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Spell Catalogue

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Showing page 23 of 36 for 898 matching canonical spell rows.

Page 23 of 36

Secrets of Magic

Painful Vibrations

Rank 4 · Spell · Common

Registry ID
painful-vibrations
SpellCommonevocationdivineoccult

You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage, is sickened 1, and is deafened for 1 round. Critical Failure: The target takes double damage, is sickened 2, and is deafened for 1 minute.

Description snippet: You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save.

Source lines: 13970 - 13988

Raw text block

PAINFUL VIBRATIONS
EVOCATION
SPELL 4
SONIC
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range 100 feet; Targets 1 living creature
Saving Throw Fortitude
You send powerful sound waves through an opponent's
body, vibrating its bones and internal organs painfully.
The creature takes 8d6 sonic damage and must attempt
a Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, is sickened 1, and is
deafened for 1 round.
Critical Failure The target takes double damage, is sickened
2, and is deafened for 1 minute.
Heightened (+1) The damage increases by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "8d6",
        "type": "sonic",
        "persistent": false
    }
]

Effects

{
    "description": "You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes half damage.",
        "Failure": "The target takes full damage, is sickened 1, and is deafened for 1 round.",
        "Critical Failure": "The target takes double damage, is sickened 2, and is deafened for 1 minute."
    }
}

Full schema_data

{
    "id": "painful-vibrations",
    "name": "Painful Vibrations",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "sonic"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "none",
    "targets": "1 living creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage, is sickened 1, and is deafened for 1 round. Critical Failure: The target takes double damage, is sickened 2, and is deafened for 1 minute.",
    "description_snippet": "You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "8d6",
            "type": "sonic",
            "persistent": false
        }
    ],
    "damage_type": [
        "sonic"
    ],
    "effects": {
        "description": "You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. The creature takes 8d6 sonic damage and must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes half damage.",
            "Failure": "The target takes full damage, is sickened 1, and is deafened for 1 round.",
            "Critical Failure": "The target takes double damage, is sickened 2, and is deafened for 1 minute."
        }
    },
    "conditions_caused": [
        "deafened",
        "sickened"
    ],
    "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": 13970,
    "source_line_end": 13988,
    "raw_text_block": "PAINFUL VIBRATIONS\nEVOCATION\nSPELL 4\nSONIC\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 100 feet; Targets 1 living creature\nSaving Throw Fortitude\nYou send powerful sound waves through an opponent's\nbody, vibrating its bones and internal organs painfully.\nThe creature takes 8d6 sonic damage and must attempt\na Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target takes half damage.\nFailure The target takes full damage, is sickened 1, and is\ndeafened for 1 round.\nCritical Failure The target takes double damage, is sickened\n2, and is deafened for 1 minute.\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "painful-vibrations",
    "content_id": "painful-vibrations",
    "level": 4
}

Core Rulebook (Fourth Printing)

Perfected Form

Rank 4 · Focus · Uncommon

Registry ID
perfected-form
FocusUncommonabjurationdivine

Reroll the saving throw and use the better result.

Description snippet: Reroll the saving throw and use the better result.

Source lines: 62194 - 62202

Raw text block

PERFECTED FORM
UNCOMMON
ABJURATION
FOCUS 4
CLERIC FORTUNE
Domain perfection
Cast [reaction] somatic; Trigger You fail a saving throw against a
morph, petrification, or polymorph effect.
Reroll the saving throw 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": "Reroll the saving throw and use the better result.",
    "outcomes": []
}

Full schema_data

{
    "id": "perfected-form",
    "name": "Perfected Form",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "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 fail a saving throw against a morph, petrification, or polymorph effect.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Reroll the saving throw and use the better result.",
    "description_snippet": "Reroll the saving throw and use the better result.",
    "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": "Reroll the saving throw and use the better result.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "perfection",
    "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": 62194,
    "source_line_end": 62202,
    "raw_text_block": "PERFECTED FORM\nUNCOMMON\nABJURATION\nFOCUS 4\nCLERIC FORTUNE\nDomain perfection\nCast [reaction] somatic; Trigger You fail a saving throw against a\nmorph, petrification, or polymorph effect.\nReroll the saving throw and use the better result.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "perfected-form",
    "content_id": "perfected-form",
    "level": 4
}

Secrets of Magic

Pernicious Poltergeist

Rank 4 · Spell · Common

Registry ID
pernicious-poltergeist
SpellCommonnecromancydivineoccult

You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains invisible unless otherwise stated. When you Cast the Spell, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. • Deathly Assault (negative) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing 4d10 negative damage (basic Fortitude save). • Frighten (emotion, fear, mental) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming frightened 2 on a failure. • Telekinetic Storm (force) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take 4d8 force damage (basic Reflex save).

