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Spell Catalogue

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Showing page 22 of 36 for 898 matching canonical spell rows.

Page 22 of 36

Core Rulebook (Fourth Printing)

Gaseous Form

Rank 4 · Spell · Common

Registry ID
gaseous-form
SpellCommontransmutationarcaneoccultprimal

The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, uses its proficiency modifier for unarmored defense, gains resistance 8 to physical damage, and is immune to precision damage.

Description snippet: Turn a willing creature into a vaporous form.

Source lines: 52675 - 52688

Raw text block

GASEOUS FORM
SPELL 4
TRANSMUTATION
Traditions arcane, occult, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 willing creature
Duration 5 minutes
The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, uses its proficiency modifier for unarmored defense, gains resistance 8 to physical damage, and is immune to precision damage.

Heightened

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

Damage clauses

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

Effects

{
    "description": "The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, uses its proficiency modifier for unarmored defense, gains resistance 8 to physical damage, and is immune to precision damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "gaseous-form",
    "name": "Gaseous Form",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "5 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, uses its proficiency modifier for unarmored defense, gains resistance 8 to physical damage, and is immune to precision damage.",
    "description_snippet": "Turn a willing creature into a vaporous form.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, uses its proficiency modifier for unarmored defense, gains resistance 8 to physical damage, and is immune to precision damage.",
        "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": 52675,
    "source_line_end": 52688,
    "raw_text_block": "GASEOUS FORM\nSPELL 4\nTRANSMUTATION\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 willing creature\nDuration 5 minutes\nThe target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, uses its proficiency modifier for unarmored defense, gains resistance 8 to physical damage, and is immune to precision damage.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "gaseous-form",
    "content_id": "gaseous-form",
    "level": 4
}

Advanced Player's Guide

Ghostly Tragedy

Rank 4 · Spell · Uncommon

Registry ID
ghostly-tragedy
SpellUncommondivinationdivineoccult

This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene. Any creature that observed the ghostly recreation can attempt checks to investigate the event.

Description snippet: Have spirits reenact a violent event.

Source lines: 31053 - 31071

Raw text block

GHOSTLY TRAGEDY
UNCOMMON
SPELL 4
DIVINATION
Traditions divine, occult
Cast 1 minute (material, somatic, verbal)
Area 60-foot emanation
Duration 10 minutes
This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after.
Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene. Any creature that observed the ghostly recreation can attempt checks to investigate the event.

Heightened

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

Damage clauses

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

Effects

{
    "description": "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene. Any creature that observed the ghostly recreation can attempt checks to investigate the event.",
    "outcomes": []
}

Full schema_data

{
    "id": "ghostly-tragedy",
    "name": "Ghostly Tragedy",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "1_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "60-foot emanation",
    "targets": "none",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene. Any creature that observed the ghostly recreation can attempt checks to investigate the event.",
    "description_snippet": "Have spirits reenact a violent event.",
    "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": "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after. Once the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene. Any creature that observed the ghostly recreation can attempt checks to investigate the event.",
        "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": 31053,
    "source_line_end": 31071,
    "raw_text_block": "GHOSTLY TRAGEDY\nUNCOMMON\nSPELL 4\nDIVINATION\nTraditions divine, occult\nCast 1 minute (material, somatic, verbal)\nArea 60-foot emanation\nDuration 10 minutes\nThis spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you Cast the Spell. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after.\nOnce the scene ends, you take 2d6 negative damage for each ghostly apparition that participated in the scene. Any creature that observed the ghostly recreation can attempt checks to investigate the event.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ghostly-tragedy",
    "content_id": "ghostly-tragedy",
    "level": 4
}

Core Rulebook (4th Printing)

Glibness

Rank 4 · Spell · Uncommon

Registry ID
glibness
SpellUncommonenchantmentoccult

Lie with impunity.

Description snippet: Lie with impunity.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "enchantment",
    "traditions": [
        "occult"
    ],
    "heightenable": false,
    "rarity": "uncommon",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Lie with impunity.",
    "content_id": "glibness",
    "type": "spell",
    "description": "Lie with impunity."
}

Core Rulebook (Fourth Printing)

Globe Of Invulnerability

Rank 4 · Spell · Uncommon

Registry ID
globe-of-invulnerability
SpellUncommonabjurationarcanedivineoccult

You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).

Description snippet: You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel

Source lines: 53188 - 53207

Raw text block

GLOBE OF INVULNERABILITY
UNCOMMON
SPELL 4
ABJURATION
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Area 10-foot burst centered on one corner of your space
Duration 10 minutes
You create an immobile globe around yourself that attempts
to counteract any spell from outside the globe whose area
or targets enter into the globe, as if the globe were a dispel
magic spell 1 level lower than its actual spell level. If the
counteract attempt succeeds, it prevents only the portion
of the spell that would have entered the globe (so if the
spell also has targets outside the globe, or part of its area
is beyond the globe, those targets or that area is affected
normally). You must form the sphere in an unbroken open
space, so its edges don't pass through any creatures or
objects, or the spell is lost (though creatures can enter the
globe after the spell is cast).

Heightened

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

Damage clauses

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

Effects

{
    "description": "You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).",
    "outcomes": []
}

Full schema_data

{
    "id": "globe-of-invulnerability",
    "name": "Globe Of Invulnerability",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "10-foot burst centered on one corner of your space",
    "targets": "none",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).",
    "description_snippet": "You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).",
        "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": 53188,
    "source_line_end": 53207,
    "raw_text_block": "GLOBE OF INVULNERABILITY\nUNCOMMON\nSPELL 4\nABJURATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nArea 10-foot burst centered on one corner of your space\nDuration 10 minutes\nYou create an immobile globe around yourself that attempts\nto counteract any spell from outside the globe whose area\nor targets enter into the globe, as if the globe were a dispel\nmagic spell 1 level lower than its actual spell level. If the\ncounteract attempt succeeds, it prevents only the portion\nof the spell that would have entered the globe (so if the\nspell also has targets outside the globe, or part of its area\nis beyond the globe, those targets or that area is affected\nnormally). You must form the sphere in an unbroken open\nspace, so its edges don't pass through any creatures or\nobjects, or the spell is lost (though creatures can enter the\nglobe after the spell is cast).",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "globe-of-invulnerability",
    "content_id": "globe-of-invulnerability",
    "level": 4
}

Core Rulebook (Fourth Printing)

Hallucinatory Terrain

Rank 4 · Spell · Uncommon

Registry ID
hallucinatory-terrain
SpellUncommonillusionarcaneoccultprimal

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.

Description snippet: You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.

Source lines: 53471 - 53485

Raw text block

HALLUCINATORY TERRAIN
UNCOMMON
SPELL 4
ILLUSION
Traditions arcane, occult, primal
Cast 10 minutes (material, somatic, verbal)
Range 500 feet; Area 50-foot burst
Duration until the next time you make your daily preparations
You create an illusion that causes natural terrain to look,
sound, feel, and smell like a different kind of terrain. This
doesn't disguise any structures or creatures in the area.
Any creature that touches the illusion or uses the Seek
action to examine it can attempt to disbelieve your illusion.
Heightened (5th) Your image can also disguise structures or
create illusory structures (but still doesn't disguise creatures).

