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Spell Catalogue

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Showing page 21 of 36 for 898 matching canonical spell rows.

Page 21 of 36

Advanced Player's Guide

Countless Eyes

Rank 4 · Spell · Common

Registry ID
countless-eyes
SpellCommondivinationarcaneoccultprimal

Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight.

Description snippet: Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject See

Source lines: 30426 - 30437

Raw text block

COUNTLESS EYES
SPELL 4
DIVINATION
Traditions arcane, occult, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration 1 minute
Eyes form across the touched creature's body, allowing it to
see in all directions at once. The subject can't be flanked for
the spell's duration. In addition, when the subject Seeks, it can
Seek in a 30-foot burst centered on itself or up to four 15-foot
bursts within line of sight.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight.",
    "outcomes": []
}

Full schema_data

{
    "id": "countless-eyes",
    "name": "Countless Eyes",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight.",
    "description_snippet": "Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject See",
    "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": "Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight.",
        "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": 30426,
    "source_line_end": 30437,
    "raw_text_block": "COUNTLESS EYES\nSPELL 4\nDIVINATION\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nDuration 1 minute\nEyes form across the touched creature's body, allowing it to\nsee in all directions at once. The subject can't be flanked for\nthe spell's duration. In addition, when the subject Seeks, it can\nSeek in a 30-foot burst centered on itself or up to four 15-foot\nbursts within line of sight.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "countless-eyes",
    "content_id": "countless-eyes",
    "level": 4
}

Core Rulebook (4th Printing)

Creation

Rank 4 · Spell · Common

Registry ID
creation
SpellCommonconjurationarcaneprimal

Make a temporary

Description snippet: Make a temporary

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

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

Core Rulebook (Fourth Printing)

Darkened Eyes

Rank 4 · Focus · Uncommon

Registry ID
darkened-eyes
FocusUncommontransmutationdivine

You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours. Critical Success: The target is unaffected. Success: The target's darkvision or low-light vision is suppressed for 1 round. Failure: As success, but the duration is 1 minute. Critical Failure: As success, but the duration is 1 minute, and the target is also blinded for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it's no longer blinded, but its darkvision or low-light vision remains suppressed.

Description snippet: You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours.

Source lines: 61492 - 61512

Raw text block

DARKENED EYES
UNCOMMON
CLERIC
FOCUS 4
DARKNESS
TRANSMUTATION
Domain darkness
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You infuse a creature's vision with darkness. After attempting
its save, the target becomes temporarily immune for 24 hours.
Critical Success The target is unaffected.
Success The target's darkvision or low-light vision is suppressed
for 1 round.
Failure As success, but the duration is 1 minute.
Critical Failure As success, but the duration is 1 minute, and
the target is also blinded for the duration. It can attempt
a new save at the end of each of its turns. If it succeeds,
it's no longer blinded, but its darkvision or low-light vision
remains suppressed.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target's darkvision or low-light vision is suppressed for 1 round.",
        "Failure": "As success, but the duration is 1 minute.",
        "Critical Failure": "As success, but the duration is 1 minute, and the target is also blinded for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it's no longer blinded, but its darkvision or low-light vision remains suppressed."
    }
}

Full schema_data

{
    "id": "darkened-eyes",
    "name": "Darkened Eyes",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "darkness"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours. Critical Success: The target is unaffected. Success: The target's darkvision or low-light vision is suppressed for 1 round. Failure: As success, but the duration is 1 minute. Critical Failure: As success, but the duration is 1 minute, and the target is also blinded for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it's no longer blinded, but its darkvision or low-light vision remains suppressed.",
    "description_snippet": "You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target's darkvision or low-light vision is suppressed for 1 round.",
            "Failure": "As success, but the duration is 1 minute.",
            "Critical Failure": "As success, but the duration is 1 minute, and the target is also blinded for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it's no longer blinded, but its darkvision or low-light vision remains suppressed."
        }
    },
    "conditions_caused": [
        "blinded"
    ],
    "focus_class": "cleric",
    "focus_domain": "darkness",
    "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": 61492,
    "source_line_end": 61512,
    "raw_text_block": "DARKENED EYES\nUNCOMMON\nCLERIC\nFOCUS 4\nDARKNESS\nTRANSMUTATION\nDomain darkness\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Fortitude; Duration varies\nYou infuse a creature's vision with darkness. After attempting\nits save, the target becomes temporarily immune for 24 hours.\nCritical Success The target is unaffected.\nSuccess The target's darkvision or low-light vision is suppressed\nfor 1 round.\nFailure As success, but the duration is 1 minute.\nCritical Failure As success, but the duration is 1 minute, and\nthe target is also blinded for the duration. It can attempt\na new save at the end of each of its turns. If it succeeds,\nit's no longer blinded, but its darkvision or low-light vision\nremains suppressed.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "darkened-eyes",
    "content_id": "darkened-eyes",
    "level": 4
}

Advanced Player's Guide

Debilitating Dichotomy

Rank 4 · Focus · Common

Registry ID
debilitating-dichotomy
FocusCommonevocationdivine

You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.

Description snippet: You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take

Source lines: 32654 - 32670

Raw text block

CURSEBOUND
EVOCATION
FOCUS 4
MENTAL
ORACLE
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature other than you
Saving Throw Will
You reveal a glimpse of the impossible conflicts between the
divine anathema behind your curse, forcing you to reckon
with another's conflicts as well. You and the target each take
9d6 mental damage with a basic Will save, and the target
is stunned 1 if it critically fails its save. You get a degree of
success one better than you rolled for your saving throw.
Heightened (+1) The damage increases by 3d6.
DELAY AFFLICTION
UNCOMMON

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 3d6. DELAY AFFLICTION UNCOMMON"
    }
]

Damage clauses

[
    {
        "formula": "9d6",
        "type": "mental",
        "persistent": false
    }
]

Effects

{
    "description": "You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.",
    "outcomes": []
}

Full schema_data

{
    "id": "debilitating-dichotomy",
    "name": "Debilitating Dichotomy",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature other than you",
    "duration": "none",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.",
    "description_snippet": "You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 3d6. DELAY AFFLICTION UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 3d6. DELAY AFFLICTION UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "9d6",
            "type": "mental",
            "persistent": false
        }
    ],
    "damage_type": [
        "mental"
    ],
    "effects": {
        "description": "You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.",
        "outcomes": []
    },
    "conditions_caused": [
        "stunned"
    ],
    "focus_class": "oracle",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 32654,
    "source_line_end": 32670,
    "raw_text_block": "CURSEBOUND\nEVOCATION\nFOCUS 4\nMENTAL\nORACLE\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature other than you\nSaving Throw Will\nYou reveal a glimpse of the impossible conflicts between the\ndivine anathema behind your curse, forcing you to reckon\nwith another's conflicts as well. You and the target each take\n9d6 mental damage with a basic Will save, and the target\nis stunned 1 if it critically fails its save. You get a degree of\nsuccess one better than you rolled for your saving throw.\nHeightened (+1) The damage increases by 3d6.\nDELAY AFFLICTION\nUNCOMMON",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "debilitating-dichotomy",
    "content_id": "debilitating-dichotomy",
    "level": 4
}

Core Rulebook (Fourth Printing)

Delusional Pride

Rank 4 · Focus · Uncommon

Registry ID
delusional-pride
FocusUncommonenchantmentdivine

You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a -1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to -2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours. Critical Success: The target is unaffected. Success: The duration is 1 round. Failure: The duration is 10 minutes. Critical Failure: The duration is 24 hours.

