Live registry review
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.
Filter the catalogue
Filter by spell metadata or search across names, IDs, descriptions, traditions, traits, and other canonical fields.
Current result set: 898 matching canonical spell rows
No filters are active. Showing the full canonical library.
Spell review results
Showing page 3 of 36 for 898 matching canonical spell rows.
Page 3 of 36
Secrets of Magic
Sloth
Cantrip · Spell · Common
The Reclined. Appearing as
Advanced review details
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
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.
Advanced review details
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
Water blast batters creatures and is larger if
Advanced review details
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
Stabilize a dying
Advanced review details
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
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.
Advanced review details
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
Make a domesticated animal friendlier to you.
Advanced review details
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
Conjure a vine to
Advanced review details
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
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.
Advanced review details
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
Your proficiency ranks for divine
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. Critical Success: The target is unaffected. Success: The target takes half damage and becomes frightened 1. Failure: The target takes full damage and becomes frightened 2. Critical Failure: The target takes double damage and becomes frightened 3.
Advanced review details
Description snippet: Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.
Source lines: 29936 - 29953
Raw text block
AGONIZING DESPAIR EMOTION SPELL 3 FEAR MENTAL Traditions arcane, divine, occult Cast [two-actions] verbal, somatic Range 60 feet; Targets 1 creature Saving Throw Will Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. Critical Success The target is unaffected. Success The target takes half damage and becomes frightened 1. Failure The target takes full damage and becomes frightened 2. Critical Failure The target takes double damage and becomes frightened 3. Heightened (+1) Increase the damage by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 2d6."
}
]
Damage clauses
[
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage and becomes frightened 1.",
"Failure": "The target takes full damage and becomes frightened 2.",
"Critical Failure": "The target takes double damage and becomes frightened 3."
}
}
Full schema_data
{
"id": "agonizing-despair",
"name": "Agonizing Despair",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"emotion",
"fear",
"mental"
],
"cast": "[two-actions] verbal, somatic",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw. Critical Success: The target is unaffected. Success: The target takes half damage and becomes frightened 1. Failure: The target takes full damage and becomes frightened 2. Critical Failure: The target takes double damage and becomes frightened 3.",
"description_snippet": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 2d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 2d6."
}
],
"damage": [
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 4d6 mental damage with a Will saving throw.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage and becomes frightened 1.",
"Failure": "The target takes full damage and becomes frightened 2.",
"Critical Failure": "The target takes double damage and becomes frightened 3."
}
},
"conditions_caused": [
"frightened"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 29936,
"source_line_end": 29953,
"raw_text_block": "AGONIZING DESPAIR\nEMOTION\nSPELL 3\nFEAR\nMENTAL\nTraditions arcane, divine, occult\nCast [two-actions] verbal, somatic\nRange 60 feet; Targets 1 creature\nSaving Throw Will\nYour target's mind tumbles down a deep well of dread,\ndwelling so intently on deep-seated fears that it's painful. The\ntarget takes 4d6 mental damage with a Will saving throw.\nCritical Success The target is unaffected.\nSuccess The target takes half damage and becomes frightened 1.\nFailure The target takes full damage and becomes frightened 2.\nCritical Failure The target takes double damage and becomes\nfrightened 3.\nHeightened (+1) Increase the damage by 2d6.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "agonizing-despair",
"content_id": "agonizing-despair",
"level": 1
}
Core Rulebook (Fourth Printing)
Air Bubble
Rank 1 · Spell · Common
A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] somatic, verbal Range touch; Targets 1 creature Duration 5 minutes The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.