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures)."
    }
]

Damage clauses

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

Effects

{
    "description": "You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.",
    "outcomes": []
}

Full schema_data

{
    "id": "hallucinatory-terrain",
    "name": "Hallucinatory Terrain",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "50-foot burst",
    "targets": "none",
    "duration": "until the next time you make your daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.",
    "description_snippet": "You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures)."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures)."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.",
        "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": 53471,
    "source_line_end": 53485,
    "raw_text_block": "HALLUCINATORY TERRAIN\nUNCOMMON\nSPELL 4\nILLUSION\nTraditions arcane, occult, primal\nCast 10 minutes (material, somatic, verbal)\nRange 500 feet; Area 50-foot burst\nDuration until the next time you make your daily preparations\nYou create an illusion that causes natural terrain to look,\nsound, feel, and smell like a different kind of terrain. This\ndoesn't disguise any structures or creatures in the area.\nAny creature that touches the illusion or uses the Seek\naction to examine it can attempt to disbelieve your illusion.\nHeightened (5th) Your image can also disguise structures or\ncreate illusory structures (but still doesn't disguise creatures).",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "hallucinatory-terrain",
    "content_id": "hallucinatory-terrain",
    "level": 4
}

Core Rulebook (Fourth Printing)

Holy Cascade

Rank 4 · Spell · Common

Registry ID
holy-cascade
SpellCommonevocationdivine

You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.

Description snippet: Turn a vial of holy water into an explosion of blessed water.

Source lines: 53986 - 54013

Raw text block

HOLY CASCADE
SPELL 4
ATTACK
EVOCATION
GOOD
POSITIVE
WATER
Traditions divine
Cast [two-actions] somatic, verbal; Cost one vial of holy water
Range 500 feet; Area 20-foot burst
Saving Throw basic Reflex
You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.
Heightened (+1) The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6."
    }
]

Damage clauses

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

Effects

{
    "description": "You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.",
    "outcomes": []
}

Full schema_data

{
    "id": "holy-cascade",
    "name": "Holy Cascade",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "attack",
        "positive",
        "water"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "one vial of holy water",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.",
    "description_snippet": "Turn a vial of holy water into an explosion of blessed water.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.",
        "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": 53986,
    "source_line_end": 54013,
    "raw_text_block": "HOLY CASCADE\nSPELL 4\nATTACK\nEVOCATION\nGOOD\nPOSITIVE\nWATER\nTraditions divine\nCast [two-actions] somatic, verbal; Cost one vial of holy water\nRange 500 feet; Area 20-foot burst\nSaving Throw basic Reflex\nYou call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.\nHeightened (+1) The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "holy-cascade",
    "content_id": "holy-cascade",
    "level": 4
}

Core Rulebook (Fourth Printing)

Hydraulic Torrent

Rank 4 · Spell · Common

Registry ID
hydraulic-torrent
SpellCommonevocationarcaneprimal

You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Description snippet: You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree

Source lines: 53684 - 53700

Raw text block

HYDRAULIC TORRENT
NECROMANCY
SPELL 8
NEGATIVE
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 500 feet; Targets any number of living creatures
Saving Throw basic Fortitude
You pull the moisture from the targets' bodies, dealing
10d10 negative damage. Creatures made of water (such as
water elementals) and plant creatures use the outcome for
one degree of success worse than the result of their saving
throw. Creatures whose bodies contain no significant moisture
(such as earth elementals) are immune to horrid wilting.
Heightened (+1) The damage increases by 1d10.
HYDRAULIC PUSH

Heightened

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

Damage clauses

[
    {
        "formula": "10d10",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.",
    "outcomes": []
}

Full schema_data

{
    "id": "hydraulic-torrent",
    "name": "Hydraulic Torrent",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "none",
    "targets": "any number of living creatures",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.",
    "description_snippet": "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d10. HYDRAULIC PUSH"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d10. HYDRAULIC PUSH"
        }
    ],
    "damage": [
        {
            "formula": "10d10",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.",
        "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": 53684,
    "source_line_end": 53700,
    "raw_text_block": "HYDRAULIC TORRENT\nNECROMANCY\nSPELL 8\nNEGATIVE\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 500 feet; Targets any number of living creatures\nSaving Throw basic Fortitude\nYou pull the moisture from the targets' bodies, dealing\n10d10 negative damage. Creatures made of water (such as\nwater elementals) and plant creatures use the outcome for\none degree of success worse than the result of their saving\nthrow. Creatures whose bodies contain no significant moisture\n(such as earth elementals) are immune to horrid wilting.\nHeightened (+1) The damage increases by 1d10.\nHYDRAULIC PUSH",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "hydraulic-torrent",
    "content_id": "hydraulic-torrent",
    "level": 4
}

Advanced Player's Guide

Ice Storm

Rank 4 · Spell · Common

Registry ID
ice-storm
SpellCommonevocationarcaneprimal

You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud. Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain and causing creatures in the storm to be concealed. Any creature that ends its turn in the storm takes 4 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.

Description snippet: Call a storm cloud that pelts creatures with an icy deluge.

Source lines: 31361 - 31401

Raw text block

ICE STORM
SPELL 4
EVOCATION
COLD
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet; Area 5-foot burst
Saving Throw basic Reflex; Duration 1 minute
You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud. Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain and causing creatures in the storm to be concealed. Any creature that ends its turn in the storm takes 4 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.
Heightened (+2) The initial bludgeoning damage and cold damage increase by 1d8 each, and the cold damage creatures take at the end of their turns increases by 2.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The initial bludgeoning and cold damage each increase by 1d8, and the end-of-turn cold damage increases by 2."
    }
]

Damage clauses

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

Effects

{
    "description": "You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud. Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain and causing creatures in the storm to be concealed. Any creature that ends its turn in the storm takes 4 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.",
    "outcomes": []
}

Full schema_data

{
    "id": "ice-storm",
    "name": "Ice Storm",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "cold"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "5-foot burst",
    "targets": "none",
    "duration": "1 minute",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud. Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain and causing creatures in the storm to be concealed. Any creature that ends its turn in the storm takes 4 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.",
    "description_snippet": "Call a storm cloud that pelts creatures with an icy deluge.",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial bludgeoning and cold damage each increase by 1d8, and the end-of-turn cold damage increases by 2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial bludgeoning and cold damage each increase by 1d8, and the end-of-turn cold damage increases by 2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud. Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain and causing creatures in the storm to be concealed. Any creature that ends its turn in the storm takes 4 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.",
        "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": 31361,
    "source_line_end": 31401,
    "raw_text_block": "ICE STORM\nSPELL 4\nEVOCATION\nCOLD\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 5-foot burst\nSaving Throw basic Reflex; Duration 1 minute\nYou create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud. Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain and causing creatures in the storm to be concealed. Any creature that ends its turn in the storm takes 4 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.\nHeightened (+2) The initial bludgeoning damage and cold damage increase by 1d8 each, and the cold damage creatures take at the end of their turns increases by 2.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ice-storm",
    "content_id": "ice-storm",
    "level": 4
}

Secrets of Magic

Infectious Melody

Rank 4 · Spell · Common

Registry ID
infectious-melody
SpellCommonenchantmentoccult

You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. Critical Success: The creature is unaffected. Success: For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the Perform action when it does. The result of the Performance check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single Perform check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 flat check. In addition, the creature takes a -2 status penalty on linguistic Intimidation checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain undetected. Failure: As success, but the duration is 3 rounds. Critical Failure: As success, but the duration is 1 hour. INNER RADIANCE TORRENT FORCE

Description snippet: You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save.