Description snippet: You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist

Source lines: 13994 - 14025

Raw text block

PERNICIOUS POLTERGEIST
SPELL 4
NECROMANCY
AIR
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range 60 feet; Area 10-foot burst
Duration sustained up to 1 minute
You create an echo of a powerful poltergeist, temporarily
anchoring it to the area to terrorize and harm any
opponents foolish enough to remain in the area. Because
the poltergeist is a manifestation and is not truly present,
it can't be attacked or hurt; it remains invisible unless
otherwise stated. When you Cast the Spell, and the first
time you Sustain it on subsequent rounds, the poltergeist
creates your choice of one of the following effects.
• Deathly Assault (negative) The poltergeist focuses
on one creature in the area and flies through that
creature's space, dealing 4d10 negative damage (basic
Fortitude save).
• Frighten (emotion, fear, mental) The poltergeist
becomes visible, appearing as a skeletal, ghostlike
humanoid. Creatures in the area must attempt a Will
save, becoming frightened 2 on a failure.
• Telekinetic Storm (force) The poltergeist hurls
debris and quasi-real objects around in the area. All
creatures in the area take 4d8 force damage (basic
Reflex save).
Heightened (+2) The damage of the deathly assault effect
increases by 1d10, and the damage of the telekinetic
storm effect increases by 1d8.
PERSISTENT SERVANT

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The damage of the deathly assault effect increases by 1d10, and the damage of the telekinetic storm effect increases by 1d8. PERSISTENT SERVANT"
    }
]

Damage clauses

[
    {
        "formula": "4d10",
        "type": "negative",
        "persistent": false
    },
    {
        "formula": "4d8",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains invisible unless otherwise stated. When you Cast the Spell, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. • Deathly Assault (negative) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing 4d10 negative damage (basic Fortitude save). • Frighten (emotion, fear, mental) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming frightened 2 on a failure. • Telekinetic Storm (force) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take 4d8 force damage (basic Reflex save).",
    "outcomes": []
}

Full schema_data

{
    "id": "pernicious-poltergeist",
    "name": "Pernicious Poltergeist",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "air"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "10-foot burst",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains invisible unless otherwise stated. When you Cast the Spell, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. • Deathly Assault (negative) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing 4d10 negative damage (basic Fortitude save). • Frighten (emotion, fear, mental) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming frightened 2 on a failure. • Telekinetic Storm (force) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take 4d8 force damage (basic Reflex save).",
    "description_snippet": "You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage of the deathly assault effect increases by 1d10, and the damage of the telekinetic storm effect increases by 1d8. PERSISTENT SERVANT"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage of the deathly assault effect increases by 1d10, and the damage of the telekinetic storm effect increases by 1d8. PERSISTENT SERVANT"
        }
    ],
    "damage": [
        {
            "formula": "4d10",
            "type": "negative",
            "persistent": false
        },
        {
            "formula": "4d8",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force",
        "negative"
    ],
    "effects": {
        "description": "You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains invisible unless otherwise stated. When you Cast the Spell, and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. • Deathly Assault (negative) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing 4d10 negative damage (basic Fortitude save). • Frighten (emotion, fear, mental) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming frightened 2 on a failure. • Telekinetic Storm (force) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take 4d8 force damage (basic Reflex save).",
        "outcomes": []
    },
    "conditions_caused": [
        "frightened"
    ],
    "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": 13994,
    "source_line_end": 14025,
    "raw_text_block": "PERNICIOUS POLTERGEIST\nSPELL 4\nNECROMANCY\nAIR\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Area 10-foot burst\nDuration sustained up to 1 minute\nYou create an echo of a powerful poltergeist, temporarily\nanchoring it to the area to terrorize and harm any\nopponents foolish enough to remain in the area. Because\nthe poltergeist is a manifestation and is not truly present,\nit can't be attacked or hurt; it remains invisible unless\notherwise stated. When you Cast the Spell, and the first\ntime you Sustain it on subsequent rounds, the poltergeist\ncreates your choice of one of the following effects.\n• Deathly Assault (negative) The poltergeist focuses\non one creature in the area and flies through that\ncreature's space, dealing 4d10 negative damage (basic\nFortitude save).\n• Frighten (emotion, fear, mental) The poltergeist\nbecomes visible, appearing as a skeletal, ghostlike\nhumanoid. Creatures in the area must attempt a Will\nsave, becoming frightened 2 on a failure.\n• Telekinetic Storm (force) The poltergeist hurls\ndebris and quasi-real objects around in the area. All\ncreatures in the area take 4d8 force damage (basic\nReflex save).\nHeightened (+2) The damage of the deathly assault effect\nincreases by 1d10, and the damage of the telekinetic\nstorm effect increases by 1d8.\nPERSISTENT SERVANT",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "pernicious-poltergeist",
    "content_id": "pernicious-poltergeist",
    "level": 4
}

Secrets of Magic

Petal Storm

Rank 4 · Spell · Common

Registry ID
petal-storm
SpellCommonevocationprimal

You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes 2d10 slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground.