Advanced review details
Description snippet: A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normall
Source lines: 49159 - 49190
Raw text block
AIR BUBBLE AIR SPELL 1 CONJURATION Traditions arcane, divine, primal Cast [reaction] verbal; Trigger A creature within range enters an environment where it can't breathe. Range 60 feet; Targets the triggering creature Duration 1 minute A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] somatic, verbal Range touch; Targets 1 creature Duration 5 minutes The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute. Heightened (+1) The damage increases by 1d6. ALARM ANIMAL FORM
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6. ALARM ANIMAL FORM"
}
]
Damage clauses
[
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] somatic, verbal Range touch; Targets 1 creature Duration 5 minutes The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "air-bubble",
"name": "Air Bubble",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"primal"
],
"traits": [
"air"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "the triggering creature",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "A creature within range enters an environment where it can't breathe.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] somatic, verbal Range touch; Targets 1 creature Duration 5 minutes The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.",
"description_snippet": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normall",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6. ALARM ANIMAL FORM"
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6. ALARM ANIMAL FORM"
}
],
"damage": [
{
"formula": "4d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. Traditions divine, primal Cast [one-action] somatic, verbal Range touch; Targets 1 creature Duration 5 minutes The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.",
"outcomes": []
},
"conditions_caused": [
"stupefied"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 49159,
"source_line_end": 49190,
"raw_text_block": "AIR BUBBLE\nAIR\nSPELL 1\nCONJURATION\nTraditions arcane, divine, primal\nCast [reaction] verbal; Trigger A creature within range enters an\nenvironment where it can't breathe.\nRange 60 feet; Targets the triggering creature\nDuration 1 minute\nA bubble of pure air appears around the target's head, allowing\nit to breathe normally. The effect ends as soon as the target\nreturns to an environment where it can breathe normally.\nTraditions divine, primal\nCast [one-action] somatic, verbal\nRange touch; Targets 1 creature\nDuration 5 minutes\nThe target can walk on air as if it were solid ground. It can ascend\nand descend in this way at a maximum of a 45-degree angle.\nYou punish a creature that transgresses against your deity,\ndrawing upon the anguish you feel upon seeing one of your\ndeity's anathema committed.\nYou can cast this spell only when a creature actively commits\na unique act of anathema. For example, if creating undead\nwere anathema to your deity, you could use anathematic\nreprisal on a necromancer who had just created undead in\nfront of you, but not on an undead creature just for existing.\nYou deal 4d6 mental damage to the target, but a basic Will\nsave can reduce this damage. If it fails, it is also stupefied 1 for\n1 round. The creature is then temporarily immune for 1 minute.\nHeightened (+1) The damage increases by 1d6.\nALARM\nANIMAL FORM",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "air-bubble",
"content_id": "air-bubble",
"level": 1
}
Core Rulebook (4th Printing)
Alarm
Rank 1 · Spell · Common
Be alerted if a creature
Advanced review details
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
The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.
Advanced review details
Description snippet: The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline s
Source lines: 63856 - 63871
Raw text block
ANCESTRAL MEMORIES UNCOMMON DIVINATION FOCUS 1 SORCERER Cast [one-action] verbal Duration 1 minute The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier. Heightened (6th) You temporarily become an expert in the skill you choose.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You temporarily become an expert in the skill you choose."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.",
"outcomes": []
}
Full schema_data
{
"id": "ancestral-memories",
"name": "Ancestral Memories",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"none"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.",
"description_snippet": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline s",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You temporarily become an expert in the skill you choose."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You temporarily become an expert in the skill you choose."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 63856,
"source_line_end": 63871,
"raw_text_block": "ANCESTRAL MEMORIES\nUNCOMMON DIVINATION\nFOCUS 1\nSORCERER\nCast [one-action] verbal\nDuration 1 minute\nThe memories of long-dead spellcasters grant you knowledge\nin a specific skill. Choose any non-Lore skill, or a Lore skill\nrelated to the ancient empire from which your bloodline\nsprang. You temporarily become trained in that skill and\nmight gain other memories associated with an ancestor\nwho was trained in that skill. If you attempt a task or\nactivity that lasts beyond this spell's duration, use the lower\nproficiency modifier.\nHeightened (6th) You temporarily become an expert in the\nskill you choose.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ancestral-memories",
"content_id": "ancestral-memories",
"level": 1
}
Core Rulebook (Fourth Printing)
Angelic Halo
Rank 1 · Focus · Uncommon
You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.