Source lines: 12927 - 12961

Raw text block

INFECTIOUS MELODY
AUDITORY
ENCHANTMENT
SPELL 4
MENTAL
Traditions occult
Cast [two-actions] somatic, verbal
Area 15-foot emanation; Targets enemies in the area
Saving Throw Will; Duration varies
You call forth the chords of a tune so catchy that foes
hearing it can't help but sing along, making it harder for
them to communicate. Each target must attempt a Will save.
Critical Success The creature is unaffected.
Success For 1 round, the creature can communicate only
by singing along to the melody. It can speak only on its
turn, and it must take the Perform action when it does.
The result of the Performance check determines how
well it sang, but it stills communicate the information
regardless of the result, which has no further mechanical
impact than the time spent to take the action. A single
Perform check is sufficient for any amount of speaking
on the creature's turn. This effect might interfere with
verbal components of spells or other linguistic abilities
that rely on precise speech; in order to use such an
ability successfully, the creature must succeed at a DC
5 flat check.
In addition, the creature takes a -2 status penalty
on linguistic Intimidation checks, as singing its threats
saps away some of the menace. The creature's constant
humming of the tune also makes it nearly impossible for
the creature to remain undetected.
Failure As success, but the duration is 3 rounds.
Critical Failure As success, but the duration is 1 hour.
INNER RADIANCE TORRENT
FORCE

Heightened

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

Damage clauses

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

Effects

{
    "description": "You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the Perform action when it does. The result of the Performance check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single Perform check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 flat check. In addition, the creature takes a -2 status penalty on linguistic Intimidation checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain undetected.",
        "Failure": "As success, but the duration is 3 rounds.",
        "Critical Failure": "As success, but the duration is 1 hour. INNER RADIANCE TORRENT FORCE"
    }
}

Full schema_data

{
    "id": "infectious-melody",
    "name": "Infectious Melody",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "auditory",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot emanation",
    "targets": "enemies in the area",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. Critical Success: The creature is unaffected. Success: For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the Perform action when it does. The result of the Performance check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single Perform check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 flat check. In addition, the creature takes a -2 status penalty on linguistic Intimidation checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain undetected. Failure: As success, but the duration is 3 rounds. Critical Failure: As success, but the duration is 1 hour. INNER RADIANCE TORRENT FORCE",
    "description_snippet": "You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the Perform action when it does. The result of the Performance check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single Perform check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 flat check. In addition, the creature takes a -2 status penalty on linguistic Intimidation checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain undetected.",
            "Failure": "As success, but the duration is 3 rounds.",
            "Critical Failure": "As success, but the duration is 1 hour. INNER RADIANCE TORRENT FORCE"
        }
    },
    "conditions_caused": [
        "undetected"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 12927,
    "source_line_end": 12961,
    "raw_text_block": "INFECTIOUS MELODY\nAUDITORY\nENCHANTMENT\nSPELL 4\nMENTAL\nTraditions occult\nCast [two-actions] somatic, verbal\nArea 15-foot emanation; Targets enemies in the area\nSaving Throw Will; Duration varies\nYou call forth the chords of a tune so catchy that foes\nhearing it can't help but sing along, making it harder for\nthem to communicate. Each target must attempt a Will save.\nCritical Success The creature is unaffected.\nSuccess For 1 round, the creature can communicate only\nby singing along to the melody. It can speak only on its\nturn, and it must take the Perform action when it does.\nThe result of the Performance check determines how\nwell it sang, but it stills communicate the information\nregardless of the result, which has no further mechanical\nimpact than the time spent to take the action. A single\nPerform check is sufficient for any amount of speaking\non the creature's turn. This effect might interfere with\nverbal components of spells or other linguistic abilities\nthat rely on precise speech; in order to use such an\nability successfully, the creature must succeed at a DC\n5 flat check.\nIn addition, the creature takes a -2 status penalty\non linguistic Intimidation checks, as singing its threats\nsaps away some of the menace. The creature's constant\nhumming of the tune also makes it nearly impossible for\nthe creature to remain undetected.\nFailure As success, but the duration is 3 rounds.\nCritical Failure As success, but the duration is 1 hour.\nINNER RADIANCE TORRENT\nFORCE",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "infectious-melody",
    "content_id": "infectious-melody",
    "level": 4
}

Core Rulebook (Fourth Printing)

Inspire Heroics

Rank 4 · Focus · Uncommon

Registry ID
inspire-heroics
FocusUncommonenchantmentoccult

You call upon your muse to greatly increase the benefits you provide with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success: The status bonus from your inspire courage or inspire defense increases to +3. Success: The status bonus from inspire courage or inspire defense increases to +2. Failure: Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.

Description snippet: You call upon your muse to greatly increase the benefits you provide with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or ins

Source lines: 60805 - 60827

Raw text block

INSPIRE HEROICS
UNCOMMON
BARD
FOCUS 4
ENCHANTMENT
METAMAGIC
Cast [free-action] verbal
You call upon your muse to greatly increase the benefits
you provide with your inspire courage or inspire defense
composition. If your next action is to cast inspire courage or
inspire defense, attempt a Performance check. The DC is usually
a very hard DC of a level equal to that of the highest-level
target of your composition, but the GM can assign a different
DC based on the circumstances. The effect of your inspire
courage or inspire defense composition depends on the result
of your check.
Critical Success The status bonus from your inspire courage or
inspire defense increases to +3.
Success The status bonus from inspire courage or inspire
defense increases to +2.
Failure Your inspire courage or inspire defense provides only
its normal bonus of +1, but you don't spend the Focus Point
for casting this spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You call upon your muse to greatly increase the benefits you provide with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check.",
    "outcomes": {
        "Critical Success": "The status bonus from your inspire courage or inspire defense increases to +3.",
        "Success": "The status bonus from inspire courage or inspire defense increases to +2.",
        "Failure": "Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell."
    }
}

Full schema_data

{
    "id": "inspire-heroics",
    "name": "Inspire Heroics",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "metamagic"
    ],
    "cast": "[free-action] verbal",
    "cast_actions": "free_action",
    "components": [
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call upon your muse to greatly increase the benefits you provide with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success: The status bonus from your inspire courage or inspire defense increases to +3. Success: The status bonus from inspire courage or inspire defense increases to +2. Failure: Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.",
    "description_snippet": "You call upon your muse to greatly increase the benefits you provide with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or ins",
    "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 call upon your muse to greatly increase the benefits you provide with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check.",
        "outcomes": {
            "Critical Success": "The status bonus from your inspire courage or inspire defense increases to +3.",
            "Success": "The status bonus from inspire courage or inspire defense increases to +2.",
            "Failure": "Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "bard",
    "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": 60805,
    "source_line_end": 60827,
    "raw_text_block": "INSPIRE HEROICS\nUNCOMMON\nBARD\nFOCUS 4\nENCHANTMENT\nMETAMAGIC\nCast [free-action] verbal\nYou call upon your muse to greatly increase the benefits\nyou provide with your inspire courage or inspire defense\ncomposition. If your next action is to cast inspire courage or\ninspire defense, attempt a Performance check. The DC is usually\na very hard DC of a level equal to that of the highest-level\ntarget of your composition, but the GM can assign a different\nDC based on the circumstances. The effect of your inspire\ncourage or inspire defense composition depends on the result\nof your check.\nCritical Success The status bonus from your inspire courage or\ninspire defense increases to +3.\nSuccess The status bonus from inspire courage or inspire\ndefense increases to +2.\nFailure Your inspire courage or inspire defense provides only\nits normal bonus of +1, but you don't spend the Focus Point\nfor casting this spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "inspire-heroics",
    "content_id": "inspire-heroics",
    "level": 4
}

Core Rulebook (Fourth Printing)

Invisibility Cloak

Rank 4 · Focus · Uncommon

Registry ID
invisibility-cloak
FocusUncommonillusionarcane

You become invisible, with the same restrictions as the 2ndlevel invisibility spell.

Description snippet: You become invisible, with the same restrictions as the 2ndlevel invisibility spell.