Description snippet: You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-shar

Source lines: 14032 - 14072

Raw text block

PETAL STORM
SPELL 4
PLANT
Traditions primal
Cast [two-actions] somatic, verbal
Range 120 feet; Area 15-foot radius burst
Duration 1 minute
You bring forth a cloud of razor-sharp flower petals
that thrash violently in the wind. A creature that enters
the storm or starts its turn in the storm is sliced by the
razor-sharp edges of the petals. It takes 2d10 slashing
damage with a basic Reflex save. A creature can take
damage from the petals only once per round. At the end of
the duration, the storm calms and the petals fall harmlessly
to the ground.
Heightened (+2) The damage increases by 1d10.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The damage increases by 1d10."
    }
]

Damage clauses

[
    {
        "formula": "2d10",
        "type": "slashing",
        "persistent": false
    }
]

Effects

{
    "description": "You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes 2d10 slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground.",
    "outcomes": []
}

Full schema_data

{
    "id": "petal-storm",
    "name": "Petal Storm",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "plant"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "15-foot radius burst",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes 2d10 slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground.",
    "description_snippet": "You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-shar",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 1d10."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 1d10."
        }
    ],
    "damage": [
        {
            "formula": "2d10",
            "type": "slashing",
            "persistent": false
        }
    ],
    "damage_type": [
        "slashing"
    ],
    "effects": {
        "description": "You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes 2d10 slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground.",
        "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": 14032,
    "source_line_end": 14072,
    "raw_text_block": "PETAL STORM\nSPELL 4\nPLANT\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 15-foot radius burst\nDuration 1 minute\nYou bring forth a cloud of razor-sharp flower petals\nthat thrash violently in the wind. A creature that enters\nthe storm or starts its turn in the storm is sliced by the\nrazor-sharp edges of the petals. It takes 2d10 slashing\ndamage with a basic Reflex save. A creature can take\ndamage from the petals only once per round. At the end of\nthe duration, the storm calms and the petals fall harmlessly\nto the ground.\nHeightened (+2) The damage increases by 1d10.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "petal-storm",
    "content_id": "petal-storm",
    "level": 4
}

Core Rulebook (Fourth Printing)

Plant Growth

Rank 4 · Ritual · Uncommon

Registry ID
plant-growth
RitualUncommonnecromancyNone

Lore or Survival Area 1/2-mile-radius circle centered on you Duration 1 year You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect. Critical Success: Double the crop yield in the area, or increase the area to a 1-mile radius. Success: Increase the crop yield in the area by one-third. Failure: The ritual has no effect. Critical Failure: The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them).

Description snippet: Lore or Survival Area 1/2-mile-radius circle centered on you Duration 1 year You cause the plants within the area to be healthier and more fruitful. In addition to other benefits o

Source lines: 66084 - 66107

Raw text block

PLANT GROWTH
UNCOMMON
RITUAL 4
NECROMANCY
PLANT
POSITIVE
Cast 1 day; Secondary Casters 1
Primary Check Nature (expert); Secondary Checks Farming
Lore or Survival
Area 1/2-mile-radius circle centered on you
Duration 1 year
You cause the plants within the area to be healthier and more
fruitful. In addition to other benefits of healthy plants, this
increases the crop yield for farms, depending on your success.
If you cast it in the area of a blight, plant growth attempts to
counteract the blight instead of producing its usual effect.
Critical Success Double the crop yield in the area, or increase
the area to a 1-mile radius.
Success Increase the crop yield in the area by one-third.
Failure The ritual has no effect.
Critical Failure The flora in the area changes in an unanticipated
way, determined by the GM but generally as contradictory
to your true desires as possible (for instance, blighting
crops when you would prefer to enrich them).