Advanced review details
Description snippet: You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit
Source lines: 63876 - 63889
Raw text block
ANGELIC HALO UNCOMMON ABJURATION FOCUS 1 AURA GOOD SORCERER Cast [one-action] verbal Area 15-foot emanation Duration 1 minute You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.",
"outcomes": []
}
Full schema_data
{
"id": "angelic-halo",
"name": "Angelic Halo",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"aura",
"good"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "15-foot emanation",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.",
"description_snippet": "You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You gain an angelic halo with an aura that increases allies' healing from the heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 63876,
"source_line_end": 63889,
"raw_text_block": "ANGELIC HALO\nUNCOMMON\nABJURATION\nFOCUS 1\nAURA\nGOOD\nSORCERER\nCast [one-action] verbal\nArea 15-foot emanation\nDuration 1 minute\nYou gain an angelic halo with an aura that increases allies'\nhealing from the heal spell. Allies in your halo's emanation who\nare healed by a heal spell gain a status bonus to Hit Points\nregained equal to double the heal spell's level.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "angelic-halo",
"content_id": "angelic-halo",
"level": 1
}
Secrets of Magic
Animal Allies
Rank 1 · Spell · Common
Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.
Advanced review details
Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw
Source lines: 10231 - 10252
Raw text block
ANIMAL ALLIES Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save. Heightened (+1) The damage increases by 3d4.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 3d4."
}
]
Damage clauses
[
{
"formula": "3d4",
"type": "piercing",
"persistent": false
}
]
Effects
{
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.",
"outcomes": []
}
Full schema_data
{
"id": "animal-allies",
"name": "Animal Allies",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.",
"description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 3d4."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 3d4."
}
],
"damage": [
{
"formula": "3d4",
"type": "piercing",
"persistent": false
}
],
"damage_type": [
"piercing"
],
"effects": {
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 1 CONJURATION Traditions primal Cast [two-actions] somatic, verbal Area 5-foot emanation Saving Throw basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 10231,
"source_line_end": 10252,
"raw_text_block": "ANIMAL ALLIES\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nSPELL 1\nCONJURATION\nTraditions primal\nCast [two-actions] somatic, verbal\nArea 5-foot emanation\nSaving Throw basic Reflex\nYou summon tiny, ordinary animals from the environment,\nsuch as insects, birds, or fish, to quickly lash out at\nnearby foes. The animals swarm around the creatures in\nthe area, dealing each of them 3d4 piercing damage with\na basic Reflex save.\nHeightened (+1) The damage increases by 3d4.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "animal-allies",
"content_id": "animal-allies",
"level": 1
}
Advanced Player's Guide
Animate Dead
Rank 1 · Spell · Common
Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.
Advanced review details
Description snippet: Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead tra
Source lines: 29958 - 29980
Raw text block
ANIMATE DEAD SPELL 1 NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon. Heightened (2nd) Level 1. Heightened (3rd) Level 2. Heightened (4th) Level 3. Heightened (5th) Level 5. Heightened (6th) Level 7. Heightened (7th) Level 9. Heightened (8th) Level 11. Heightened (9th) Level 13. Heightened (10th) Level 15. ENCHANTMENT
Heightened
[
{
"label": "2nd",
"type": "raw",
"text": "Level 1."
},
{
"label": "3rd",
"type": "raw",
"text": "Level 2."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Level 3."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Level 5."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15. ENCHANTMENT"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.",
"outcomes": []
}
Full schema_data
{
"id": "animate-dead",
"name": "Animate Dead",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.",
"description_snippet": "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead tra",
"heightened": [
{
"label": "2nd",
"type": "raw",
"text": "Level 1."
},
{
"label": "3rd",
"type": "raw",
"text": "Level 2."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Level 3."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Level 5."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15. ENCHANTMENT"
}
],
"heightened_scaling": [
{
"label": "2nd",
"type": "raw",
"text": "Level 1."
},
{
"label": "3rd",
"type": "raw",
"text": "Level 2."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "Level 3."
},
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "Level 5."