Description snippet: You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a -1 status penalty to attack r

Source lines: 61569 - 61590

Raw text block

DELUSIONAL PRIDE
UNCOMMON
CLERIC
EMOTION
FOCUS 4
ENCHANTMENT MENTAL
Domain confidence
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You make the target overconfident, leading it to ascribe failure
to external factors. If the target fails at an attack roll or skill
check, it takes a -1 status penalty to attack rolls and skill
checks until the end of its turn (or the end of its next turn, if it
attempted the roll outside its turn). If the creature fails a second
time while taking this penalty, the penalty increases to -2. The
duration depends on the target's Will save. After attempting its
save, the creature becomes temporarily immune for 24 hours.
Critical Success The target is unaffected.
Success The duration is 1 round.
Failure The duration is 10 minutes.
Critical Failure The duration is 24 hours.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a -1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to -2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The duration is 1 round.",
        "Failure": "The duration is 10 minutes.",
        "Critical Failure": "The duration is 24 hours."
    }
}

Full schema_data

{
    "id": "delusional-pride",
    "name": "Delusional Pride",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "emotion",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a -1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to -2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours. Critical Success: The target is unaffected. Success: The duration is 1 round. Failure: The duration is 10 minutes. Critical Failure: The duration is 24 hours.",
    "description_snippet": "You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a -1 status penalty to attack r",
    "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 make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a -1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to -2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The duration is 1 round.",
            "Failure": "The duration is 10 minutes.",
            "Critical Failure": "The duration is 24 hours."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "confidence",
    "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": 61569,
    "source_line_end": 61590,
    "raw_text_block": "DELUSIONAL PRIDE\nUNCOMMON\nCLERIC\nEMOTION\nFOCUS 4\nENCHANTMENT MENTAL\nDomain confidence\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou make the target overconfident, leading it to ascribe failure\nto external factors. If the target fails at an attack roll or skill\ncheck, it takes a -1 status penalty to attack rolls and skill\nchecks until the end of its turn (or the end of its next turn, if it\nattempted the roll outside its turn). If the creature fails a second\ntime while taking this penalty, the penalty increases to -2. The\nduration depends on the target's Will save. After attempting its\nsave, the creature becomes temporarily immune for 24 hours.\nCritical Success The target is unaffected.\nSuccess The duration is 1 round.\nFailure The duration is 10 minutes.\nCritical Failure The duration is 24 hours.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "delusional-pride",
    "content_id": "delusional-pride",
    "level": 4
}

Core Rulebook (Fourth Printing)

Detect Scrying

Rank 4 · Spell · Uncommon

Registry ID
detect-scrying
SpellUncommondivinationarcaneoccult

By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.

Description snippet: By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the s

Source lines: 51117 - 51131

Raw text block

DETECT SCRYING
UNCOMMON
DETECTION
SPELL 4
DIVINATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Area 30-foot emanation
Duration 1 hour
By tapping into trace divinatory auras, you detect the presence
of scrying effects in the area. If detect scrying is higher level
than a scrying effect, you gain a glimpse of the scrying creature
and learn its approximate distance and direction.
Heightened (6th) The duration is until the next time you make
your daily preparations.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "The duration is until the next time you make your daily preparations."
    }
]

Damage clauses

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

Effects

{
    "description": "By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.",
    "outcomes": []
}

Full schema_data

{
    "id": "detect-scrying",
    "name": "Detect Scrying",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "detection"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot emanation",
    "targets": "none",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.",
    "description_snippet": "By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the s",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The duration is until the next time you make your daily preparations."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The duration is until the next time you make your daily preparations."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.",
        "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": 51117,
    "source_line_end": 51131,
    "raw_text_block": "DETECT SCRYING\nUNCOMMON\nDETECTION\nSPELL 4\nDIVINATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nArea 30-foot emanation\nDuration 1 hour\nBy tapping into trace divinatory auras, you detect the presence\nof scrying effects in the area. If detect scrying is higher level\nthan a scrying effect, you gain a glimpse of the scrying creature\nand learn its approximate distance and direction.\nHeightened (6th) The duration is until the next time you make\nyour daily preparations.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "detect-scrying",
    "content_id": "detect-scrying",
    "level": 4
}

Core Rulebook (Fourth Printing)

Dimension Door

Rank 4 · Spell · Common

Registry ID
dimension-door
SpellCommonconjurationarcaneoccult

Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you, even if you're carrying it in an extradimensional container, the spell is lost.

Description snippet: Teleport yourself up to 120 feet.

Source lines: 50810 - 50835

Raw text block

DIMENSION DOOR
CONJURATION
SPELL 4
TELEPORTATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 120 feet
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you, even if you're carrying it in an extradimensional container, the spell is lost.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour."
    }
]

Damage clauses

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

Effects

{
    "description": "Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you, even if you're carrying it in an extradimensional container, the spell is lost.",
    "outcomes": []
}

Full schema_data

{
    "id": "dimension-door",
    "name": "Dimension Door",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "teleportation"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you, even if you're carrying it in an extradimensional container, the spell is lost.",
    "description_snippet": "Teleport yourself up to 120 feet.",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you, even if you're carrying it in an extradimensional container, the spell is lost.",
        "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": 50810,
    "source_line_end": 50835,
    "raw_text_block": "DIMENSION DOOR\nCONJURATION\nSPELL 4\nTELEPORTATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet\nOpening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you, even if you're carrying it in an extradimensional container, the spell is lost.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dimension-door",
    "content_id": "dimension-door",
    "level": 4
}

Core Rulebook (Fourth Printing)

Dimensional Anchor

Rank 4 · Spell · Common

Registry ID
dimensional-anchor
SpellCommonabjurationarcanedivineoccult

You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. Critical Success: The target is unaffected. Success: The effect's duration is 1 minute. Failure: The effect's duration is 10 minutes. Critical Failure: The effect's duration is 1 hour.

Description snippet: You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move

Source lines: 51205 - 51220

Raw text block

DIMENSIONAL ANCHOR
SPELL 4
ABJURATION
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You interfere with the target's ability to teleport and
travel between dimensions. Dimensional anchor attempts
to counteract any teleportation effect, or any effect that
would move the target to a different plane. The duration is
determined by the target's Will save.
Critical Success The target is unaffected.
Success The effect's duration is 1 minute.
Failure The effect's duration is 10 minutes.
Critical Failure The effect's duration is 1 hour.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The effect's duration is 1 minute.",
        "Failure": "The effect's duration is 10 minutes.",
        "Critical Failure": "The effect's duration is 1 hour."
    }
}

Full schema_data

{
    "id": "dimensional-anchor",
    "name": "Dimensional Anchor",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. Critical Success: The target is unaffected. Success: The effect's duration is 1 minute. Failure: The effect's duration is 10 minutes. Critical Failure: The effect's duration is 1 hour.",
    "description_snippet": "You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move",
    "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 interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The effect's duration is 1 minute.",
            "Failure": "The effect's duration is 10 minutes.",
            "Critical Failure": "The effect's duration is 1 hour."
        }
    },
    "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": 51205,
    "source_line_end": 51220,
    "raw_text_block": "DIMENSIONAL ANCHOR\nSPELL 4\nABJURATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou interfere with the target's ability to teleport and\ntravel between dimensions. Dimensional anchor attempts\nto counteract any teleportation effect, or any effect that\nwould move the target to a different plane. The duration is\ndetermined by the target's Will save.\nCritical Success The target is unaffected.\nSuccess The effect's duration is 1 minute.\nFailure The effect's duration is 10 minutes.\nCritical Failure The effect's duration is 1 hour.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dimensional-anchor",
    "content_id": "dimensional-anchor",
    "level": 4
}

Core Rulebook (Fourth Printing)

Dinosaur Form

Rank 4 · Spell · Common

Registry ID
dinosaur-form
SpellCommontransmutationprimal

You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points. • Low-light vision and imprecise scent 30 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +18, unless your own is higher. You also gain specific abilities based on the form you choose: • Ankylosaurus Speed 25 feet; Melee [one-action] tail (backswing, reach 10 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d6 bludgeoning. • Brontosaurus Speed 25 feet; Melee [one-action] tail (reach 15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning. • Deinonychus Speed 40 feet; Melee [one-action] talon (agile), Damage 2d4 piercing plus 1 persistent bleed; Melee [one-action] jaws, Damage 1d10 piercing. • Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10 feet), Damage 2d8 piercing. • Triceratops Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing, plus 1d6 persistent bleed on a critical hit; Melee [one-action] foot, Damage 2d6 bludgeoning. • Tyrannosaurus Speed 30 feet; Melee [one-action] jaws (deadly d12, reach 10 feet), Damage 1d12 piercing; Melee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning.