Source lines: 64846 - 64854

Raw text block

INVISIBILITY CLOAK
UNCOMMON
FOCUS 4
ILLUSION WIZARD
Cast [two-actions] somatic
Duration 1 minute
You become invisible, with the same restrictions as the 2ndlevel invisibility spell.
Heightened (6th) The duration increases to 10 minutes.
Heightened (8th) The duration increases to 1 hour.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "The duration increases to 10 minutes."
    },
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "The duration increases to 1 hour."
    }
]

Damage clauses

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

Effects

{
    "description": "You become invisible, with the same restrictions as the 2ndlevel invisibility spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "invisibility-cloak",
    "name": "Invisibility Cloak",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "illusion",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic",
    "cast_actions": "2_actions",
    "components": [
        "somatic"
    ],
    "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 become invisible, with the same restrictions as the 2ndlevel invisibility spell.",
    "description_snippet": "You become invisible, with the same restrictions as the 2ndlevel invisibility spell.",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The duration increases to 10 minutes."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The duration increases to 1 hour."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The duration increases to 10 minutes."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The duration increases to 1 hour."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You become invisible, with the same restrictions as the 2ndlevel invisibility spell.",
        "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": 64846,
    "source_line_end": 64854,
    "raw_text_block": "INVISIBILITY CLOAK\nUNCOMMON\nFOCUS 4\nILLUSION WIZARD\nCast [two-actions] somatic\nDuration 1 minute\nYou become invisible, with the same restrictions as the 2ndlevel invisibility spell.\nHeightened (6th) The duration increases to 10 minutes.\nHeightened (8th) The duration increases to 1 hour.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "invisibility-cloak",
    "content_id": "invisibility-cloak",
    "level": 4
}

Secrets of Magic

Invisibility Curtain

Rank 4 · Spell · Common

Registry ID
invisibility-curtain
SpellCommonillusionarcaneoccult

You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or invisible as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered invisible by the wall takes a hostile action, the spell ends after the hostile action is completed.

Description snippet: You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibili

Source lines: 13028 - 13051

Raw text block

INVISIBILITY CURTAIN
ILLUSION
Traditions arcane, occult
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration sustained
SPELL 4
You create a transparent invisible wall that makes
any creatures on one side of the wall invisible to those
on the other side. You choose which side of the wall
provides invisibility to the creatures on that side when
you cast the spell. You create either a 1-inch-thick wall
in a straight line up to 60 feet long and 10 feet high or a
1-inch-thick, 10-foot-radius ring with the same height. The
wall is intangible and stands vertically in either of the two
forms. If you wish to do so, you can create the wall with
a shorter length or height, or with a smaller radius. Any
creature that crosses the wall becomes visible or invisible
as appropriate, and it's visible if any portion of it is on the
visible side of the wall. If a creature rendered invisible by
the wall takes a hostile action, the spell ends after the
hostile action is completed.
Heightened (7th) The spell doesn't end if an invisible
creature takes a hostile action.

Heightened

[
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "The spell doesn't end if an invisible creature takes a hostile action."
    }
]

Damage clauses

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

Effects

{
    "description": "You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or invisible as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered invisible by the wall takes a hostile action, the spell ends after the hostile action is completed.",
    "outcomes": []
}

Full schema_data

{
    "id": "invisibility-curtain",
    "name": "Invisibility Curtain",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "none",
    "duration": "sustained",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or invisible as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered invisible by the wall takes a hostile action, the spell ends after the hostile action is completed.",
    "description_snippet": "You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibili",
    "heightened": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The spell doesn't end if an invisible creature takes a hostile action."
        }
    ],
    "heightened_scaling": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The spell doesn't end if an invisible creature takes a hostile action."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create a transparent invisible wall that makes any creatures on one side of the wall invisible to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or invisible as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered invisible by the wall takes a hostile action, the spell ends after the hostile action is completed.",
        "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": 13028,
    "source_line_end": 13051,
    "raw_text_block": "INVISIBILITY CURTAIN\nILLUSION\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration sustained\nSPELL 4\nYou create a transparent invisible wall that makes\nany creatures on one side of the wall invisible to those\non the other side. You choose which side of the wall\nprovides invisibility to the creatures on that side when\nyou cast the spell. You create either a 1-inch-thick wall\nin a straight line up to 60 feet long and 10 feet high or a\n1-inch-thick, 10-foot-radius ring with the same height. The\nwall is intangible and stands vertically in either of the two\nforms. If you wish to do so, you can create the wall with\na shorter length or height, or with a smaller radius. Any\ncreature that crosses the wall becomes visible or invisible\nas appropriate, and it's visible if any portion of it is on the\nvisible side of the wall. If a creature rendered invisible by\nthe wall takes a hostile action, the spell ends after the\nhostile action is completed.\nHeightened (7th) The spell doesn't end if an invisible\ncreature takes a hostile action.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "invisibility-curtain",
    "content_id": "invisibility-curtain",
    "level": 4
}

Core Rulebook (Fourth Printing)

Know The Enemy

Rank 4 · Focus · Uncommon

Registry ID
know-the-enemy
FocusUncommondivinationdivine

You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result.

Description snippet: You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll

Source lines: 61926 - 61939

Raw text block

KNOW THE ENEMY
UNCOMMON
CLERIC
FOCUS 4
DIVINATION
FORTUNE
Domain knowledge
Cast [reaction] somatic; Trigger You roll initiative and can see a
creature, you succeed at an attack roll against a creature,
or a creature fails a saving throw against one of your spells.
You quickly remind yourself of useful information. Use a
Recall Knowledge action, rolling the appropriate skill check
to identify the triggering creature's abilities. You can roll
your check twice and use the better result.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result.",
    "outcomes": []
}

Full schema_data

{
    "id": "know-the-enemy",
    "name": "Know The Enemy",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fortune"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result.",
    "description_snippet": "You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll",
    "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 quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "knowledge",
    "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": 61926,
    "source_line_end": 61939,
    "raw_text_block": "KNOW THE ENEMY\nUNCOMMON\nCLERIC\nFOCUS 4\nDIVINATION\nFORTUNE\nDomain knowledge\nCast [reaction] somatic; Trigger You roll initiative and can see a\ncreature, you succeed at an attack roll against a creature,\nor a creature fails a saving throw against one of your spells.\nYou quickly remind yourself of useful information. Use a\nRecall Knowledge action, rolling the appropriate skill check\nto identify the triggering creature's abilities. You can roll\nyour check twice and use the better result.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "know-the-enemy",
    "content_id": "know-the-enemy",
    "level": 4
}

Core Rulebook (Fourth Printing)

Life Siphon

Rank 4 · Focus · Uncommon

Registry ID
life-siphon
FocusUncommonnecromancyarcane

You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the spell.

Description snippet: You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the spell.

Source lines: 64859 - 64867

Raw text block

LIFE SIPHON
UNCOMMON
HEALING
FOCUS 4
NECROMANCY WIZARD
Cast [reaction] verbal; Trigger You expend one of your wizard spell
slots to cast a wizard spell of the necromancy school.
You use some of the spell's magic to heal yourself, regaining
1d8 Hit Points per level of the spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "life-siphon",
    "name": "Life Siphon",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "healing"
    ],
    "cast": "[reaction] verbal",
    "cast_actions": "reaction",
    "components": [
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "You expend one of your wizard spell slots to cast a wizard spell of the necromancy school.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the spell.",
    "description_snippet": "You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the 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": "You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the spell.",
        "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": 64859,
    "source_line_end": 64867,
    "raw_text_block": "LIFE SIPHON\nUNCOMMON\nHEALING\nFOCUS 4\nNECROMANCY WIZARD\nCast [reaction] verbal; Trigger You expend one of your wizard spell\nslots to cast a wizard spell of the necromancy school.\nYou use some of the spell's magic to heal yourself, regaining\n1d8 Hit Points per level of the spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "life-siphon",
    "content_id": "life-siphon",
    "level": 4
}

Core Rulebook (Fourth Printing)

Localized Quake

Rank 4 · Focus · Uncommon

Registry ID
localized-quake
FocusUncommontransmutationdivine

You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and falls prone. Critical Failure: The creature takes double damage and falls prone.