Heightened

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

Damage clauses

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

Effects

{
    "description": "Lore or Survival Area 1/2-mile-radius circle centered on you Duration 1 year You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect.",
    "outcomes": {
        "Critical Success": "Double the crop yield in the area, or increase the area to a 1-mile radius.",
        "Success": "Increase the crop yield in the area by one-third.",
        "Failure": "The ritual has no effect.",
        "Critical Failure": "The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them)."
    }
}

Full schema_data

{
    "id": "plant-growth",
    "name": "Plant Growth",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "plant",
        "positive"
    ],
    "cast": "1 day",
    "cast_actions": "one_day",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "Nature (expert) Secondary Checks Farming",
    "secondary_casters": "1",
    "description": "Lore or Survival Area 1/2-mile-radius circle centered on you Duration 1 year You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect. Critical Success: Double the crop yield in the area, or increase the area to a 1-mile radius. Success: Increase the crop yield in the area by one-third. Failure: The ritual has no effect. Critical Failure: The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them).",
    "description_snippet": "Lore or Survival Area 1/2-mile-radius circle centered on you Duration 1 year You cause the plants within the area to be healthier and more fruitful. In addition to other benefits o",
    "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": "Lore or Survival Area 1/2-mile-radius circle centered on you Duration 1 year You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect.",
        "outcomes": {
            "Critical Success": "Double the crop yield in the area, or increase the area to a 1-mile radius.",
            "Success": "Increase the crop yield in the area by one-third.",
            "Failure": "The ritual has no effect.",
            "Critical Failure": "The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them)."
        }
    },
    "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": 66084,
    "source_line_end": 66107,
    "raw_text_block": "PLANT GROWTH\nUNCOMMON\nRITUAL 4\nNECROMANCY\nPLANT\nPOSITIVE\nCast 1 day; Secondary Casters 1\nPrimary Check Nature (expert); Secondary Checks Farming\nLore or Survival\nArea 1/2-mile-radius circle centered on you\nDuration 1 year\nYou cause the plants within the area to be healthier and more\nfruitful. In addition to other benefits of healthy plants, this\nincreases the crop yield for farms, depending on your success.\nIf you cast it in the area of a blight, plant growth attempts to\ncounteract the blight instead of producing its usual effect.\nCritical Success Double the crop yield in the area, or increase\nthe area to a 1-mile radius.\nSuccess Increase the crop yield in the area by one-third.\nFailure The ritual has no effect.\nCritical Failure The flora in the area changes in an unanticipated\nway, determined by the GM but generally as contradictory\nto your true desires as possible (for instance, blighting\ncrops when you would prefer to enrich them).",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "plant-growth",
    "content_id": "plant-growth",
    "level": 4
}

Core Rulebook (Fourth Printing)

Positive Luminance

Rank 4 · Focus · Common

Registry ID
positive-luminance
FocusCommonnecromancydivine

Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. If an undead creature damages you with an attack or spell while it's within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round. You can Dismiss this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir's value. When you cast positive luminance, any other positive luminance spell you already had in effect ends.

Description snippet: Drawing life force into yourself, you become a beacon of positive energy.

Source lines: 62230 - 62258

Raw text block

LIGHT
FOCUS 4
NECROMANCY
POSITIVE
Domain sun
Cast [one-action] somatic
Duration 1 minute
Drawing life force into yourself, you become a beacon of
positive energy. You glow with bright light in a 10-foot
emanation, and you gain an internal pool of light called a
luminance reservoir, which begins with a value of 4. At the
start of each of your turns, you can use a free action to
increase the luminance reservoir by 4. If you do, the radius of
your light increases by 10 feet.
If an undead creature damages you with an attack or spell
while it's within the area of your light, that creature takes
positive damage equal to half your luminance reservoir value.
It takes this damage only the first time it damages you in
a round.
You can Dismiss this Spell. When you do, you can target
a creature within your light and direct the positive energy
into it. The target must be a willing living creature or an
undead creature. This heals a living target or damages
an undead target by an amount equal to your luminance
reservoir's value.
When you cast positive luminance, any other positive
luminance spell you already had in effect ends.
Heightened (+1) Both the initial value of your luminance
reservoir and the amount you gain each turn increase by 1.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1."
    }
]