Description snippet: You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the

Source lines: 51245 - 51301

Raw text block

DINOSAUR FORM
POLYMORPH
SPELL 4
TRANSMUTATION
Traditions primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You channel the primal forces of nature to transform into a Large
animal battle form, specifically that of a powerful and terrifying
dinosaur. You must have space to expand or the spell is lost.
When you cast this spell, choose ankylosaurus, brontosaurus,
deinonychus, stegosaurus, triceratops, or tyrannosaurus. You
can decide the specific type of animal, but this has no effect
on the form's Size or statistics. While in this form, you gain the
animal and dinosaur traits. You can Dismiss the spell.
You gain the following statistics and abilities regardless of
which battle form you choose:
• AC = 18 + your level. Ignore your armor's check penalty
and Speed reduction.
• 15 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the
battle form you choose, which are the only attacks
you can Strike with. You're trained with them. Your
attack modifier is +16, and your damage bonus is +9.
These attacks are Strength based (for the purpose of
the enfeebled condition, for example). If your unarmed
attack modifier is higher, you can use it instead.
• Athletics modifier of +18, unless your own is higher.
You also gain specific abilities based on the form you choose:
• Ankylosaurus Speed 25 feet; Melee [one-action] tail (backswing,
reach 10 feet), Damage 2d6 bludgeoning; Melee [one-action]
foot, Damage 2d6 bludgeoning.
• Brontosaurus Speed 25 feet; Melee [one-action] tail (reach
15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot,
Damage 2d8 bludgeoning.
• Deinonychus Speed 40 feet; Melee [one-action] talon (agile),
Damage 2d4 piercing plus 1 persistent bleed; Melee [one-action]
jaws, Damage 1d10 piercing.
• Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10
feet), Damage 2d8 piercing.
• Triceratops Speed 30 feet; Melee [one-action] horn, Damage
2d8 piercing, plus 1d6 persistent bleed on a critical hit;
Melee [one-action] foot, Damage 2d6 bludgeoning.
• Tyrannosaurus Speed 30 feet; Melee [one-action] jaws
(deadly d12, reach 10 feet), Damage 1d12 piercing;
Melee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning.
Heightened (5th) Your battle form is Huge and your attacks
have 15-foot reach, or 20-foot reach if they started with
15-foot reach. You instead gain 20 temporary HP, an attack
modifier of +18, a damage bonus of +6, double the damage
dice, and Athletics +21.
Heightened (7th) Your battle form is Gargantuan and your
attacks have 20-foot reach, or 25-foot reach if they started
with 15-foot reach. You instead gain AC = 21 + your level, 25
temporary HP, an attack modifier of +25, a damage bonus of
+15, double the damage dice, and Athletics +25.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21."
    },
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25."
    }
]

Damage clauses

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

Effects

{
    "description": "You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points. • Low-light vision and imprecise scent 30 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +18, unless your own is higher. You also gain specific abilities based on the form you choose: • Ankylosaurus Speed 25 feet; Melee [one-action] tail (backswing, reach 10 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d6 bludgeoning. • Brontosaurus Speed 25 feet; Melee [one-action] tail (reach 15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning. • Deinonychus Speed 40 feet; Melee [one-action] talon (agile), Damage 2d4 piercing plus 1 persistent bleed; Melee [one-action] jaws, Damage 1d10 piercing. • Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10 feet), Damage 2d8 piercing. • Triceratops Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing, plus 1d6 persistent bleed on a critical hit; Melee [one-action] foot, Damage 2d6 bludgeoning. • Tyrannosaurus Speed 30 feet; Melee [one-action] jaws (deadly d12, reach 10 feet), Damage 1d12 piercing; Melee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning.",
    "outcomes": []
}

Full schema_data

{
    "id": "dinosaur-form",
    "name": "Dinosaur Form",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points. • Low-light vision and imprecise scent 30 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +18, unless your own is higher. You also gain specific abilities based on the form you choose: • Ankylosaurus Speed 25 feet; Melee [one-action] tail (backswing, reach 10 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d6 bludgeoning. • Brontosaurus Speed 25 feet; Melee [one-action] tail (reach 15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning. • Deinonychus Speed 40 feet; Melee [one-action] talon (agile), Damage 2d4 piercing plus 1 persistent bleed; Melee [one-action] jaws, Damage 1d10 piercing. • Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10 feet), Damage 2d8 piercing. • Triceratops Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing, plus 1d6 persistent bleed on a critical hit; Melee [one-action] foot, Damage 2d6 bludgeoning. • Tyrannosaurus Speed 30 feet; Melee [one-action] jaws (deadly d12, reach 10 feet), Damage 1d12 piercing; Melee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning.",
    "description_snippet": "You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21."
        },
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21."
        },
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points. • Low-light vision and imprecise scent 30 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +18, unless your own is higher. You also gain specific abilities based on the form you choose: • Ankylosaurus Speed 25 feet; Melee [one-action] tail (backswing, reach 10 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d6 bludgeoning. • Brontosaurus Speed 25 feet; Melee [one-action] tail (reach 15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning. • Deinonychus Speed 40 feet; Melee [one-action] talon (agile), Damage 2d4 piercing plus 1 persistent bleed; Melee [one-action] jaws, Damage 1d10 piercing. • Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10 feet), Damage 2d8 piercing. • Triceratops Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing, plus 1d6 persistent bleed on a critical hit; Melee [one-action] foot, Damage 2d6 bludgeoning. • Tyrannosaurus Speed 30 feet; Melee [one-action] jaws (deadly d12, reach 10 feet), Damage 1d12 piercing; Melee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning.",
        "outcomes": []
    },
    "conditions_caused": [
        "enfeebled",
        "persistent bleed"
    ],
    "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": 51245,
    "source_line_end": 51301,
    "raw_text_block": "DINOSAUR FORM\nPOLYMORPH\nSPELL 4\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou channel the primal forces of nature to transform into a Large\nanimal battle form, specifically that of a powerful and terrifying\ndinosaur. You must have space to expand or the spell is lost.\nWhen you cast this spell, choose ankylosaurus, brontosaurus,\ndeinonychus, stegosaurus, triceratops, or tyrannosaurus. You\ncan decide the specific type of animal, but this has no effect\non the form's Size or statistics. While in this form, you gain the\nanimal and dinosaur traits. You can Dismiss the spell.\nYou gain the following statistics and abilities regardless of\nwhich battle form you choose:\n• AC = 18 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 15 temporary Hit Points.\n• Low-light vision and imprecise scent 30 feet.\n• One or more unarmed melee attacks specific to the\nbattle form you choose, which are the only attacks\nyou can Strike with. You're trained with them. Your\nattack modifier is +16, and your damage bonus is +9.\nThese attacks are Strength based (for the purpose of\nthe enfeebled condition, for example). If your unarmed\nattack modifier is higher, you can use it instead.\n• Athletics modifier of +18, unless your own is higher.\nYou also gain specific abilities based on the form you choose:\n• Ankylosaurus Speed 25 feet; Melee [one-action] tail (backswing,\nreach 10 feet), Damage 2d6 bludgeoning; Melee [one-action]\nfoot, Damage 2d6 bludgeoning.\n• Brontosaurus Speed 25 feet; Melee [one-action] tail (reach\n15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot,\nDamage 2d8 bludgeoning.\n• Deinonychus Speed 40 feet; Melee [one-action] talon (agile),\nDamage 2d4 piercing plus 1 persistent bleed; Melee [one-action]\njaws, Damage 1d10 piercing.\n• Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10\nfeet), Damage 2d8 piercing.\n• Triceratops Speed 30 feet; Melee [one-action] horn, Damage\n2d8 piercing, plus 1d6 persistent bleed on a critical hit;\nMelee [one-action] foot, Damage 2d6 bludgeoning.\n• Tyrannosaurus Speed 30 feet; Melee [one-action] jaws\n(deadly d12, reach 10 feet), Damage 1d12 piercing;\nMelee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning.\nHeightened (5th) Your battle form is Huge and your attacks\nhave 15-foot reach, or 20-foot reach if they started with\n15-foot reach. You instead gain 20 temporary HP, an attack\nmodifier of +18, a damage bonus of +6, double the damage\ndice, and Athletics +21.\nHeightened (7th) Your battle form is Gargantuan and your\nattacks have 20-foot reach, or 25-foot reach if they started\nwith 15-foot reach. You instead gain AC = 21 + your level, 25\ntemporary HP, an attack modifier of +25, a damage bonus of\n+15, double the damage dice, and Athletics +25.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dinosaur-form",
    "content_id": "dinosaur-form",
    "level": 4
}

Core Rulebook (Fourth Printing)

Discern Lies

Rank 4 · Spell · Uncommon

Registry ID
discern-lies
SpellUncommondivinationarcanedivineoccult

Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.

Description snippet: Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.

