip · Spell · Common

Registry ID
tame
SpellCommonenchantmentoccultprimal

Make a domesticated animal friendlier to you.

Description snippet: Make a domesticated animal friendlier to you.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 0,
    "school": "enchantment",
    "traditions": [
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Make a domesticated animal friendlier to you.",
    "content_id": "tame",
    "type": "spell",
    "description": "Make a domesticated animal friendlier to you."
}

Core Rulebook (4th Printing)

Tanglefoot

Cantrip · Spell · Common

Registry ID
tanglefoot
SpellCommonconjurationarcaneprimal

Conjure a vine to

Description snippet: Conjure a vine to

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 0,
    "school": "conjuration",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Conjure a vine to",
    "content_id": "tanglefoot",
    "type": "spell",
    "description": "Conjure a vine to"
}

Core Rulebook (Fourth Printing)

Telekinetic Projectile

Cantrip · Cantrip · Common

Registry ID
telekinetic-projectile
CantripCommonevocationarcaneoccult

You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success: You deal double damage. Success: You deal full damage.

Description snippet: You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, p

Source lines: 59137 - 59161

Raw text block

TELEKINETIC PROJECTILE
CANTRIP 1
EVOCATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and
that has 1 Bulk or less at the target. Make a spell attack roll
against the target. If you hit, you deal bludgeoning, piercing,
or slashing damage—as appropriate for the object you
hurled—equal to 1d6 plus your spellcasting ability modifier.
No specific traits or magic properties of the hurled item
affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.",
    "outcomes": {
        "Critical Success": "You deal double damage.",
        "Success": "You deal full damage."
    }
}

Full schema_data

{
    "id": "telekinetic-projectile",
    "name": "Telekinetic Projectile",
    "rank": 0,
    "is_cantrip": true,
    "spell_type": "cantrip",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success: You deal double damage. Success: You deal full damage.",
    "description_snippet": "You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, p",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.",
        "outcomes": {
            "Critical Success": "You deal double damage.",
            "Success": "You deal full damage."
        }
    },
    "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": 59137,
    "source_line_end": 59161,
    "raw_text_block": "TELEKINETIC PROJECTILE\nCANTRIP 1\nEVOCATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nYou hurl a loose, unattended object that is within range and\nthat has 1 Bulk or less at the target. Make a spell attack roll\nagainst the target. If you hit, you deal bludgeoning, piercing,\nor slashing damage—as appropriate for the object you\nhurled—equal to 1d6 plus your spellcasting ability modifier.\nNo specific traits or magic properties of the hurled item\naffect the attack or the damage.\nCritical Success You deal double damage.\nSuccess You deal full damage.\nHeightened (+1) The damage increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "telekinetic-projectile",
    "content_id": "telekinetic-projectile",
    "level": 0
}

Core Rulebook (4th Printing)

Third Doctrine

Cantrip · Spell · Common

Registry ID
third-doctrine
SpellCommon7thdivine

Your proficiency ranks for divine

Description snippet: Your proficiency ranks for divine

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 0,
    "school": "7th",
    "traditions": [
        "divine"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Your proficiency ranks for divine",
    "content_id": "third_doctrine",
    "type": "spell",
    "description": "Your proficiency ranks for divine"
}

Secrets of Magic

Wash Your Luck

Cantrip · Cantrip · Common

Registry ID
wash-your-luck
CantripCommonabjurationdivineoccult

Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.

Description snippet: Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and

Source lines: 16445 - 16465

Raw text block

WASH YOUR LUCK
ABJURATION
CANTRIP
CANTRIP 1
FORTUNE
Traditions divine, occult
Cast [two-actions] somatic, verbal
Duration 1 minute
Some practitioners argue this spell literally washes your
fortunes of all influences, malign or benign, while others
claim it simply cleanses your mind of obsessions about
luck and destiny. You adjust your garments, change the
posture of your chair, fidget with a religious symbol, or
make some other innocuous and personally significant
action to wash away bad luck.
Once during the spell's duration, before rolling a check,
you can cancel out a misfortune effect on that roll, as
normal when a fortune and misfortune effect apply to the
same roll. After canceling out the misfortune effect, the
spell ends, and you are then temporarily immune to wash
your luck for 10 minutes.