Damage clauses

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

Effects

{
    "description": "Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. If an undead creature damages you with an attack or spell while it's within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round. You can Dismiss this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir's value. When you cast positive luminance, any other positive luminance spell you already had in effect ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "positive-luminance",
    "name": "Positive Luminance",
    "rank": 4,
    "is_cantrip": true,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "positive"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "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": "Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. If an undead creature damages you with an attack or spell while it's within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round. You can Dismiss this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir's value. When you cast positive luminance, any other positive luminance spell you already had in effect ends.",
    "description_snippet": "Drawing life force into yourself, you become a beacon of positive energy.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. If an undead creature damages you with an attack or spell while it's within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round. You can Dismiss this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir's value. When you cast positive luminance, any other positive luminance spell you already had in effect ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "sun",
    "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": 62230,
    "source_line_end": 62258,
    "raw_text_block": "LIGHT\nFOCUS 4\nNECROMANCY\nPOSITIVE\nDomain sun\nCast [one-action] somatic\nDuration 1 minute\nDrawing life force into yourself, you become a beacon of\npositive energy. You glow with bright light in a 10-foot\nemanation, and you gain an internal pool of light called a\nluminance reservoir, which begins with a value of 4. At the\nstart of each of your turns, you can use a free action to\nincrease the luminance reservoir by 4. If you do, the radius of\nyour light increases by 10 feet.\nIf an undead creature damages you with an attack or spell\nwhile it's within the area of your light, that creature takes\npositive damage equal to half your luminance reservoir value.\nIt takes this damage only the first time it damages you in\na round.\nYou can Dismiss this Spell. When you do, you can target\na creature within your light and direct the positive energy\ninto it. The target must be a willing living creature or an\nundead creature. This heals a living target or damages\nan undead target by an amount equal to your luminance\nreservoir's value.\nWhen you cast positive luminance, any other positive\nluminance spell you already had in effect ends.\nHeightened (+1) Both the initial value of your luminance\nreservoir and the amount you gain each turn increase by 1.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "positive-luminance",
    "content_id": "positive-luminance",
    "level": 4
}

Core Rulebook (Fourth Printing)

Precious Metals

Rank 4 · Focus · Uncommon

Registry ID
precious-metals
FocusUncommontransmutationdivine

Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the details for these metals are found on pages 577-579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell.

Description snippet: Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the

Source lines: 62280 - 62305

Raw text block

PRECIOUS METALS
UNCOMMON
CLERIC
FOCUS 4
TRANSMUTATION
Domain wealth
Cast [one-action] material
Range touch; Targets 1 metal weapon, up to 10 pieces of metal
or metal-tipped ammunition, 1 suit of metal armor, or up to
1 bulk of metal material (such as coins)
Duration 1 minute
Your deity blesses base metals to transform them into
precious materials. The target item transforms from its normal
metal into cold iron, copper, gold, iron, silver, or steel (the
details for these metals are found on pages 577-579). An item
transmuted in this way deals damage according to its new
material. For example, a steel sword transmuted to cold iron
would deal additional damage to a creature with a weakness
to cold iron.
This change is clearly magical and temporary, so the item's
monetary value doesn't change; you couldn't transmute copper
coins to gold and use those coins to purchase something or as
a cost for a spell.
Heightened (8th) Add adamantine (page 578) and mithral
(page 579) to the list of metals you can transform the
item into.

Heightened

[
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "Add adamantine (page 578) and mithral (page 579) to the list of metals you can transform the item into."
    }
]

Damage clauses

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

Effects

{
    "description": "Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the details for these metals are found on pages 577-579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "precious-metals",
    "name": "Precious Metals",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] material",
    "cast_actions": "1_action",
    "components": [
        "material"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins)",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the details for these metals are found on pages 577-579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell.",
    "description_snippet": "Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the",
    "heightened": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "Add adamantine (page 578) and mithral (page 579) to the list of metals you can transform the item into."
        }
    ],
    "heightened_scaling": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "Add adamantine (page 578) and mithral (page 579) to the list of metals you can transform the item into."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the details for these metals are found on pages 577-579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "wealth",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 62280,
    "source_line_end": 62305,
    "raw_text_block": "PRECIOUS METALS\nUNCOMMON\nCLERIC\nFOCUS 4\nTRANSMUTATION\nDomain wealth\nCast [one-action] material\nRange touch; Targets 1 metal weapon, up to 10 pieces of metal\nor metal-tipped ammunition, 1 suit of metal armor, or up to\n1 bulk of metal material (such as coins)\nDuration 1 minute\nYour deity blesses base metals to transform them into\nprecious materials. The target item transforms from its normal\nmetal into cold iron, copper, gold, iron, silver, or steel (the\ndetails for these metals are found on pages 577-579). An item\ntransmuted in this way deals damage according to its new\nmaterial. For example, a steel sword transmuted to cold iron\nwould deal additional damage to a creature with a weakness\nto cold iron.\nThis change is clearly magical and temporary, so the item's\nmonetary value doesn't change; you couldn't transmute copper\ncoins to gold and use those coins to purchase something or as\na cost for a spell.\nHeightened (8th) Add adamantine (page 578) and mithral\n(page 579) to the list of metals you can transform the\nitem into.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "precious-metals",
    "content_id": "precious-metals",
    "level": 4
}

Core Rulebook (Fourth Printing)

Private Sanctum

Rank 4 · Spell · Uncommon

Registry ID
private-sanctum
SpellUncommonabjurationarcaneoccult

From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area.