Source lines: 51345 - 51355

Raw text block

DISCERN LIES
UNCOMMON
DIVINATION
SPELL 4
MENTAL
REVELATION
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Duration 10 minutes
Falsehoods ring in your ears like discordant notes. You gain
a +4 status bonus to Perception checks when someone Lies.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.",
    "outcomes": []
}

Full schema_data

{
    "id": "discern-lies",
    "name": "Discern Lies",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "mental",
        "revelation"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.",
    "description_snippet": "Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.",
    "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": "Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.",
        "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": 51345,
    "source_line_end": 51355,
    "raw_text_block": "DISCERN LIES\nUNCOMMON\nDIVINATION\nSPELL 4\nMENTAL\nREVELATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nFalsehoods ring in your ears like discordant notes. You gain\na +4 status bonus to Perception checks when someone Lies.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "discern-lies",
    "content_id": "discern-lies",
    "level": 4
}

Core Rulebook (Fourth Printing)

Disperse Into Air

Rank 4 · Focus · Uncommon

Registry ID
disperse-into-air
FocusUncommontransmutationdivine

After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. DOWNPOUR UNCOMMON Domain death Cast [reaction] verbal; Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. Duration 1 minute Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier. CLERIC

Description snippet: After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any au

Source lines: 61620 - 61649

Raw text block

DISPERSE INTO AIR
UNCOMMON
AIR
CLERIC
FOCUS 4
POLYMORPH TRANSMUTATION
Domain air
Cast [reaction] somatic; Trigger You take damage from an enemy or
a hazard.
After taking the triggering damage, you transform into air. Until
the end of the current turn, you can't be attacked or targeted, you
don't take up space, you can't act, and any auras or emanations
you have are suppressed. At the end of the turn, you re-form in
any space you can occupy within 15 feet of where you were when
you dispersed. Any auras or emanations you had are restored as
long as their duration didn't run out while you were dispersed.
DOWNPOUR
UNCOMMON
Domain death
Cast [reaction] verbal; Trigger A living creature within 20 feet of
you dies, or an undead creature within 20 feet of you
is destroyed.
Duration 1 minute
Seeing another pass from this world to the next invigorates you.
You gain temporary Hit Points equal to the triggering creature's
level plus your spellcasting ability modifier. If the triggering
creature was undead, double the number of temporary Hit
Points you gain . These last for the duration of the spell, and the
spell ends if all the temporary Hit Points are depleted earlier.
CLERIC

Heightened

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

Damage clauses

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

Effects

{
    "description": "After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. DOWNPOUR UNCOMMON Domain death Cast [reaction] verbal; Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. Duration 1 minute Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier. CLERIC",
    "outcomes": []
}

Full schema_data

{
    "id": "disperse-into-air",
    "name": "Disperse Into Air",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "air",
        "polymorph"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "You take damage from an enemy or a hazard.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. DOWNPOUR UNCOMMON Domain death Cast [reaction] verbal; Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. Duration 1 minute Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier. CLERIC",
    "description_snippet": "After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any au",
    "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": "After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. DOWNPOUR UNCOMMON Domain death Cast [reaction] verbal; Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. Duration 1 minute Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier. CLERIC",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "air",
    "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": 61620,
    "source_line_end": 61649,
    "raw_text_block": "DISPERSE INTO AIR\nUNCOMMON\nAIR\nCLERIC\nFOCUS 4\nPOLYMORPH TRANSMUTATION\nDomain air\nCast [reaction] somatic; Trigger You take damage from an enemy or\na hazard.\nAfter taking the triggering damage, you transform into air. Until\nthe end of the current turn, you can't be attacked or targeted, you\ndon't take up space, you can't act, and any auras or emanations\nyou have are suppressed. At the end of the turn, you re-form in\nany space you can occupy within 15 feet of where you were when\nyou dispersed. Any auras or emanations you had are restored as\nlong as their duration didn't run out while you were dispersed.\nDOWNPOUR\nUNCOMMON\nDomain death\nCast [reaction] verbal; Trigger A living creature within 20 feet of\nyou dies, or an undead creature within 20 feet of you\nis destroyed.\nDuration 1 minute\nSeeing another pass from this world to the next invigorates you.\nYou gain temporary Hit Points equal to the triggering creature's\nlevel plus your spellcasting ability modifier. If the triggering\ncreature was undead, double the number of temporary Hit\nPoints you gain . These last for the duration of the spell, and the\nspell ends if all the temporary Hit Points are depleted earlier.\nCLERIC",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "disperse-into-air",
    "content_id": "disperse-into-air",
    "level": 4
}

Core Rulebook (Fourth Printing)

Divine Wrath

Rank 4 · Spell · Common

Registry ID
divine-wrath
SpellCommonevocationdivine

You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is sickened 1. Critical Failure: The creature takes full damage and is sickened 2; while it is sickened, it is also slowed 1.

Description snippet: You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don'

Source lines: 51669 - 51690

Raw text block

DIVINE WRATH
SPELL 4
EVOCATION
Traditions divine
Cast [two-actions] somatic, verbal
Range 120 feet; Area 20-foot burst
Saving Throw Fortitude
You can channel the fury of your deity against foes of opposed
alignment. Choose an alignment your deity has (chaotic, evil,
good, or lawful). You can't cast this spell if you don't have a
deity or your deity is true neutral. This spell gains the trait
of the alignment you chose. You deal 4d10 damage of the
alignment you chose; each creature in the area must attempt a
Fortitude save. Creatures that match the alignment you chose
are unaffected. Those that neither match nor oppose it treat
the result of their saving throw as one degree better.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is sickened 1.
Critical Failure The creature takes full damage and is sickened
2; while it is sickened, it is also slowed 1.
Heightened (+1) The damage increases by 1d10.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d10."
    }
]

Damage clauses

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

Effects

{
    "description": "You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes half damage.",
        "Failure": "The creature takes full damage and is sickened 1.",
        "Critical Failure": "The creature takes full damage and is sickened 2; while it is sickened, it is also slowed 1."
    }
}

Full schema_data

{
    "id": "divine-wrath",
    "name": "Divine Wrath",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is sickened 1. Critical Failure: The creature takes full damage and is sickened 2; while it is sickened, it is also slowed 1.",
    "description_snippet": "You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don'",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d10."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d10."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes half damage.",
            "Failure": "The creature takes full damage and is sickened 1.",
            "Critical Failure": "The creature takes full damage and is sickened 2; while it is sickened, it is also slowed 1."
        }
    },
    "conditions_caused": [
        "sickened",
        "slowed"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 51669,
    "source_line_end": 51690,
    "raw_text_block": "DIVINE WRATH\nSPELL 4\nEVOCATION\nTraditions divine\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 20-foot burst\nSaving Throw Fortitude\nYou can channel the fury of your deity against foes of opposed\nalignment. Choose an alignment your deity has (chaotic, evil,\ngood, or lawful). You can't cast this spell if you don't have a\ndeity or your deity is true neutral. This spell gains the trait\nof the alignment you chose. You deal 4d10 damage of the\nalignment you chose; each creature in the area must attempt a\nFortitude save. Creatures that match the alignment you chose\nare unaffected. Those that neither match nor oppose it treat\nthe result of their saving throw as one degree better.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and is sickened 1.\nCritical Failure The creature takes full damage and is sickened\n2; while it is sickened, it is also slowed 1.\nHeightened (+1) The damage increases by 1d10.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "divine-wrath",
    "content_id": "divine-wrath",
    "level": 4
}

Secrets of Magic

Draw The Lightning

Rank 4 · Spell · Common

Registry ID
draw-the-lightning
SpellCommonevocationarcaneprimal

Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing 3d12 electricity damage with a basic Reflex save. For the rest of the spell's duration, your first Strike each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional 1d12 electricity damage. The spell creates its own storm cloud if necessary, so you can cast draw the lightning anywhere, even underground. If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by 2d12.

Description snippet: Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold

Source lines: 11536 - 11562

Raw text block

DRAW THE LIGHTNING
ELECTRICITY
SPELL 4
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature that is either taller than
you or higher in the air than you
Saving Throw Reflex; Duration 1 minute
Calling out to the skies, you summon a bolt of lightning
to strike through a foe above you and down into your
weapon or your body, charging it with electrical power.
You must hold your weapon or an empty hand aloft as part
of this spell's somatic component. When you do, a bolt of
lightning descends from a storm cloud in the air above your
and through the target, dealing 3d12 electricity damage
with a basic Reflex save. For the rest of the spell's duration,
your first Strike each round with the weapon you held aloft
(or with your unarmed attacks if you held an empty hand
aloft) deals an additional 1d12 electricity damage.
The spell creates its own storm cloud if necessary, so you
can cast draw the lightning anywhere, even underground.
If draw the lightning is cast outside under a cloudy or
stormy sky, increase the bolt's damage by 2d12.
Heightened (8th) The damage dealt to the initial target
increases by 4d12, and the additional damage dealt on
the first Strike each turn increases by 1d12.