Description snippet: You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on sol

Source lines: 61946 - 61966

Raw text block

LOCALIZED QUAKE
UNCOMMON
CLERIC
EARTH
FOCUS 4
Domain earth
Cast [two-actions] somatic, verbal
Area 15-foot emanation or 15-foot cone
Saving Throw Reflex
You shake the earth, toppling nearby creatures. Choose
whether the spell's area is a 15-foot emanation or a 15-foot
cone when you cast it. Each creature in the area standing on
solid ground may take 4d6 bludgeoning damage and must
attempt a Reflex saving throw.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and falls prone.
Critical Failure The creature takes double damage and
falls prone.
Heightened (+1) Increase the damage by 2d6.
HEALER'S BLESSING

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "Increase the damage by 2d6. HEALER'S BLESSING"
    }
]

Damage clauses

[
    {
        "formula": "4d6",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes half damage.",
        "Failure": "The creature takes full damage and falls prone.",
        "Critical Failure": "The creature takes double damage and falls prone."
    }
}

Full schema_data

{
    "id": "localized-quake",
    "name": "Localized Quake",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "earth"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot emanation or 15-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and falls prone. Critical Failure: The creature takes double damage and falls prone.",
    "description_snippet": "You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on sol",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 2d6. HEALER'S BLESSING"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 2d6. HEALER'S BLESSING"
        }
    ],
    "damage": [
        {
            "formula": "4d6",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning"
    ],
    "effects": {
        "description": "You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes half damage.",
            "Failure": "The creature takes full damage and falls prone.",
            "Critical Failure": "The creature takes double damage and falls prone."
        }
    },
    "conditions_caused": [
        "prone"
    ],
    "focus_class": "cleric",
    "focus_domain": "earth",
    "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": 61946,
    "source_line_end": 61966,
    "raw_text_block": "LOCALIZED QUAKE\nUNCOMMON\nCLERIC\nEARTH\nFOCUS 4\nDomain earth\nCast [two-actions] somatic, verbal\nArea 15-foot emanation or 15-foot cone\nSaving Throw Reflex\nYou shake the earth, toppling nearby creatures. Choose\nwhether the spell's area is a 15-foot emanation or a 15-foot\ncone when you cast it. Each creature in the area standing on\nsolid ground may take 4d6 bludgeoning damage and must\nattempt a Reflex saving throw.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and falls prone.\nCritical Failure The creature takes double damage and\nfalls prone.\nHeightened (+1) Increase the damage by 2d6.\nHEALER'S BLESSING",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "localized-quake",
    "content_id": "localized-quake",
    "level": 4
}

Secrets of Magic

Magic Mailbox

Rank 4 · Spell · Uncommon

Registry ID
magic-mailbox
SpellUncommonconjurationarcanedivineoccult

Tradition arcane, divine, occult Cast 1 hour (material, somatic, verbal) Range touch; Targets 2 containers, each no larger than 5 feet in any dimension Duration until your next daily preparations You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened.

Description snippet: Tradition arcane, divine, occult Cast 1 hour (material, somatic, verbal) Range touch; Targets 2 containers, each no larger than 5 feet in any dimension Duration until your next dai

Source lines: 13206 - 13234

Raw text block

MAGIC MAILBOX
UNCOMMON
CONJURATION
SPELL 4
TELEPORTATION
Tradition arcane, divine, occult
Cast 1 hour (material, somatic, verbal)
Range touch; Targets 2 containers, each no larger than 5
feet in any dimension
Duration until your next daily preparations
You create an interdimensional link between two
containers, both of which must be capable of being closed
in such a way that their contents aren't visible. If both
containers are left closed for 10 consecutive minutes,
the contents of each one, totaling no more than 3 Bulk
of nonliving, non-magical material per container, transport
to the other's location. If a container's contents total more
than 3 Bulk, the transport fails.
If either container is opened before the full 10 minutes
have elapsed, the contents appear as they did when the
containers were closed, and the process starts anew
as soon as both containers have been closed. After the
contents of the containers successfully swap, they can't
swap again until after both containers have been opened
at least once. Both containers must be located on the same
plane for the process to function; if this ceases to be the
case or if something else disrupts the effect during an
active transposition, the process halts as if one of the
containers had been opened.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Tradition arcane, divine, occult Cast 1 hour (material, somatic, verbal) Range touch; Targets 2 containers, each no larger than 5 feet in any dimension Duration until your next daily preparations You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened.",
    "outcomes": []
}

Full schema_data

{
    "id": "magic-mailbox",
    "name": "Magic Mailbox",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "teleportation"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Tradition arcane, divine, occult Cast 1 hour (material, somatic, verbal) Range touch; Targets 2 containers, each no larger than 5 feet in any dimension Duration until your next daily preparations You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened.",
    "description_snippet": "Tradition arcane, divine, occult Cast 1 hour (material, somatic, verbal) Range touch; Targets 2 containers, each no larger than 5 feet in any dimension Duration until your next dai",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Tradition arcane, divine, occult Cast 1 hour (material, somatic, verbal) Range touch; Targets 2 containers, each no larger than 5 feet in any dimension Duration until your next daily preparations You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened.",
        "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": 13206,
    "source_line_end": 13234,
    "raw_text_block": "MAGIC MAILBOX\nUNCOMMON\nCONJURATION\nSPELL 4\nTELEPORTATION\nTradition arcane, divine, occult\nCast 1 hour (material, somatic, verbal)\nRange touch; Targets 2 containers, each no larger than 5\nfeet in any dimension\nDuration until your next daily preparations\nYou create an interdimensional link between two\ncontainers, both of which must be capable of being closed\nin such a way that their contents aren't visible. If both\ncontainers are left closed for 10 consecutive minutes,\nthe contents of each one, totaling no more than 3 Bulk\nof nonliving, non-magical material per container, transport\nto the other's location. If a container's contents total more\nthan 3 Bulk, the transport fails.\nIf either container is opened before the full 10 minutes\nhave elapsed, the contents appear as they did when the\ncontainers were closed, and the process starts anew\nas soon as both containers have been closed. After the\ncontents of the containers successfully swap, they can't\nswap again until after both containers have been opened\nat least once. Both containers must be located on the same\nplane for the process to function; if this ceases to be the\ncase or if something else disrupts the effect during an\nactive transposition, the process halts as if one of the\ncontainers had been opened.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "magic-mailbox",
    "content_id": "magic-mailbox",
    "level": 4
}

Core Rulebook (Fourth Printing)

Malignant Sustenance

Rank 4 · Focus · Uncommon

Registry ID
malignant-sustenance
FocusUncommonnecromancydivine

You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the undead rather than damaging it.