Heightened

[
    {
        "label": "auto",
        "type": "cantrip_auto_heighten",
        "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
    }
]

Damage clauses

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

Effects

{
    "description": "Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.",
    "outcomes": []
}

Full schema_data

{
    "id": "wash-your-luck",
    "name": "Wash Your Luck",
    "rank": 0,
    "is_cantrip": true,
    "spell_type": "cantrip",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "fortune"
    ],
    "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": "Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.",
    "description_snippet": "Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and",
    "heightened": [
        {
            "label": "auto",
            "type": "cantrip_auto_heighten",
            "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
        }
    ],
    "heightened_scaling": [
        {
            "label": "auto",
            "type": "cantrip_auto_heighten",
            "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.",
        "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": 16445,
    "source_line_end": 16465,
    "raw_text_block": "WASH YOUR LUCK\nABJURATION\nCANTRIP\nCANTRIP 1\nFORTUNE\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nSome practitioners argue this spell literally washes your\nfortunes of all influences, malign or benign, while others\nclaim it simply cleanses your mind of obsessions about\nluck and destiny. You adjust your garments, change the\nposture of your chair, fidget with a religious symbol, or\nmake some other innocuous and personally significant\naction to wash away bad luck.\nOnce during the spell's duration, before rolling a check,\nyou can cancel out a misfortune effect on that roll, as\nnormal when a fortune and misfortune effect apply to the\nsame roll. After canceling out the misfortune effect, the\nspell ends, and you are then temporarily immune to wash\nyour luck for 10 minutes.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wash-your-luck",
    "content_id": "wash-your-luck",
    "level": 0
}

Advanced Player's Guide

Wilding Word

Cantrip · Cantrip · Uncommon

Registry ID
wilding-word
CantripUncommonenchantmentNone

With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute. Critical Success: The target is unaffected. Success: When the target attempts an attack roll or skill check that would harm you, it takes a -2 status penalty to its roll. Failure: As success, but the target also becomes sickened 1 each time it damages you. Critical Failure: As success, but the target also becomes sickened 2 each time it damages you.

Description snippet: With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target

Source lines: 34390 - 34410

Raw text block

WILDING WORD
UNCOMMON
CANTRIP
CANTRIP 1
ENCHANTMENT
HEX
WITCH
Cast [one-action] verbal
Range 30 feet; Targets 1 animal, fungus, or plant
Saving Throw Will; Duration sustained up to 1 minute
With a few words, you convince a wild creature you are a
kindred spirit, making it reluctant to harm you. The target
must attempt a Will save. Regardless of the outcome, the
target is then temporarily immune for 1 minute.
Critical Success The target is unaffected.
Success When the target attempts an attack roll or skill check
that would harm you, it takes a -2 status penalty to its roll.
Failure As success, but the target also becomes sickened 1
each time it damages you.
Critical Failure As success, but the target also becomes
sickened 2 each time it damages you.

Heightened

[
    {
        "label": "auto",
        "type": "cantrip_auto_heighten",
        "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
    }
]

Damage clauses

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

Effects

{
    "description": "With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "When the target attempts an attack roll or skill check that would harm you, it takes a -2 status penalty to its roll.",
        "Failure": "As success, but the target also becomes sickened 1 each time it damages you.",
        "Critical Failure": "As success, but the target also becomes sickened 2 each time it damages you."
    }
}

Full schema_data

{
    "id": "wilding-word",
    "name": "Wilding Word",
    "rank": 0,
    "is_cantrip": true,
    "spell_type": "cantrip",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "hex"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 animal, fungus, or plant",
    "duration": "sustained up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute. Critical Success: The target is unaffected. Success: When the target attempts an attack roll or skill check that would harm you, it takes a -2 status penalty to its roll. Failure: As success, but the target also becomes sickened 1 each time it damages you. Critical Failure: As success, but the target also becomes sickened 2 each time it damages you.",
    "description_snippet": "With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target",
    "heightened": [
        {
            "label": "auto",
            "type": "cantrip_auto_heighten",
            "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
        }
    ],
    "heightened_scaling": [
        {
            "label": "auto",
            "type": "cantrip_auto_heighten",
            "text": "This cantrip auto-heightens to a spell rank equal to half your level, rounded up."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "When the target attempts an attack roll or skill check that would harm you, it takes a -2 status penalty to its roll.",
            "Failure": "As success, but the target also becomes sickened 1 each time it damages you.",
            "Critical Failure": "As success, but the target also becomes sickened 2 each time it damages you."
        }
    },
    "conditions_caused": [
        "sickened"
    ],
    "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": 34390,
    "source_line_end": 34410,
    "raw_text_block": "WILDING WORD\nUNCOMMON\nCANTRIP\nCANTRIP 1\nENCHANTMENT\nHEX\nWITCH\nCast [one-action] verbal\nRange 30 feet; Targets 1 animal, fungus, or plant\nSaving Throw Will; Duration sustained up to 1 minute\nWith a few words, you convince a wild creature you are a\nkindred spirit, making it reluctant to harm you. The target\nmust attempt a Will save. Regardless of the outcome, the\ntarget is then temporarily immune for 1 minute.\nCritical Success The target is unaffected.\nSuccess When the target attempts an attack roll or skill check\nthat would harm you, it takes a -2 status penalty to its roll.\nFailure As success, but the target also becomes sickened 1\neach time it damages you.\nCritical Failure As success, but the target also becomes\nsickened 2 each time it damages you.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wilding-word",
    "content_id": "wilding-word",
    "level": 0
}