Heightened

[
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "The damage dealt to the initial target increases by 4d12, and the additional damage dealt on the first Strike each turn increases by 1d12."
    }
]

Damage clauses

[
    {
        "formula": "3d12",
        "type": "electricity",
        "persistent": false
    },
    {
        "formula": "1d12",
        "type": "electricity",
        "persistent": false
    }
]

Effects

{
    "description": "Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing 3d12 electricity damage with a basic Reflex save. For the rest of the spell's duration, your first Strike each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional 1d12 electricity damage. The spell creates its own storm cloud if necessary, so you can cast draw the lightning anywhere, even underground. If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by 2d12.",
    "outcomes": []
}

Full schema_data

{
    "id": "draw-the-lightning",
    "name": "Draw The Lightning",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "electricity"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature that is either taller than you or higher in the air than you",
    "duration": "1 minute",
    "save": "Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing 3d12 electricity damage with a basic Reflex save. For the rest of the spell's duration, your first Strike each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional 1d12 electricity damage. The spell creates its own storm cloud if necessary, so you can cast draw the lightning anywhere, even underground. If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by 2d12.",
    "description_snippet": "Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold",
    "heightened": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The damage dealt to the initial target increases by 4d12, and the additional damage dealt on the first Strike each turn increases by 1d12."
        }
    ],
    "heightened_scaling": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The damage dealt to the initial target increases by 4d12, and the additional damage dealt on the first Strike each turn increases by 1d12."
        }
    ],
    "damage": [
        {
            "formula": "3d12",
            "type": "electricity",
            "persistent": false
        },
        {
            "formula": "1d12",
            "type": "electricity",
            "persistent": false
        }
    ],
    "damage_type": [
        "electricity"
    ],
    "effects": {
        "description": "Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing 3d12 electricity damage with a basic Reflex save. For the rest of the spell's duration, your first Strike each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional 1d12 electricity damage. The spell creates its own storm cloud if necessary, so you can cast draw the lightning anywhere, even underground. If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by 2d12.",
        "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": 11536,
    "source_line_end": 11562,
    "raw_text_block": "DRAW THE LIGHTNING\nELECTRICITY\nSPELL 4\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature that is either taller than\nyou or higher in the air than you\nSaving Throw Reflex; Duration 1 minute\nCalling out to the skies, you summon a bolt of lightning\nto strike through a foe above you and down into your\nweapon or your body, charging it with electrical power.\nYou must hold your weapon or an empty hand aloft as part\nof this spell's somatic component. When you do, a bolt of\nlightning descends from a storm cloud in the air above your\nand through the target, dealing 3d12 electricity damage\nwith a basic Reflex save. For the rest of the spell's duration,\nyour first Strike each round with the weapon you held aloft\n(or with your unarmed attacks if you held an empty hand\naloft) deals an additional 1d12 electricity damage.\nThe spell creates its own storm cloud if necessary, so you\ncan cast draw the lightning anywhere, even underground.\nIf draw the lightning is cast outside under a cloudy or\nstormy sky, increase the bolt's damage by 2d12.\nHeightened (8th) The damage dealt to the initial target\nincreases by 4d12, and the additional damage dealt on\nthe first Strike each turn increases by 1d12.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "draw-the-lightning",
    "content_id": "draw-the-lightning",
    "level": 4
}

Advanced Player's Guide

Dull Ambition

Rank 4 · Spell · Common

Registry ID
dull-ambition
SpellCommonenchantmentarcanedivineoccult

You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. Critical Success: The target is unaffected. Success: For 1 hour, the target rolls twice and uses the lower result on initiative rolls. Failure: For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity. Critical Failure: As failure, but the duration is unlimited.

Description snippet: You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the targ

Source lines: 30619 - 30638

Raw text block

DULL AMBITION
CURSE
ENCHANTMENT
SPELL 4
MENTAL
MISFORTUNE
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration varies
You curse the target to fail in all avenues of its life that require
drive and ambition, as it inadvertently undermines its own
goals at every turn. The effect is based on the target's Will save.
Critical Success The target is unaffected.
Success For 1 hour, the target rolls twice and uses the lower
result on initiative rolls.
Failure For 1 day, the target rolls twice and uses the lower
result on initiative rolls and any check to determine the
success of a downtime activity.
Critical Failure As failure, but the duration is unlimited.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "For 1 hour, the target rolls twice and uses the lower result on initiative rolls.",
        "Failure": "For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity.",
        "Critical Failure": "As failure, but the duration is unlimited."
    }
}

Full schema_data

{
    "id": "dull-ambition",
    "name": "Dull Ambition",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "curse",
        "mental",
        "misfortune"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. Critical Success: The target is unaffected. Success: For 1 hour, the target rolls twice and uses the lower result on initiative rolls. Failure: For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity. Critical Failure: As failure, but the duration is unlimited.",
    "description_snippet": "You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the targ",
    "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 curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "For 1 hour, the target rolls twice and uses the lower result on initiative rolls.",
            "Failure": "For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity.",
            "Critical Failure": "As failure, but the duration is unlimited."
        }
    },
    "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": 30619,
    "source_line_end": 30638,
    "raw_text_block": "DULL AMBITION\nCURSE\nENCHANTMENT\nSPELL 4\nMENTAL\nMISFORTUNE\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou curse the target to fail in all avenues of its life that require\ndrive and ambition, as it inadvertently undermines its own\ngoals at every turn. The effect is based on the target's Will save.\nCritical Success The target is unaffected.\nSuccess For 1 hour, the target rolls twice and uses the lower\nresult on initiative rolls.\nFailure For 1 day, the target rolls twice and uses the lower\nresult on initiative rolls and any check to determine the\nsuccess of a downtime activity.\nCritical Failure As failure, but the duration is unlimited.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dull-ambition",
    "content_id": "dull-ambition",
    "level": 4
}

Secrets of Magic

Elemental Gift

Rank 4 · Spell · Common

Registry ID
elemental-gift
SpellCommontransmutationprimal

An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element. • Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. • Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. • Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit. • Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.

Description snippet: An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element

Source lines: 11852 - 11890

Raw text block

ELEMENTAL GIFT
SPELL 4
TRANSMUTATION
Traditions primal
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 willing creature
Duration 1 minute
An elemental force fills your target, granting the target
the swiftness of air, the ruggedness of earth, the sting of
fire, or the flexibility of water, depending on which element
you choose. Choose an element when you Cast the Spell.
The target gains the benefit of that element as described
below, and this spell gains that trait's element.
• Air The target gains a +30-foot status bonus to its
land Speed and gains a fly Speed equal to its land
Speed without the status bonus.
• Earth While on the ground, the target gets a +2 status
bonus to Fortitude and Reflex saves against effects that
would Shove or Trip it, and to saves against effects that
would attempt to knock it prone. In addition, the ground
adjacent to the target is difficult terrain, and the difficult
terrain moves with the target, though the target ignores
this difficult terrain with its own movement.
• Fire The target's melee unarmed Strikes and melee
weapon Strikes deal 1d6 persistent fire damage on
a hit.
• Water The target takes on a watery sheen, gaining
resistance 5 to fire and a swim Speed equal to its land
Speed.
Heightened (8th) You can target up to 5 willing creatures.
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic

Heightened

[
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "You can target up to 5 willing creatures. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
    }
]

Damage clauses

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

Effects

{
    "description": "An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element. • Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. • Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. • Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit. • Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.",
    "outcomes": []
}

Full schema_data

{
    "id": "elemental-gift",
    "name": "Elemental Gift",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element. • Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. • Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. • Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit. • Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.",
    "description_snippet": "An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element",
    "heightened": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You can target up to 5 willing creatures. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
        }
    ],
    "heightened_scaling": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "You can target up to 5 willing creatures. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
        }
    ],
    "damage": [
        {
            "formula": "1d6",
            "type": "fire",
            "persistent": true
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element. • Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. • Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. • Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit. • Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.",
        "outcomes": []
    },
    "conditions_caused": [
        "prone"
    ],
    "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": 11852,
    "source_line_end": 11890,
    "raw_text_block": "ELEMENTAL GIFT\nSPELL 4\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 willing creature\nDuration 1 minute\nAn elemental force fills your target, granting the target\nthe swiftness of air, the ruggedness of earth, the sting of\nfire, or the flexibility of water, depending on which element\nyou choose. Choose an element when you Cast the Spell.\nThe target gains the benefit of that element as described\nbelow, and this spell gains that trait's element.\n• Air The target gains a +30-foot status bonus to its\nland Speed and gains a fly Speed equal to its land\nSpeed without the status bonus.\n• Earth While on the ground, the target gets a +2 status\nbonus to Fortitude and Reflex saves against effects that\nwould Shove or Trip it, and to saves against effects that\nwould attempt to knock it prone. In addition, the ground\nadjacent to the target is difficult terrain, and the difficult\nterrain moves with the target, though the target ignores\nthis difficult terrain with its own movement.\n• Fire The target's melee unarmed Strikes and melee\nweapon Strikes deal 1d6 persistent fire damage on\na hit.\n• Water The target takes on a watery sheen, gaining\nresistance 5 to fire and a swim Speed equal to its land\nSpeed.\nHeightened (8th) You can target up to 5 willing creatures.\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "elemental-gift",
    "content_id": "elemental-gift",
    "level": 4
}

Core Rulebook (Fourth Printing)

Elemental Tempest

Rank 4 · Focus · Uncommon

Registry ID
elemental-tempest
FocusUncommonevocationarcane

Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like.