Description snippet: From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying

Source lines: 56298 - 56380

Raw text block

PRIVATE SANCTUM
SPELL 4
ABJURATION
Traditions arcane, occult
Cast 10 minutes (material, somatic, verbal)
Range touch; Area 100-foot burst
Duration until the next time you make your daily preparations
From outside, the area looks like a bank of impenetrable black
fog. Sensory stimuli (such as sounds, smells, and light) don't
pass from inside the area to outside the area. Scrying spells
can't perceive any stimuli from the area, and mind-reading
effects don't work in the area.

Heightened

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

Damage clauses

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

Effects

{
    "description": "From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area.",
    "outcomes": []
}

Full schema_data

{
    "id": "private-sanctum",
    "name": "Private Sanctum",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "100-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": "From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area.",
    "description_snippet": "From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying",
    "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": "From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 56298,
    "source_line_end": 56380,
    "raw_text_block": "PRIVATE SANCTUM\nSPELL 4\nABJURATION\nTraditions arcane, occult\nCast 10 minutes (material, somatic, verbal)\nRange touch; Area 100-foot burst\nDuration until the next time you make your daily preparations\nFrom outside, the area looks like a bank of impenetrable black\nfog. Sensory stimuli (such as sounds, smells, and light) don't\npass from inside the area to outside the area. Scrying spells\ncan't perceive any stimuli from the area, and mind-reading\neffects don't work in the area.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "private-sanctum",
    "content_id": "private-sanctum",
    "level": 4
}

Core Rulebook (Fourth Printing)

Protector's Sphere

Rank 4 · Focus · Uncommon

Registry ID
protectors-sphere
FocusUncommonabjurationdivine

A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area.

Description snippet: A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area

Source lines: 62333 - 62346

Raw text block

PROTECTOR'S SPHERE
UNCOMMON
ABJURATION
FOCUS 4
AURA
CLERIC
Domain protection
Cast [two-actions] somatic, verbal
Area 15-foot emanation
Duration sustained up to 1 minute
A protective aura emanates out from you, safeguarding you
and your allies. You gain resistance 3 to all damage. Your allies
also gain this resistance while they are within the area.
Heightened (+1) The resistance increases by 1.

Heightened

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

Damage clauses

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

Effects

{
    "description": "A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area.",
    "outcomes": []
}

Full schema_data

{
    "id": "protectors-sphere",
    "name": "Protector's Sphere",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "aura"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot emanation",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area.",
    "description_snippet": "A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The resistance increases by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The resistance increases by 1."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "protection",
    "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": 62333,
    "source_line_end": 62346,
    "raw_text_block": "PROTECTOR'S SPHERE\nUNCOMMON\nABJURATION\nFOCUS 4\nAURA\nCLERIC\nDomain protection\nCast [two-actions] somatic, verbal\nArea 15-foot emanation\nDuration sustained up to 1 minute\nA protective aura emanates out from you, safeguarding you\nand your allies. You gain resistance 3 to all damage. Your allies\nalso gain this resistance while they are within the area.\nHeightened (+1) The resistance increases by 1.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "protectors-sphere",
    "content_id": "protectors-sphere",
    "level": 4
}

Core Rulebook (Fourth Printing)

Pulse Of The City

Rank 4 · Focus · Uncommon

Registry ID
pulse-of-the-city
FocusUncommondivinationdivine

You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. • Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials) • Titles nobles and politicians (high society weddings, elite soirees, political rallies) • Masses common folk and merchants (gathering mobs, major sales) When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell. Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection).

Description snippet: You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one signi

Source lines: 62353 - 62388

Raw text block

PULSE OF THE CITY
UNCOMMON
CLERIC
DIVINATION
FOCUS 4
SCRYING
Domain cities
Cast [three-actions] material, somatic, verbal
Range 25 miles
You tap into the zeitgeist of the nearest settlement in range (if
any). You learn the name of the settlement, and you can utter a
special word to learn a brief summary of one significant event
happening in the settlement. Choose one of the following
words, which indicates the type of people involved and type
of event you learn about.
• Wardens city guards, barristers, and judges (criminal
reports, busts, changes in routines, legal trials)
• Titles nobles and politicians (high society weddings,
elite soirees, political rallies)
• Masses common folk and merchants (gathering mobs,
major sales)
When uttering your word, you can exclude events you already
know about, whether you know about them from this spell
or from other experiences. If you cast pulse of the city again
within 24 hours, you can say “echo” instead of another word
to get an update on the event you learned about the last time
you Cast the Spell.
Pulse of the city reveals only publicly available or
observable information. You never learn clandestine
movements or other details people are specifically trying to
hide. The spell is also notoriously bad at overcoming magic
meant to avoid detection; it automatically fails to reveal
information about events involving creatures, places, or
objects affected by spells that could prevent or counteract
pulse of the city (such as nondetection).
Heightened (5th) The range increases to 100 miles.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The range increases to 100 miles."
    }
]