Core Rulebook (Fourth Printing)

Agile Feet

Rank 1 · Focus · Uncommon

Registry ID
agile-feet
FocusUncommontransmutationdivine

The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.

Description snippet: The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile

Source lines: 61128 - 61140

Raw text block

AGILE FEET
UNCOMMON
CLERIC
FOCUS 1
TRANSMUTATION
Domain travel
Cast [one-action] somatic
Duration until the end of the current turn
The blessings of your god make your feet faster and your
movements more fluid. You gain a +5-foot status bonus to
your Speed and ignore difficult terrain. As part of casting
agile feet, you can Stride or Step; you can instead Burrow,
Climb, Fly, or Swim if you have the appropriate Speed.

Heightened

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

Damage clauses

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

Effects

{
    "description": "The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.",
    "outcomes": []
}

Full schema_data

{
    "id": "agile-feet",
    "name": "Agile Feet",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "until the end of the current turn",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.",
    "description_snippet": "The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "travel",
    "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": 61128,
    "source_line_end": 61140,
    "raw_text_block": "AGILE FEET\nUNCOMMON\nCLERIC\nFOCUS 1\nTRANSMUTATION\nDomain travel\nCast [one-action] somatic\nDuration until the end of the current turn\nThe blessings of your god make your feet faster and your\nmovements more fluid. You gain a +5-foot status bonus to\nyour Speed and ignore difficult terrain. As part of casting\nagile feet, you can Stride or Step; you can instead Burrow,\nClimb, Fly, or Swim if you have the appropriate Speed.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "agile-feet",
    "content_id": "agile-feet",
    "level": 1
}

Advanced Player's Guide

Agonizing Despair

Rank 1 · Spell · Common

Registry ID
agonizing-despair
SpellCommonenchantmentarcanedivineoccult

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.

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

Registry ID
air-bubble
SpellCommonconjurationarcanedivineprimal

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

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 (4th Printing)

Alarm

Rank 1 · Spell · Common

Registry ID
alarm
SpellCommonabjurationarcanedivineoccult

Be alerted if a creature

Description snippet: Be alerted if a creature

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "abjuration",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Be alerted if a creature",
    "content_id": "alarm",
    "type": "spell",
    "description": "Be alerted if a creature"
}

Core Rulebook (Fourth Printing)

Ancestral Memories

Rank 1 · Focus · Uncommon

Registry ID
ancestral-memories
FocusUncommondivinationarcane

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

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

Registry ID
angelic-halo
FocusUncommonabjurationdivine

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

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

Registry ID
animal-allies
SpellCommonconjurationprimal

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

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

Registry ID
animate-dead
SpellCommonnecromancyarcanedivineoccult

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

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

Registry ID
animate-rope
SpellCommontransmutationarcaneoccult

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

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

Registry ID
ant-haul
SpellCommontransmutationarcaneprimal

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.

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

Registry ID
appearance-of-wealth
FocusUncommonillusiondivine

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

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

Registry ID
aqueous-orb
SpellCommonconjurationarcaneprimal

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

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

Registry ID
augment-summoning
FocusUncommonconjurationarcane

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.

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 (4th Printing)

Bane

Rank 1 · Spell · Common

Registry ID
bane
SpellCommonenchantmentdivineoccult

Weaken enemies’ attacks in

Description snippet: Weaken enemies’ attacks in

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "enchantment",
    "traditions": [
        "divine",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Weaken enemies’ attacks in",
    "content_id": "bane",
    "type": "spell",
    "description": "Weaken enemies’ attacks in"
}