Description snippet: Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid,

Source lines: 64724 - 64740

Raw text block

ELEMENTAL TEMPEST
UNCOMMON
EVOCATION
FOCUS 4
METAMAGIC WIZARD
Cast [one-action] verbal
Your spellcasting surrounds you in a storm of elemental
energy. If the next action you take is to Cast a Spell from
your wizard spell slots that's an evocation spell dealing
acid, cold, electricity, or fire damage, a 10-foot emanation of
energy surrounds you as you cast the spell. Foes in the area
take 1d6 damage per spell level of the spell you just cast of
the same damage type the spell deals (choose one if it deals
multiple types). Combine the damage from both elemental
tempest and the other spell against foes who take damage
from both before applying bonuses, penalties, resistance,
weakness, and the like.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like.",
    "outcomes": []
}

Full schema_data

{
    "id": "elemental-tempest",
    "name": "Elemental Tempest",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "metamagic"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like.",
    "description_snippet": "Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid,",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "wizard",
    "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": 64724,
    "source_line_end": 64740,
    "raw_text_block": "ELEMENTAL TEMPEST\nUNCOMMON\nEVOCATION\nFOCUS 4\nMETAMAGIC WIZARD\nCast [one-action] verbal\nYour spellcasting surrounds you in a storm of elemental\nenergy. If the next action you take is to Cast a Spell from\nyour wizard spell slots that's an evocation spell dealing\nacid, cold, electricity, or fire damage, a 10-foot emanation of\nenergy surrounds you as you cast the spell. Foes in the area\ntake 1d6 damage per spell level of the spell you just cast of\nthe same damage type the spell deals (choose one if it deals\nmultiple types). Combine the damage from both elemental\ntempest and the other spell against foes who take damage\nfrom both before applying bonuses, penalties, resistance,\nweakness, and the like.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "elemental-tempest",
    "content_id": "elemental-tempest",
    "level": 4
}

Core Rulebook (Fourth Printing)

Enduring Might

Rank 4 · Focus · Uncommon

Registry ID
enduring-might
FocusUncommonabjurationdivine

Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.

Description snippet: Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.

Source lines: 61745 - 61762

Raw text block

ENDURING MIGHT
UNCOMMON
ABJURATION
FOCUS 4
CLERIC
Domain might
Cast [reaction] somatic; Trigger An attack or effect would deal
damage to you.
Your own might mingles with divine power to protect you. You
gain resistance equal to 8 plus your Strength modifier against
all damage from the triggering attack or effect.
Heightened (+1) The resistance increases by 2.
appearance becomes bland and nondescript. You gain a
+2 status bonus to Deception and Stealth checks to go
unnoticed among the crowd, and you ignore difficult terrain
caused by the crowd.
Heightened (3rd) The spell gains a range of 10 feet and can
target up to 10 creatures.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The resistance increases by 2. appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore difficult terrain caused by the crowd."
    },
    {
        "label": "3rd",
        "type": "raw",
        "text": "The spell gains a range of 10 feet and can target up to 10 creatures."
    }
]

Damage clauses

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

Effects

{
    "description": "Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.",
    "outcomes": []
}

Full schema_data

{
    "id": "enduring-might",
    "name": "Enduring Might",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "An attack or effect would deal damage to you.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.",
    "description_snippet": "Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The resistance increases by 2. appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore difficult terrain caused by the crowd."
        },
        {
            "label": "3rd",
            "type": "raw",
            "text": "The spell gains a range of 10 feet and can target up to 10 creatures."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The resistance increases by 2. appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore difficult terrain caused by the crowd."
        },
        {
            "label": "3rd",
            "type": "raw",
            "text": "The spell gains a range of 10 feet and can target up to 10 creatures."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "might",
    "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": 61745,
    "source_line_end": 61762,
    "raw_text_block": "ENDURING MIGHT\nUNCOMMON\nABJURATION\nFOCUS 4\nCLERIC\nDomain might\nCast [reaction] somatic; Trigger An attack or effect would deal\ndamage to you.\nYour own might mingles with divine power to protect you. You\ngain resistance equal to 8 plus your Strength modifier against\nall damage from the triggering attack or effect.\nHeightened (+1) The resistance increases by 2.\nappearance becomes bland and nondescript. You gain a\n+2 status bonus to Deception and Stealth checks to go\nunnoticed among the crowd, and you ignore difficult terrain\ncaused by the crowd.\nHeightened (3rd) The spell gains a range of 10 feet and can\ntarget up to 10 creatures.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "enduring-might",
    "content_id": "enduring-might",
    "level": 4
}

Advanced Player's Guide

Enervation

Rank 4 · Spell · Common

Registry ID
enervation
SpellCommonnecromancyarcanedivineoccult

Drain a creature’s vigor.

Description snippet: Drain a creature’s vigor.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "necromancy",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "description_snippet": "Drain a creature’s vigor.",
    "content_id": "enervation",
    "type": "spell",
    "description": "Drain a creature’s vigor."
}

Advanced Player's Guide

Enlarge Companion

Rank 4 · Focus · Common

Registry ID
enlarge-companion
FocusCommontransmutationNone

Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level enlarge spell.

Description snippet: Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level enlarge spell.

Source lines: 33199 - 33207

Raw text block

RANGER
FOCUS 4
TRANSMUTATION
Cast [two-actions] somatic, verbal
Range 30 feet; Targets your animal companion
Duration 1 minute
Your animal companion grows much larger, towering over
its foes in battle. Your animal companion becomes Huge,
gaining the effects of a 4th-level enlarge spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level enlarge spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "enlarge-companion",
    "name": "Enlarge Companion",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "your animal companion",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level enlarge spell.",
    "description_snippet": "Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level enlarge spell.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level enlarge spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "ranger",
    "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": 33199,
    "source_line_end": 33207,
    "raw_text_block": "RANGER\nFOCUS 4\nTRANSMUTATION\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets your animal companion\nDuration 1 minute\nYour animal companion grows much larger, towering over\nits foes in battle. Your animal companion becomes Huge,\ngaining the effects of a 4th-level enlarge spell.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "enlarge-companion",
    "content_id": "enlarge-companion",
    "level": 4
}

Core Rulebook (Fourth Printing)

Eradicate Undeath

Rank 4 · Focus · Uncommon

Registry ID
eradicate-undeath
FocusUncommonnecromancydivine

A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.

Description snippet: A massive deluge of life energy causes the undead to fall apart.