Description snippet: You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the

Source lines: 62081 - 62094

Raw text block

MALIGNANT SUSTENANCE
UNCOMMON
NECROMANCY
FOCUS 4
NEGATIVE
Domain undeath
Cast [two-actions] somatic, verbal
Range touch; Targets 1 willing undead creature
Duration 1 minute
You embed a seed of negative energy in an undead creature,
restoring its unnatural vigor. The target gains fast healing 7.
This healing comes from negative energy, so it heals the
undead rather than damaging it.
Heightened (+1) The fast healing increases by 2.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The fast healing increases by 2."
    }
]

Damage clauses

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

Effects

{
    "description": "You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the undead rather than damaging it.",
    "outcomes": []
}

Full schema_data

{
    "id": "malignant-sustenance",
    "name": "Malignant Sustenance",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 willing undead creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the undead rather than damaging it.",
    "description_snippet": "You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The fast healing increases by 2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The fast healing increases by 2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the undead rather than damaging it.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "undeath",
    "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": 62081,
    "source_line_end": 62094,
    "raw_text_block": "MALIGNANT SUSTENANCE\nUNCOMMON\nNECROMANCY\nFOCUS 4\nNEGATIVE\nDomain undeath\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 willing undead creature\nDuration 1 minute\nYou embed a seed of negative energy in an undead creature,\nrestoring its unnatural vigor. The target gains fast healing 7.\nThis healing comes from negative energy, so it heals the\nundead rather than damaging it.\nHeightened (+1) The fast healing increases by 2.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "malignant-sustenance",
    "content_id": "malignant-sustenance",
    "level": 4
}

Secrets of Magic

Mirror's Misfortune

Rank 4 · Spell · Common

Registry ID
mirrors-misfortune
SpellCommonillusionarcaneoccult

You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can Step to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to Seek and succeeds at a Perception check against the spell's DC. If a creature takes a hostile action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a curse and misfortune effect. When the duplicate shatters, the spell ends. Success: The creature is unaffected. Failure: Within the next hour, the creature must roll its next two attack rolls twice and take the lower result. Critical Failure: Within the next hour, the creature must roll its next four attack rolls twice and take the lower result.

Description snippet: You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split i

Source lines: 13511 - 13541

Raw text block

MIRROR'S MISFORTUNE
SPELL 4
ILLUSION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 1 minute
You split into your real self and a mirrored version of
yourself that curses would-be attackers with misfortune
on their next attacks. When you cast this spell, you
seem to split in two. As you do, you can Step to any
adjacent square. In either your initial square, or another
square adjacent to your initial square, an exact illusory
duplicate of you appears. You decide a simple course
of action for the duplicate to follow, such as to walk to
a specific point or wave its hands in the air, but more
complex routines are beyond its abilities. A creature
can distinguish between you and the duplicate only if it
spends an action to Seek and succeeds at a Perception
check against the spell's DC.
If a creature takes a hostile action against the duplicate,
the illusion shatters into mirrorlike shards, inflicting bad luck
on the attacker's next few attacks as misfortune's toll for
shattering the mirror. The attacker must attempt a Will save
with the following effects; this is a curse and misfortune
effect. When the duplicate shatters, the spell ends.
Success The creature is unaffected.
Failure Within the next hour, the creature must roll its
next two attack rolls twice and take the lower result.
Critical Failure Within the next hour, the creature must
roll its next four attack rolls twice and take the lower
result.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can Step to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to Seek and succeeds at a Perception check against the spell's DC. If a creature takes a hostile action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a curse and misfortune effect. When the duplicate shatters, the spell ends.",
    "outcomes": {
        "Success": "The creature is unaffected.",
        "Failure": "Within the next hour, the creature must roll its next two attack rolls twice and take the lower result.",
        "Critical Failure": "Within the next hour, the creature must roll its next four attack rolls twice and take the lower result."
    }
}

Full schema_data

{
    "id": "mirrors-misfortune",
    "name": "Mirror's Misfortune",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "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 split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can Step to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to Seek and succeeds at a Perception check against the spell's DC. If a creature takes a hostile action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a curse and misfortune effect. When the duplicate shatters, the spell ends. Success: The creature is unaffected. Failure: Within the next hour, the creature must roll its next two attack rolls twice and take the lower result. Critical Failure: Within the next hour, the creature must roll its next four attack rolls twice and take the lower result.",
    "description_snippet": "You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split i",
    "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 split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can Step to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to Seek and succeeds at a Perception check against the spell's DC. If a creature takes a hostile action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a curse and misfortune effect. When the duplicate shatters, the spell ends.",
        "outcomes": {
            "Success": "The creature is unaffected.",
            "Failure": "Within the next hour, the creature must roll its next two attack rolls twice and take the lower result.",
            "Critical Failure": "Within the next hour, the creature must roll its next four attack rolls twice and take the lower result."
        }
    },
    "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": 13511,
    "source_line_end": 13541,
    "raw_text_block": "MIRROR'S MISFORTUNE\nSPELL 4\nILLUSION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou split into your real self and a mirrored version of\nyourself that curses would-be attackers with misfortune\non their next attacks. When you cast this spell, you\nseem to split in two. As you do, you can Step to any\nadjacent square. In either your initial square, or another\nsquare adjacent to your initial square, an exact illusory\nduplicate of you appears. You decide a simple course\nof action for the duplicate to follow, such as to walk to\na specific point or wave its hands in the air, but more\ncomplex routines are beyond its abilities. A creature\ncan distinguish between you and the duplicate only if it\nspends an action to Seek and succeeds at a Perception\ncheck against the spell's DC.\nIf a creature takes a hostile action against the duplicate,\nthe illusion shatters into mirrorlike shards, inflicting bad luck\non the attacker's next few attacks as misfortune's toll for\nshattering the mirror. The attacker must attempt a Will save\nwith the following effects; this is a curse and misfortune\neffect. When the duplicate shatters, the spell ends.\nSuccess The creature is unaffected.\nFailure Within the next hour, the creature must roll its\nnext two attack rolls twice and take the lower result.\nCritical Failure Within the next hour, the creature must\nroll its next four attack rolls twice and take the lower\nresult.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "mirrors-misfortune",
    "content_id": "mirrors-misfortune",
    "level": 4
}

Core Rulebook (Fourth Printing)

Modify Memory

Rank 4 · Spell · Uncommon

Registry ID
modify-memory
SpellUncommondivinationoccult

You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell. Critical Success: The target is unaffected and realizes you tried to alter its memory. Success: The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. Failure: During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.

Description snippet: You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist th

Source lines: 55091 - 55119

Raw text block

MODIFY MEMORY
UNCOMMON
DIVINATION
SPELL 4
MENTAL
Traditions occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration unlimited
You alter the target's memories, either erasing a memory,
enhancing a memory's clarity, altering a memory, or adding
a false memory. The target can attempt a Will save to resist
the spell.
Critical Success The target is unaffected and realizes you tried
to alter its memory.
Success The target is unaffected but thinks your spell was
something harmless instead of modify memory, unless it
identifies the spell.
Failure During the first 5 minutes of the spell's duration, you
can Sustain the Spell to modify a memory once each round.
When you do, you imagine up to 6 seconds of memory to
modify, to a maximum of 5 continuous minutes of memory.
Any memories you've altered remain changed as long as the
spell is active. If the target moves out of range before the 5
minutes is up, you can't alter any further memories.
Heightened (6th) You can cast the spell on a willing target to
suppress all memory of a particular topic, detailed in 50
words or fewer. The effect is permanent, and it patches
these omissions with an indistinct haze.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze."
    }
]

Damage clauses

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

Effects

{
    "description": "You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.",
    "outcomes": {
        "Critical Success": "The target is unaffected and realizes you tried to alter its memory.",
        "Success": "The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.",
        "Failure": "During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories."
    }
}