},
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15. ENCHANTMENT"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 29958,
"source_line_end": 29980,
"raw_text_block": "ANIMATE DEAD\nSPELL 1\nNECROMANCY\nTraditions arcane, divine, occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYour magic dredges up a corpse or skeleton and fills it with\nnecromantic life, and you force the dead to fight at your\ncommand. You summon a common creature that has the\nundead trait and whose level is -1; this creature gains the\nsummoned trait. Heightening the spell increases the maximum\nlevel of creature you can summon.\nHeightened (2nd) Level 1.\nHeightened (3rd) Level 2.\nHeightened (4th) Level 3.\nHeightened (5th) Level 5.\nHeightened (6th) Level 7.\nHeightened (7th) Level 9.\nHeightened (8th) Level 11.\nHeightened (9th) Level 13.\nHeightened (10th) Level 15.\nENCHANTMENT",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "animate-dead",
"content_id": "animate-dead",
"level": 1
}
Advanced Player's Guide
Animate Rope
Rank 1 · Spell · Common
You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.
Advanced review details
Description snippet: You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time y
Source lines: 29990 - 30020
Raw text block
ANIMATE ROPE SPELL 1 TRANSMUTATION Traditions arcane, occult Cast [two-actions] somatic, verbal Range 100 feet; Targets up to 50 feet of rope or a nonliving rope-like object Duration sustained up to 1 minute You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings. Heightened (+2) The range increases by 50 feet, and you can animate 50 more feet of rope.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The range increases by 50 feet, and you can animate 50 more feet of rope."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.",
"outcomes": []
}
Full schema_data
{
"id": "animate-rope",
"name": "Animate Rope",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "100 feet",
"area": "none",
"targets": "up to 50 feet of rope or a nonliving rope-like object",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.",
"description_snippet": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time y",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The range increases by 50 feet, and you can animate 50 more feet of rope."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The range increases by 50 feet, and you can animate 50 more feet of rope."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell. • Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.) • Coil The rope forms a tidy, coiled stack. • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. • Knot The rope ties a sturdy knot in itself. • Loop The rope forms a simple loop at one or both ends, or straightens itself back out. • Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. • Undo The rope undoes one of its knots, ties, or bindings.",
"outcomes": []
},
"conditions_caused": [
"broken"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 29990,
"source_line_end": 30020,
"raw_text_block": "ANIMATE ROPE\nSPELL 1\nTRANSMUTATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 100 feet; Targets up to 50 feet of rope or a nonliving\nrope-like object\nDuration sustained up to 1 minute\nYou cause a length or section of rope or a rope-like object to\nanimate and follow simple commands. You can give it two\ncommands when you Cast the Spell, and one command each\ntime you Sustain the Spell.\n• Bind (attack) The rope attempts to partially bind a\ncreature. Attempt a spell attack roll against the target's\nReflex DC. If you succeed, the target takes a -10-foot\ncircumstance penalty to its Speed (-20-foot on a critical\nsuccess). This ends if the target Escapes against your\nspell DC or breaks the rope. (A standard adventuring rope\nhas Hardness 2, HP 8, and a Broken Threshold of 4.)\n• Coil The rope forms a tidy, coiled stack.\n• Crawl The rope inches along the ground like a snake,\nmoving one of its ends 10 feet. The rope must move along\na surface, but that surface doesn't need to be horizontal.\n• Knot The rope ties a sturdy knot in itself.\n• Loop The rope forms a simple loop at one or both ends, or\nstraightens itself back out.\n• Tie The rope ties itself around a willing creature or an\nobject that's unattended or attended by a willing creature.\n• Undo The rope undoes one of its knots, ties, or bindings.\nHeightened (+2) The range increases by 50 feet, and you can\nanimate 50 more feet of rope.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "animate-rope",
"content_id": "animate-rope",
"level": 1
}
Core Rulebook (Fourth Printing)
Ant Haul
Rank 1 · Spell · Common
You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Advanced review details
Description snippet: You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Source lines: 49423 - 49432
Raw text block
ANT HAUL SPELL 1 TRANSMUTATION Traditions arcane, primal Cast [one-action] somatic, verbal Range touch; Targets 1 creature Duration 8 hours You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"outcomes": []
}
Full schema_data
{
"id": "ant-haul",
"name": "Ant Haul",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[one-action] somatic, verbal",
"cast_actions": "1_action",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "8 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"description_snippet": "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 49423,
"source_line_end": 49432,
"raw_text_block": "ANT HAUL\nSPELL 1\nTRANSMUTATION\nTraditions arcane, primal\nCast [one-action] somatic, verbal\nRange touch; Targets 1 creature\nDuration 8 hours\nYou reinforce the target's musculoskeletal system to bear more\nweight. The target can carry 3 more Bulk than normal before\nbecoming encumbered and up to a maximum of 6 more Bulk.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ant-haul",
"content_id": "ant-haul",
"level": 1
}
Core Rulebook (Fourth Printing)
Appearance Of Wealth
Rank 1 · Focus · Uncommon
You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated. Critical Success: The creature disbelieves the illusion and is unaffected by it. Success: The creature is fascinated by the wealth until it has completed its first action on its next turn. Failure: The creature is fascinated by the illusion.