Source lines: 61805 - 61812

Raw text block

ERADICATE UNDEATH
UNCOMMON
UNCOMMON
CLERIC
CLERIC
NECROMANCY
FOCUS 4
POSITIVE

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d12."
    }
]

Damage clauses

[
    {
        "formula": "4d12",
        "type": "positive",
        "persistent": false
    }
]

Effects

{
    "description": "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "eradicate-undeath",
    "name": "Eradicate Undeath",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "positive"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.",
    "description_snippet": "A massive deluge of life energy causes the undead to fall apart.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12."
        }
    ],
    "damage": [
        {
            "formula": "4d12",
            "type": "positive",
            "persistent": false
        }
    ],
    "damage_type": [
        "positive"
    ],
    "effects": {
        "description": "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "death",
    "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": 61805,
    "source_line_end": 61812,
    "raw_text_block": "ERADICATE UNDEATH\nUNCOMMON\nUNCOMMON\nCLERIC\nCLERIC\nNECROMANCY\nFOCUS 4\nPOSITIVE",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "eradicate-undeath",
    "content_id": "eradicate-undeath",
    "level": 4
}

Secrets of Magic

Fey Form

Rank 4 · Spell · Common

Registry ID
fey-form
SpellCommontransmutationoccultprimal

Secrets of Magic SPELL 4 TRANSMUTATION Traditions occult, primal Cast [two-actions] somatic, verbal Duration 1 minute Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to cold iron. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Acrobatics modifiers of +16, unless your own modifier is higher. You also gain specific abilities based on the type of fey: • Dryad The temporary HP gained increases to 30; Speed 25 feet; weakness 5 to fire; Melee [one-action] branch, Damage 1d12+8 bludgeoning. • Elananx Speed 30 feet; resistance 5 to fire; Melee [one-action] jaws, Damage 1d6+8 piercing plus 1d6 fire; Melee [one-action] claw (agile), Damage 1d6 slashing. • Naiad Speed 25 feet, swim 25 feet; resistance 5 to fire; Melee [one-action] aqueous fist (water), Damage 1d8+8 bludgeoning. • Redcap Speed 40 feet; Size Small; Melee [one-action] scythe (deadly d10, trip), Damage 1d10+8 slashing; Melee [one-action] boot (agile, versatile B), Damage 1d6 piercing. • Unicorn gain the beast trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; Melee [one-action] Essentials of Magic Magic Items Book of Unlimited Magic horn, Damage 1d10+8 piercing plus 1 good; Melee [one-action] hoof (agile), Damage 1d8 bludgeoning; all Strikes have the effects of a ghost touch property rune.

Description snippet: Secrets of Magic SPELL 4 TRANSMUTATION Traditions occult, primal Cast [two-actions] somatic, verbal Duration 1 minute Channeling the mischievous fey, you transform into a fey battl

Source lines: 12041 - 12098

Raw text block

FEY FORM
POLYMORPH
Secrets
of
Magic
SPELL 4
TRANSMUTATION
Traditions occult, primal
Cast [two-actions] somatic, verbal
Duration 1 minute
Channeling the mischievous fey, you transform into a fey
battle form, which is Medium unless stated otherwise.
When you cast this spell, choose dryad, elananx, naiad,
redcap, or unicorn. If you choose unicorn, the battle form
is Large and you must have space to expand or the spell is
lost. While in this form, you gain the fey trait. Unless you
choose elananx or unicorn, you have hands in this battle
form and can use manipulate actions. You can Dismiss
the spell.
You gain the following statistics and abilities regardless of
the form that you choose:
• AC = 19 + your level. Ignore your armor's check penalty
and Speed reduction.
• 15 temporary Hit Points and weakness 5 to cold iron.
• Low-light vision.
• One or more unarmed melee attacks specific to the
battle form you choose, which are the only attacks
you can use. You're trained with them. Your attack
modifier is +16, and you use the listed damage. These
attacks are Dexterity based. If your attack modifier is
higher for the given unarmed attack or weapon, you
can use it instead.
• Acrobatics modifiers of +16, unless your own modifier
is higher.
You also gain specific abilities based on the type of fey:
• Dryad The temporary HP gained increases to 30; Speed
25 feet; weakness 5 to fire; Melee [one-action] branch, Damage
1d12+8 bludgeoning.
• Elananx Speed 30 feet; resistance 5 to fire; Melee [one-action]
jaws, Damage 1d6+8 piercing plus 1d6 fire; Melee [one-action]
claw (agile), Damage 1d6 slashing.
• Naiad Speed 25 feet, swim 25 feet; resistance 5 to
fire; Melee [one-action] aqueous fist (water), Damage 1d8+8
bludgeoning.
• Redcap Speed 40 feet; Size Small; Melee [one-action] scythe
(deadly d10, trip), Damage 1d10+8 slashing; Melee [one-action]
boot (agile, versatile B), Damage 1d6 piercing.
• Unicorn gain the beast trait in addition to fey; Speed
40 feet; resistance 5 to poison; Size Large; Melee [one-action]
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
horn, Damage 1d10+8 piercing plus 1 good; Melee [one-action]
hoof (agile), Damage 1d8 bludgeoning; all Strikes have
the effects of a ghost touch property rune.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Secrets of Magic SPELL 4 TRANSMUTATION Traditions occult, primal Cast [two-actions] somatic, verbal Duration 1 minute Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to cold iron. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Acrobatics modifiers of +16, unless your own modifier is higher. You also gain specific abilities based on the type of fey: • Dryad The temporary HP gained increases to 30; Speed 25 feet; weakness 5 to fire; Melee [one-action] branch, Damage 1d12+8 bludgeoning. • Elananx Speed 30 feet; resistance 5 to fire; Melee [one-action] jaws, Damage 1d6+8 piercing plus 1d6 fire; Melee [one-action] claw (agile), Damage 1d6 slashing. • Naiad Speed 25 feet, swim 25 feet; resistance 5 to fire; Melee [one-action] aqueous fist (water), Damage 1d8+8 bludgeoning. • Redcap Speed 40 feet; Size Small; Melee [one-action] scythe (deadly d10, trip), Damage 1d10+8 slashing; Melee [one-action] boot (agile, versatile B), Damage 1d6 piercing. • Unicorn gain the beast trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; Melee [one-action] Essentials of Magic Magic Items Book of Unlimited Magic horn, Damage 1d10+8 piercing plus 1 good; Melee [one-action] hoof (agile), Damage 1d8 bludgeoning; all Strikes have the effects of a ghost touch property rune.",
    "outcomes": []
}

Full schema_data

{
    "id": "fey-form",
    "name": "Fey Form",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "occult",
        "primal"
    ],
    "traits": [
        "polymorph"
    ],
    "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 SPELL 4 TRANSMUTATION Traditions occult, primal Cast [two-actions] somatic, verbal Duration 1 minute Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to cold iron. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Acrobatics modifiers of +16, unless your own modifier is higher. You also gain specific abilities based on the type of fey: • Dryad The temporary HP gained increases to 30; Speed 25 feet; weakness 5 to fire; Melee [one-action] branch, Damage 1d12+8 bludgeoning. • Elananx Speed 30 feet; resistance 5 to fire; Melee [one-action] jaws, Damage 1d6+8 piercing plus 1d6 fire; Melee [one-action] claw (agile), Damage 1d6 slashing. • Naiad Speed 25 feet, swim 25 feet; resistance 5 to fire; Melee [one-action] aqueous fist (water), Damage 1d8+8 bludgeoning. • Redcap Speed 40 feet; Size Small; Melee [one-action] scythe (deadly d10, trip), Damage 1d10+8 slashing; Melee [one-action] boot (agile, versatile B), Damage 1d6 piercing. • Unicorn gain the beast trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; Melee [one-action] Essentials of Magic Magic Items Book of Unlimited Magic horn, Damage 1d10+8 piercing plus 1 good; Melee [one-action] hoof (agile), Damage 1d8 bludgeoning; all Strikes have the effects of a ghost touch property rune.",
    "description_snippet": "Secrets of Magic SPELL 4 TRANSMUTATION Traditions occult, primal Cast [two-actions] somatic, verbal Duration 1 minute Channeling the mischievous fey, you transform into a fey battl",
    "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": "Secrets of Magic SPELL 4 TRANSMUTATION Traditions occult, primal Cast [two-actions] somatic, verbal Duration 1 minute Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to cold iron. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Acrobatics modifiers of +16, unless your own modifier is higher. You also gain specific abilities based on the type of fey: • Dryad The temporary HP gained increases to 30; Speed 25 feet; weakness 5 to fire; Melee [one-action] branch, Damage 1d12+8 bludgeoning. • Elananx Speed 30 feet; resistance 5 to fire; Melee [one-action] jaws, Damage 1d6+8 piercing plus 1d6 fire; Melee [one-action] claw (agile), Damage 1d6 slashing. • Naiad Speed 25 feet, swim 25 feet; resistance 5 to fire; Melee [one-action] aqueous fist (water), Damage 1d8+8 bludgeoning. • Redcap Speed 40 feet; Size Small; Melee [one-action] scythe (deadly d10, trip), Damage 1d10+8 slashing; Melee [one-action] boot (agile, versatile B), Damage 1d6 piercing. • Unicorn gain the beast trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; Melee [one-action] Essentials of Magic Magic Items Book of Unlimited Magic horn, Damage 1d10+8 piercing plus 1 good; Melee [one-action] hoof (agile), Damage 1d8 bludgeoning; all Strikes have the effects of a ghost touch property rune.",
        "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": 12041,
    "source_line_end": 12098,
    "raw_text_block": "FEY FORM\nPOLYMORPH\nSecrets\nof\nMagic\nSPELL 4\nTRANSMUTATION\nTraditions occult, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nChanneling the mischievous fey, you transform into a fey\nbattle form, which is Medium unless stated otherwise.\nWhen you cast this spell, choose dryad, elananx, naiad,\nredcap, or unicorn. If you choose unicorn, the battle form\nis Large and you must have space to expand or the spell is\nlost. While in this form, you gain the fey trait. Unless you\nchoose elananx or unicorn, you have hands in this battle\nform and can use manipulate actions. You can Dismiss\nthe spell.\nYou gain the following statistics and abilities regardless of\nthe form that you choose:\n• AC = 19 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 15 temporary Hit Points and weakness 5 to cold iron.\n• Low-light vision.\n• One or more unarmed melee attacks specific to the\nbattle form you choose, which are the only attacks\nyou can use. You're trained with them. Your attack\nmodifier is +16, and you use the listed damage. These\nattacks are Dexterity based. If your attack modifier is\nhigher for the given unarmed attack or weapon, you\ncan use it instead.\n• Acrobatics modifiers of +16, unless your own modifier\nis higher.\nYou also gain specific abilities based on the type of fey:\n• Dryad The temporary HP gained increases to 30; Speed\n25 feet; weakness 5 to fire; Melee [one-action] branch, Damage\n1d12+8 bludgeoning.\n• Elananx Speed 30 feet; resistance 5 to fire; Melee [one-action]\njaws, Damage 1d6+8 piercing plus 1d6 fire; Melee [one-action]\nclaw (agile), Damage 1d6 slashing.\n• Naiad Speed 25 feet, swim 25 feet; resistance 5 to\nfire; Melee [one-action] aqueous fist (water), Damage 1d8+8\nbludgeoning.\n• Redcap Speed 40 feet; Size Small; Melee [one-action] scythe\n(deadly d10, trip), Damage 1d10+8 slashing; Melee [one-action]\nboot (agile, versatile B), Damage 1d6 piercing.\n• Unicorn gain the beast trait in addition to fey; Speed\n40 feet; resistance 5 to poison; Size Large; Melee [one-action]\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nhorn, Damage 1d10+8 piercing plus 1 good; Melee [one-action]\nhoof (agile), Damage 1d8 bludgeoning; all Strikes have\nthe effects of a ghost touch property rune.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "fey-form",
    "content_id": "fey-form",
    "level": 4
}