Full schema_data

{
    "id": "modify-memory",
    "name": "Modify Memory",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "unlimited",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell. Critical Success: The target is unaffected and realizes you tried to alter its memory. Success: The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. Failure: During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.",
    "description_snippet": "You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist th",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.",
        "outcomes": {
            "Critical Success": "The target is unaffected and realizes you tried to alter its memory.",
            "Success": "The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.",
            "Failure": "During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories."
        }
    },
    "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": 55091,
    "source_line_end": 55119,
    "raw_text_block": "MODIFY MEMORY\nUNCOMMON\nDIVINATION\nSPELL 4\nMENTAL\nTraditions occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration unlimited\nYou alter the target's memories, either erasing a memory,\nenhancing a memory's clarity, altering a memory, or adding\na false memory. The target can attempt a Will save to resist\nthe spell.\nCritical Success The target is unaffected and realizes you tried\nto alter its memory.\nSuccess The target is unaffected but thinks your spell was\nsomething harmless instead of modify memory, unless it\nidentifies the spell.\nFailure During the first 5 minutes of the spell's duration, you\ncan Sustain the Spell to modify a memory once each round.\nWhen you do, you imagine up to 6 seconds of memory to\nmodify, to a maximum of 5 continuous minutes of memory.\nAny memories you've altered remain changed as long as the\nspell is active. If the target moves out of range before the 5\nminutes is up, you can't alter any further memories.\nHeightened (6th) You can cast the spell on a willing target to\nsuppress all memory of a particular topic, detailed in 50\nwords or fewer. The effect is permanent, and it patches\nthese omissions with an indistinct haze.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "modify-memory",
    "content_id": "modify-memory",
    "level": 4
}

Secrets of Magic

Murderous Vine

Rank 4 · Spell · Common

Registry ID
murderous-vine
SpellCommonconjurationprimal

You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a success, the creature is grabbed and takes 3d6 bludgeoning damage and 2d8 piercing damage. At the end of that creature's turn, if it's still grabbed by the vine, it takes 2d6 bludgeoning damage. The vine's Escape DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. You can Dismiss the spell.

Description snippet: You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a su

Source lines: 13562 - 13589

Raw text block

MURDEROUS VINE
ATTACK
CONJURATION
SPELL 4
PLANT
Traditions primal
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature adjacent to a flat surface
Duration 1 minute
You summon a slithering, thorny vine that attempts to
constrict and crush a foe against a wall or other surface.
Make a spell attack roll against the target's Fortitude
DC. On a success, the creature is grabbed and takes 3d6
bludgeoning damage and 2d8 piercing damage. At the end
of that creature's turn, if it's still grabbed by the vine, it
takes 2d6 bludgeoning damage.
The vine's Escape DC is equal to your spell DC. A
creature can attack the vine in an attempt to break its
grip. The vine's AC is equal to your spell DC, and the vine
is destroyed if it takes 20 or more damage. Destroying or
escaping from the vines ends the spell.
You can Dismiss the spell.
Heightened (+2) The initial bludgeoning damage increases
by 1d6, the initial piercing damage increases by 1d8, and
the damage a creature takes for ending its turn grabbed
by the vine increases by 1d6.
NATURE'S REPRISAL
PLANT

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The initial bludgeoning damage increases by 1d6, the initial piercing damage increases by 1d8, and the damage a creature takes for ending its turn grabbed by the vine increases by 1d6. NATURE'S REPRISAL PLANT"
    }
]

Damage clauses

[
    {
        "formula": "3d6",
        "type": "bludgeoning",
        "persistent": false
    },
    {
        "formula": "2d8",
        "type": "piercing",
        "persistent": false
    },
    {
        "formula": "2d6",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a success, the creature is grabbed and takes 3d6 bludgeoning damage and 2d8 piercing damage. At the end of that creature's turn, if it's still grabbed by the vine, it takes 2d6 bludgeoning damage. The vine's Escape DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. You can Dismiss the spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "murderous-vine",
    "name": "Murderous Vine",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "attack",
        "plant"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 creature adjacent to a flat surface",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a success, the creature is grabbed and takes 3d6 bludgeoning damage and 2d8 piercing damage. At the end of that creature's turn, if it's still grabbed by the vine, it takes 2d6 bludgeoning damage. The vine's Escape DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. You can Dismiss the spell.",
    "description_snippet": "You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a su",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial bludgeoning damage increases by 1d6, the initial piercing damage increases by 1d8, and the damage a creature takes for ending its turn grabbed by the vine increases by 1d6. NATURE'S REPRISAL PLANT"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The initial bludgeoning damage increases by 1d6, the initial piercing damage increases by 1d8, and the damage a creature takes for ending its turn grabbed by the vine increases by 1d6. NATURE'S REPRISAL PLANT"
        }
    ],
    "damage": [
        {
            "formula": "3d6",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "2d8",
            "type": "piercing",
            "persistent": false
        },
        {
            "formula": "2d6",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "piercing"
    ],
    "effects": {
        "description": "You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. Make a spell attack roll against the target's Fortitude DC. On a success, the creature is grabbed and takes 3d6 bludgeoning damage and 2d8 piercing damage. At the end of that creature's turn, if it's still grabbed by the vine, it takes 2d6 bludgeoning damage. The vine's Escape DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. You can Dismiss the spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "grabbed"
    ],
    "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": 13562,
    "source_line_end": 13589,
    "raw_text_block": "MURDEROUS VINE\nATTACK\nCONJURATION\nSPELL 4\nPLANT\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature adjacent to a flat surface\nDuration 1 minute\nYou summon a slithering, thorny vine that attempts to\nconstrict and crush a foe against a wall or other surface.\nMake a spell attack roll against the target's Fortitude\nDC. On a success, the creature is grabbed and takes 3d6\nbludgeoning damage and 2d8 piercing damage. At the end\nof that creature's turn, if it's still grabbed by the vine, it\ntakes 2d6 bludgeoning damage.\nThe vine's Escape DC is equal to your spell DC. A\ncreature can attack the vine in an attempt to break its\ngrip. The vine's AC is equal to your spell DC, and the vine\nis destroyed if it takes 20 or more damage. Destroying or\nescaping from the vines ends the spell.\nYou can Dismiss the spell.\nHeightened (+2) The initial bludgeoning damage increases\nby 1d6, the initial piercing damage increases by 1d8, and\nthe damage a creature takes for ending its turn grabbed\nby the vine increases by 1d6.\nNATURE'S REPRISAL\nPLANT",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "murderous-vine",
    "content_id": "murderous-vine",
    "level": 4
}

Core Rulebook (Fourth Printing)

Mystic Beacon

Rank 4 · Focus · Uncommon

Registry ID
mystic-beacon
FocusUncommonevocationdivine

The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends.

Description snippet: The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its a

Source lines: 62132 - 62144

Raw text block

MYSTIC BEACON
UNCOMMON
FOCUS 4
CLERIC EVOCATION
Domain magic
Cast [one-action] somatic
Range 30 feet; Targets 1 willing creature
Duration until the start of your next turn
The next damaging or healing spell the target casts before the
start of your next turn deals damage or restores Hit Points
as if the spell were heightened 1 level higher than its actual
level. The spell otherwise functions at its actual level. Once the
target casts the spell, mystic beacon ends.

Heightened

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

Damage clauses

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

Effects

{
    "description": "The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "mystic-beacon",
    "name": "Mystic Beacon",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "until the start of your next turn",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends.",
    "description_snippet": "The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its a",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "magic",
    "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": 62132,
    "source_line_end": 62144,
    "raw_text_block": "MYSTIC BEACON\nUNCOMMON\nFOCUS 4\nCLERIC EVOCATION\nDomain magic\nCast [one-action] somatic\nRange 30 feet; Targets 1 willing creature\nDuration until the start of your next turn\nThe next damaging or healing spell the target casts before the\nstart of your next turn deals damage or restores Hit Points\nas if the spell were heightened 1 level higher than its actual\nlevel. The spell otherwise functions at its actual level. Once the\ntarget casts the spell, mystic beacon ends.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "mystic-beacon",
    "content_id": "mystic-beacon",
    "level": 4
}

Core Rulebook (Fourth Printing)

Nature's Bounty

Rank 4 · Focus · Uncommon

Registry ID
natures-bounty
FocusUncommonconjurationdivine

A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute.