Advanced review details
Description snippet: You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving t
Source lines: 61145 - 61167
Raw text block
APPEARANCE OF WEALTH UNCOMMON CLERIC FOCUS 1 ILLUSION Domain wealth Cast [two-actions] material, verbal Range 30 feet; Area 5-foot burst Saving Throw Will; Duration sustained up to 1 minute You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated. Critical Success The creature disbelieves the illusion and is unaffected by it. Success The creature is fascinated by the wealth until it has completed its first action on its next turn. Failure The creature is fascinated by the illusion.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.",
"outcomes": {
"Critical Success": "The creature disbelieves the illusion and is unaffected by it.",
"Success": "The creature is fascinated by the wealth until it has completed its first action on its next turn.",
"Failure": "The creature is fascinated by the illusion."
}
}
Full schema_data
{
"id": "appearance-of-wealth",
"name": "Appearance Of Wealth",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "[two-actions] material, verbal",
"cast_actions": "2_actions",
"components": [
"material",
"verbal"
],
"range": "30 feet",
"area": "5-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated. Critical Success: The creature disbelieves the illusion and is unaffected by it. Success: The creature is fascinated by the wealth until it has completed its first action on its next turn. Failure: The creature is fascinated by the illusion.",
"description_snippet": "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving t",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.",
"outcomes": {
"Critical Success": "The creature disbelieves the illusion and is unaffected by it.",
"Success": "The creature is fascinated by the wealth until it has completed its first action on its next turn.",
"Failure": "The creature is fascinated by the illusion."
}
},
"conditions_caused": [
"fascinated"
],
"focus_class": "cleric",
"focus_domain": "wealth",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 61145,
"source_line_end": 61167,
"raw_text_block": "APPEARANCE OF WEALTH\nUNCOMMON\nCLERIC\nFOCUS 1\nILLUSION\nDomain wealth\nCast [two-actions] material, verbal\nRange 30 feet; Area 5-foot burst\nSaving Throw Will; Duration sustained up to 1 minute\nYou create a brief vision of immense wealth filling the\nspell's area. Each creature within 20 feet of the area that\ncould be enticed by material wealth must attempt a Will\nsaving throw. A creature that enters the area automatically\ndisbelieves the illusion, and disbelieving the illusion ends\nany fascinated condition imposed by the spell. As long as\nyou Sustain the Spell, other creatures react to the treasure\nlike they would any other illusion, but they are not at risk of\nbecoming fascinated.\nCritical Success The creature disbelieves the illusion and is\nunaffected by it.\nSuccess The creature is fascinated by the wealth until it has\ncompleted its first action on its next turn.\nFailure The creature is fascinated by the illusion.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "appearance-of-wealth",
"content_id": "appearance-of-wealth",
"level": 1
}
Advanced Player's Guide
Aqueous Orb
Rank 1 · Spell · Common
A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.