Damage clauses

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

Effects

{
    "description": "You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. • Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials) • Titles nobles and politicians (high society weddings, elite soirees, political rallies) • Masses common folk and merchants (gathering mobs, major sales) When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell. Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection).",
    "outcomes": []
}

Full schema_data

{
    "id": "pulse-of-the-city",
    "name": "Pulse Of The City",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "scrying"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "25 miles",
    "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 tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. • Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials) • Titles nobles and politicians (high society weddings, elite soirees, political rallies) • Masses common folk and merchants (gathering mobs, major sales) When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell. Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection).",
    "description_snippet": "You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one signi",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The range increases to 100 miles."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The range increases to 100 miles."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. • Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials) • Titles nobles and politicians (high society weddings, elite soirees, political rallies) • Masses common folk and merchants (gathering mobs, major sales) When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell. Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection).",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "cities",
    "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": 62353,
    "source_line_end": 62388,
    "raw_text_block": "PULSE OF THE CITY\nUNCOMMON\nCLERIC\nDIVINATION\nFOCUS 4\nSCRYING\nDomain cities\nCast [three-actions] material, somatic, verbal\nRange 25 miles\nYou tap into the zeitgeist of the nearest settlement in range (if\nany). You learn the name of the settlement, and you can utter a\nspecial word to learn a brief summary of one significant event\nhappening in the settlement. Choose one of the following\nwords, which indicates the type of people involved and type\nof event you learn about.\n• Wardens city guards, barristers, and judges (criminal\nreports, busts, changes in routines, legal trials)\n• Titles nobles and politicians (high society weddings,\nelite soirees, political rallies)\n• Masses common folk and merchants (gathering mobs,\nmajor sales)\nWhen uttering your word, you can exclude events you already\nknow about, whether you know about them from this spell\nor from other experiences. If you cast pulse of the city again\nwithin 24 hours, you can say “echo” instead of another word\nto get an update on the event you learned about the last time\nyou Cast the Spell.\nPulse of the city reveals only publicly available or\nobservable information. You never learn clandestine\nmovements or other details people are specifically trying to\nhide. The spell is also notoriously bad at overcoming magic\nmeant to avoid detection; it automatically fails to reveal\ninformation about events involving creatures, places, or\nobjects affected by spells that could prevent or counteract\npulse of the city (such as nondetection).\nHeightened (5th) The range increases to 100 miles.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "pulse-of-the-city",
    "content_id": "pulse-of-the-city",
    "level": 4
}

Advanced Player's Guide

Quench

Rank 4 · Spell · Common

Registry ID
quench
SpellCommonabjurationoccult

Put out fires and hurt fire

Description snippet: Put out fires and hurt fire

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "abjuration",
    "traditions": [
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "description_snippet": "Put out fires and hurt fire",
    "content_id": "quench",
    "type": "spell",
    "description": "Put out fires and hurt fire"
}

Advanced Player's Guide

Ranger

Rank 4 · Focus · Common

Registry ID
ranger
FocusCommontransmutationNone

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

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

Source lines: 33199 - 33207

Raw text block

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

Heightened

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

Damage clauses

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

Effects

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

Full schema_data

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

Secrets of Magic

Ravenous Portal

Rank 4 · Spell · Common

Registry ID
ravenous-portal
SpellCommonabjurationarcaneoccult

You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a mimic (Bestiary 236) that can't move and is hostile to all creatures. When Casting the Spell, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is helpful to them instead of hostile. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. While turned into a mimic, the door can't be opened, unlocked, or bypassed—not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. Reflection Kuthona 20, 4704 Magic was such a mystery to me as a child on the coast—and all these years and roads later, it still is in many ways, even as my power grows. Unlike others, I wasn't born with this ability, and I'm anxious not to waste the gift. The emissary visited again, bestowing further knowledge (of a mischievous variety that Pepper appreciated), and I've formed theories over the seasons of travel and research. Though I've always worshipped Gozreh and wandered with the winds, I sense that my patron has encouraged this further, and looked with favor on any small efforts to help others follow their natures. Whoever my patron is, I'm grateful for even this vague sense of purpose, for the satisfaction I get from concocting new potions, the witty companionship from this bird, the ability to protect those I care for. I'd be content if this was as far as I come, but I get the sense there's still more on the horizon. In the meantime, Pepper and I have devis ed a new gesture to make our wards more efficient, so we're off to exper iment with a willing test subject.