Core Rulebook (Fourth Printing)

Fire Shield

Rank 4 · Spell · Common

Registry ID
fire-shield
SpellCommonevocationarcaneprimal

You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Description snippet: You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you

Source lines: 52728 - 52741

Raw text block

FIRE SHIELD
EVOCATION
SPELL 4
FIRE
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You wreathe yourself in ghostly flames, gaining cold
resistance 5. Additionally, adjacent creatures that hit you
with a melee attack, as well as creatures that touch you or
hit you with an unarmed attack, take 2d6 fire damage each
time they do.
Heightened (+2) The cold resistance increases by 5, and the
fire damage increases by 1d6.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The cold resistance increases by 5, and the fire damage increases by 1d6."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.",
    "outcomes": []
}

Full schema_data

{
    "id": "fire-shield",
    "name": "Fire Shield",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.",
    "description_snippet": "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The cold resistance increases by 5, and the fire damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The cold resistance increases by 5, and the fire damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.",
        "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": 52728,
    "source_line_end": 52741,
    "raw_text_block": "FIRE SHIELD\nEVOCATION\nSPELL 4\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou wreathe yourself in ghostly flames, gaining cold\nresistance 5. Additionally, adjacent creatures that hit you\nwith a melee attack, as well as creatures that touch you or\nhit you with an unarmed attack, take 2d6 fire damage each\ntime they do.\nHeightened (+2) The cold resistance increases by 5, and the\nfire damage increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "fire-shield",
    "content_id": "fire-shield",
    "level": 4
}

Core Rulebook (4th Printing)

Fly

Rank 4 · Spell · Common

Registry ID
fly
SpellCommontransmutationarcaneoccultprimal

Cause the target creature to

Description snippet: Cause the target creature to

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "transmutation",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Cause the target creature to",
    "content_id": "fly",
    "type": "spell",
    "description": "Cause the target creature to"
}

Core Rulebook (Fourth Printing)

Freedom Of Movement

Rank 4 · Spell · Common

Registry ID
freedom-of-movement
SpellCommonabjurationarcanedivineprimal

You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.

Description snippet: You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Spee

Source lines: 52957 - 52970

Raw text block

FREEDOM OF MOVEMENT
SPELL 4
ABJURATION
Traditions arcane, divine, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature touched
Duration 10 minutes
You repel effects that would hinder a creature or slow its
movement. While under this spell's effect, the target ignores
effects that would give them a circumstance penalty to
Speed. When they attempt to Escape an effect that has them
immobilized, grabbed, or restrained, they automatically
succeed unless the effect is magical and of a higher level
than the freedom of movement spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "freedom-of-movement",
    "name": "Freedom Of Movement",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature touched",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.",
    "description_snippet": "You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Spee",
    "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 repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "grabbed",
        "immobilized",
        "restrained"
    ],
    "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": 52957,
    "source_line_end": 52970,
    "raw_text_block": "FREEDOM OF MOVEMENT\nSPELL 4\nABJURATION\nTraditions arcane, divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature touched\nDuration 10 minutes\nYou repel effects that would hinder a creature or slow its\nmovement. While under this spell's effect, the target ignores\neffects that would give them a circumstance penalty to\nSpeed. When they attempt to Escape an effect that has them\nimmobilized, grabbed, or restrained, they automatically\nsucceed unless the effect is magical and of a higher level\nthan the freedom of movement spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "freedom-of-movement",
    "content_id": "freedom-of-movement",
    "level": 4
}

Advanced Player's Guide

Fungal Infestation

Rank 4 · Spell · Common

Registry ID
fungal-infestation
SpellCommonconjurationprimal

Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save. critical_success: The creature is unaffected. success: The target takes half the persistent poison damage. failure: The target takes the full persistent poison damage and has weakness 1 to fire and slashing while taking it. critical_failure: As failure, but double the persistent poison damage and weakness 2 to fire and slashing.

Description snippet: Plant poisonous fungal growths in a creature.

Source lines: 31013 - 31032

Raw text block

FUNGAL INFESTATION
SPELL 4
CONJURATION
POISON
Traditions primal
Cast [two-actions] somatic, verbal
Range touch; Area 15-foot cone
Saving Throw Fortitude
Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.
Heightened (+2) The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure."
    }
]

Damage clauses

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

Effects

{
    "description": "Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.",
    "outcomes": {
        "critical_success": "The creature is unaffected.",
        "success": "The target takes half the persistent poison damage.",
        "failure": "The target takes the full persistent poison damage and has weakness 1 to fire and slashing while taking it.",
        "critical_failure": "As failure, but double the persistent poison damage and weakness 2 to fire and slashing."
    }
}

Full schema_data

{
    "id": "fungal-infestation",
    "name": "Fungal Infestation",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "poison"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "15-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save. critical_success: The creature is unaffected. success: The target takes half the persistent poison damage. failure: The target takes the full persistent poison damage and has weakness 1 to fire and slashing while taking it. critical_failure: As failure, but double the persistent poison damage and weakness 2 to fire and slashing.",
    "description_snippet": "Plant poisonous fungal growths in a creature.",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.",
        "outcomes": {
            "critical_success": "The creature is unaffected.",
            "success": "The target takes half the persistent poison damage.",
            "failure": "The target takes the full persistent poison damage and has weakness 1 to fire and slashing while taking it.",
            "critical_failure": "As failure, but double the persistent poison damage and weakness 2 to fire and slashing."
        }
    },
    "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": 31013,
    "source_line_end": 31032,
    "raw_text_block": "FUNGAL INFESTATION\nSPELL 4\nCONJURATION\nPOISON\nTraditions primal\nCast [two-actions] somatic, verbal\nRange touch; Area 15-foot cone\nSaving Throw Fortitude\nToxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.\nHeightened (+2) The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "fungal-infestation",
    "content_id": "fungal-infestation",
    "level": 4
}

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