Advanced review details
Description snippet: A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain t
Source lines: 30046 - 30090
Raw text block
AQUEOUS ORB CONJURATION SPELL 3 WATER Traditions arcane, primal Cast [two-actions] somatic, verbal Range 60 feet Duration sustained up to 1 minute A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.",
"outcomes": []
}
Full schema_data
{
"id": "aqueous-orb",
"name": "Aqueous Orb",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"water"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.",
"description_snippet": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain t",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. When the spell ends, all creatures the orb has engulfed are automatically released.",
"outcomes": []
},
"conditions_caused": [
"grabbed"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 30046,
"source_line_end": 30090,
"raw_text_block": "AQUEOUS ORB\nCONJURATION\nSPELL 3\nWATER\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 60 feet\nDuration sustained up to 1 minute\nA sphere of water 10 feet in diameter forms in an unoccupied\nspace in range, either on the ground or on the surface of a\nliquid. When you Cast the Spell and each time you Sustain the\nSpell, you can roll the orb, moving it up to 10 feet along the\nground or the surface of a liquid. Unlike most spells, you can\ngain this effect multiple times in the same round by Sustaining\nthe Spell multiple times. The orb can move through the spaces\nof any creatures or obstacles that wouldn't stop the flow of\nwater. It extinguishes non-magical fires it moves through of its\nsize or smaller, and it attempts to counteract any magical fires\nit moves through. If it fails to counteract a given fire, it can't\ncounteract that fire for the duration of the spell.\nThe orb can also collect creatures it moves through. Any Large\nor smaller creature whose space the orb tries to move through\ncan attempt a Reflex save against your spell DC to avoid being\nengulfed. If a creature succeeds at this save, it can either let the\norb pass (remaining in its space or moving out of the orb's path\ninto a space of the creature's choice) or allow itself to be pushed\nin front of the orb to the end of the orb's movement. The orb can\ntry to Engulf the same creature only once per turn, even if you\nroll it onto a creature's space more than once.\nA creature that fails its save is pulled into the orb. It\nbecomes grabbed, moves along with the orb, and must hold\nits breath or begin suffocating (unless it can breathe in water).\nAn engulfed Medium or smaller creature and anyone trying to\naffect that creature follow the normal rules for aquatic battles\n(Core Rulebook 478). An engulfed Large creature is usually\nbig enough that parts of it stick out from the water, and it\ncan reach out of the water. An engulfed creature can get free\neither by Swimming with a successful DC 10 Athletics check\nor by Escaping against your spell DC. A creature that critically\nfailed its Reflex save is further stuck and must attempt to\nEscape instead of Swim. A freed creature exits the orb's space\nand can immediately breathe. The orb can contain as many\ncreatures as can fit in its space.\nWhen the spell ends, all creatures the orb has engulfed are\nautomatically released.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "aqueous-orb",
"content_id": "aqueous-orb",
"level": 1
}
Core Rulebook
Augment Summoning
Rank 1 · Focus · Uncommon
You bolster a summoned ally. The target summoned creature gains a +1 status bonus to attack rolls and saves for 1 minute.
Advanced review details
Description snippet: You bolster a summoned ally, granting a +1 status bonus to attack rolls and saves for 1 minute.
Source lines: 65103 - 65108
Raw text block
AUGMENT SUMMONING UNCOMMON CONJURATION FOCUS 1 WIZARD Cast [free-action]; Requirements You have a summoned creature. Targets 1 summoned creature you control Duration 1 minute You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
[]
Full schema_data
{
"id": "augment-summoning",
"name": "Augment Summoning",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"wizard",
"conjuration"
],
"cast": "[free-action]",
"cast_actions": "free_action",
"components": [],
"range": "none",
"area": "none",
"targets": "1 summoned creature you control",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "You have a summoned creature.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You bolster a summoned ally. The target summoned creature gains a +1 status bonus to attack rolls and saves for 1 minute.",
"description_snippet": "You bolster a summoned ally, granting a +1 status bonus to attack rolls and saves for 1 minute.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": "none",
"effects": [],
"conditions_caused": [],
"focus_class": "wizard",
"focus_domain": "conjuration",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook",
"source_file": "wizard_school_focus_spells_intermediary.json",
"source_line_start": 65103,
"source_line_end": 65108,
"raw_text_block": "AUGMENT SUMMONING\nUNCOMMON\nCONJURATION\nFOCUS 1\nWIZARD\nCast [free-action]; Requirements You have a summoned creature.\nTargets 1 summoned creature you control\nDuration 1 minute\nYou augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute.",
"spell_id": "augment-summoning",
"content_id": "augment-summoning",
"level": 1
}
Core Rulebook (4th Printing)
Bane
Rank 1 · Spell · Common
Weaken enemies’ attacks in
Advanced review details
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"
}
Page 3 of 36