Description snippet: A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit P

Source lines: 62149 - 62164

Raw text block

NATURE'S BOUNTY
UNCOMMON
CLERIC
FOCUS 4
CONJURATION
PLANT
POSITIVE
Domain nature
Cast [one-action] somatic
Requirements You have a free hand.
A palm-sized raw fruit or vegetable appears in your open hand.
You choose the specific type of food. A creature can consume
the food with an Interact action to regain 3d10+12 Hit Points
and be nourished as if it had eaten a meal. If uneaten, the food
rots and crumbles to dust after 1 minute.
Heightened (+1) The Hit Points restored increase by 6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The Hit Points restored increase by 6."
    }
]

Damage clauses

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

Effects

{
    "description": "A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute.",
    "outcomes": []
}

Full schema_data

{
    "id": "natures-bounty",
    "name": "Nature's Bounty",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "plant",
        "positive"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "You have a free hand.",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute.",
    "description_snippet": "A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit P",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The Hit Points restored increase by 6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The Hit Points restored increase by 6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "nature",
    "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": 62149,
    "source_line_end": 62164,
    "raw_text_block": "NATURE'S BOUNTY\nUNCOMMON\nCLERIC\nFOCUS 4\nCONJURATION\nPLANT\nPOSITIVE\nDomain nature\nCast [one-action] somatic\nRequirements You have a free hand.\nA palm-sized raw fruit or vegetable appears in your open hand.\nYou choose the specific type of food. A creature can consume\nthe food with an Interact action to regain 3d10+12 Hit Points\nand be nourished as if it had eaten a meal. If uneaten, the food\nrots and crumbles to dust after 1 minute.\nHeightened (+1) The Hit Points restored increase by 6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "natures-bounty",
    "content_id": "natures-bounty",
    "level": 4
}

Core Rulebook (4th Printing)

Nightmare

Rank 4 · Spell · Common

Registry ID
nightmare
SpellCommonillusionarcaneoccult

Plague a creature’s

Description snippet: Plague a creature’s

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "illusion",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Plague a creature’s",
    "content_id": "nightmare",
    "type": "spell",
    "description": "Plague a creature’s"
}

Secrets of Magic

Ocular Overload

Rank 4 · Spell · Common

Registry ID
ocular-overload
SpellCommonillusionarcaneoccultprimal

You prepare a visual contingency that lashes out when a creature attacks you, dazzling or blinding the attacker with jarring illusions. critical_success: The target is unaffected. success: The target is dazzled until the end of the current turn. failure: The target is blinded until the end of the current turn. critical_failure: The target is blinded until the end of the current turn and dazzled for 1 minute.

Description snippet: Set a contingency to interfere with the vision of a creature attacking you.

Source lines: 13745 - 13772

Raw text block

OCULAR OVERLOAD
SPELL 4
CONTINGENCY
ILLUSION
INCAPACITATION
VISUAL
Traditions arcane, occult, primal
Cast 10 minutes (material, somatic, verbal)
Duration 24 hours
Just as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends.
Overload Vision [reaction] Trigger A creature within 60 feet would make an attack roll against you; Effect The triggering creature must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is dazzled until the end of the current turn.
Failure The target is blinded until the end of the current turn.
Critical Failure The target is blinded until the end of the current turn and dazzled for 1 minute.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You prepare a visual contingency that lashes out when a creature attacks you, dazzling or blinding the attacker with jarring illusions.",
    "outcomes": {
        "critical_success": "The target is unaffected.",
        "success": "The target is dazzled until the end of the current turn.",
        "failure": "The target is blinded until the end of the current turn.",
        "critical_failure": "The target is blinded until the end of the current turn and dazzled for 1 minute."
    }
}

Full schema_data

{
    "id": "ocular-overload",
    "name": "Ocular Overload",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "traits": [
        "contingency",
        "incapacitation",
        "visual"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "10_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "24 hours",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You prepare a visual contingency that lashes out when a creature attacks you, dazzling or blinding the attacker with jarring illusions. critical_success: The target is unaffected. success: The target is dazzled until the end of the current turn. failure: The target is blinded until the end of the current turn. critical_failure: The target is blinded until the end of the current turn and dazzled for 1 minute.",
    "description_snippet": "Set a contingency to interfere with the vision of a creature attacking you.",
    "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 prepare a visual contingency that lashes out when a creature attacks you, dazzling or blinding the attacker with jarring illusions.",
        "outcomes": {
            "critical_success": "The target is unaffected.",
            "success": "The target is dazzled until the end of the current turn.",
            "failure": "The target is blinded until the end of the current turn.",
            "critical_failure": "The target is blinded until the end of the current turn and dazzled for 1 minute."
        }
    },
    "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": 13745,
    "source_line_end": 13772,
    "raw_text_block": "OCULAR OVERLOAD\nSPELL 4\nCONTINGENCY\nILLUSION\nINCAPACITATION\nVISUAL\nTraditions arcane, occult, primal\nCast 10 minutes (material, somatic, verbal)\nDuration 24 hours\nJust as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends.\nOverload Vision [reaction] Trigger A creature within 60 feet would make an attack roll against you; Effect The triggering creature must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target is dazzled until the end of the current turn.\nFailure The target is blinded until the end of the current turn.\nCritical Failure The target is blinded until the end of the current turn and dazzled for 1 minute.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ocular-overload",
    "content_id": "ocular-overload",
    "level": 4
}

Core Rulebook (Fourth Printing)

Outcast's Curse

Rank 4 · Spell · Common

Registry ID
outcasts-curse
SpellCommonenchantmentarcanedivineoccult

You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. Critical Success: The target is unaffected. Success: For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent). Failure: As success, but the effect is permanent. Critical Failure: As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.

Description snippet: You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.

Source lines: 55528 - 55550

Raw text block

OUTCAST'S CURSE
CURSE
ENCHANTMENT
SPELL 4
MENTAL
MISFORTUNE
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Will
You afflict the target with a curse that makes its presence
abrasive and off-putting. The target must attempt a Will save.
Critical Success The target is unaffected.
Success For 10 minutes, the target must roll twice and
use the worse result whenever attempting a Deception,
Diplomacy, Intimidation, or Performance check, and
creatures they encounter have an initial attitude toward
them of one step worse (for instance, unfriendly instead
of indifferent).
Failure As success, but the effect is permanent.
Critical Failure As failure, and creatures that the target
encounters have an initial attitude toward them of two
steps worse.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent).",
        "Failure": "As success, but the effect is permanent.",
        "Critical Failure": "As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse."
    }
}

Full schema_data

{
    "id": "outcasts-curse",
    "name": "Outcast's Curse",
    "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": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. Critical Success: The target is unaffected. Success: For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent). Failure: As success, but the effect is permanent. Critical Failure: As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.",
    "description_snippet": "You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent).",
            "Failure": "As success, but the effect is permanent.",
            "Critical Failure": "As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse."
        }
    },
    "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": 55528,
    "source_line_end": 55550,
    "raw_text_block": "OUTCAST'S CURSE\nCURSE\nENCHANTMENT\nSPELL 4\nMENTAL\nMISFORTUNE\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Will\nYou afflict the target with a curse that makes its presence\nabrasive and off-putting. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess For 10 minutes, the target must roll twice and\nuse the worse result whenever attempting a Deception,\nDiplomacy, Intimidation, or Performance check, and\ncreatures they encounter have an initial attitude toward\nthem of one step worse (for instance, unfriendly instead\nof indifferent).\nFailure As success, but the effect is permanent.\nCritical Failure As failure, and creatures that the target\nencounters have an initial attitude toward them of two\nsteps worse.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "outcasts-curse",
    "content_id": "outcasts-curse",
    "level": 4
}

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