Description snippet: You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a mimic (Bestiary 236) that

Source lines: 14465 - 14520

Raw text block

RAVENOUS PORTAL
SPELL 4
ABJURATION
Traditions arcane, occult
Cast [three-actions] material, somatic, verbal
Range 30 feet; Targets 1 door no more than 10 feet tall and
5 feet wide
Duration 1 hour
You place a ward upon the door that triggers when a
creature attempts to open, unlock, or destroy the door.
When that happens, the door transforms into a mimic
(Bestiary 236) that can't move and is hostile to all
creatures. When Casting the Spell, you designate yourself
and up to 10 other creatures of your choice; these creatures
don't trigger the ward, and the mimic is helpful to them
instead of hostile. No effect can move the mimic unless
it's also capable of moving the entire door. Once the door
transforms into a mimic, it attacks creatures in its reach
for up to 1 minute, and then the spell ends. If the mimic is
killed before that time, the spell ends and the door returns
to its normal form.
While turned into a mimic, the door can't be opened,
unlocked, or bypassed—not even by the designated
creatures. It's a creature, not a door, during that time.
When the spell ends, the door returns to the state it was in
before the ward was triggered.
Reflection
Kuthona 20, 4704
Magic was such a mystery to me as a child
on the coast—and all these years
and roads later, it still is in many ways,
even as my power grows. Unlike
others, I wasn't born with this ability, and I'm
anxious not to waste the gift.
The emissary visited again, bestowing further
knowledge (of a mischievous
variety that Pepper appreciated), and I've
formed theories over the seasons
of travel and research. Though I've always
worshipped Gozreh and wandered
with the winds, I sense that my patron has
encouraged this further, and
looked with favor on any small efforts to
help others follow their natures.
Whoever my patron is, I'm grateful for even
this vague sense of purpose, for
the satisfaction I get from concocting new
potions, the witty companionship
from this bird, the ability to protect those
I care for. I'd be content if this
was as far as I come, but I get the sense
there's still more on the horizon.
In the meantime, Pepper and I have devis
ed a new gesture to make our
wards more efficient, so we're off to exper
iment with a willing test subject.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a mimic (Bestiary 236) that can't move and is hostile to all creatures. When Casting the Spell, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is helpful to them instead of hostile. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. While turned into a mimic, the door can't be opened, unlocked, or bypassed—not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. Reflection Kuthona 20, 4704 Magic was such a mystery to me as a child on the coast—and all these years and roads later, it still is in many ways, even as my power grows. Unlike others, I wasn't born with this ability, and I'm anxious not to waste the gift. The emissary visited again, bestowing further knowledge (of a mischievous variety that Pepper appreciated), and I've formed theories over the seasons of travel and research. Though I've always worshipped Gozreh and wandered with the winds, I sense that my patron has encouraged this further, and looked with favor on any small efforts to help others follow their natures. Whoever my patron is, I'm grateful for even this vague sense of purpose, for the satisfaction I get from concocting new potions, the witty companionship from this bird, the ability to protect those I care for. I'd be content if this was as far as I come, but I get the sense there's still more on the horizon. In the meantime, Pepper and I have devis ed a new gesture to make our wards more efficient, so we're off to exper iment with a willing test subject.",
    "outcomes": []
}

Full schema_data

{
    "id": "ravenous-portal",
    "name": "Ravenous Portal",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 door no more than 10 feet tall and 5 feet wide",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a mimic (Bestiary 236) that can't move and is hostile to all creatures. When Casting the Spell, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is helpful to them instead of hostile. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. While turned into a mimic, the door can't be opened, unlocked, or bypassed—not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. Reflection Kuthona 20, 4704 Magic was such a mystery to me as a child on the coast—and all these years and roads later, it still is in many ways, even as my power grows. Unlike others, I wasn't born with this ability, and I'm anxious not to waste the gift. The emissary visited again, bestowing further knowledge (of a mischievous variety that Pepper appreciated), and I've formed theories over the seasons of travel and research. Though I've always worshipped Gozreh and wandered with the winds, I sense that my patron has encouraged this further, and looked with favor on any small efforts to help others follow their natures. Whoever my patron is, I'm grateful for even this vague sense of purpose, for the satisfaction I get from concocting new potions, the witty companionship from this bird, the ability to protect those I care for. I'd be content if this was as far as I come, but I get the sense there's still more on the horizon. In the meantime, Pepper and I have devis ed a new gesture to make our wards more efficient, so we're off to exper iment with a willing test subject.",
    "description_snippet": "You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a mimic (Bestiary 236) that",
    "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 place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. When that happens, the door transforms into a mimic (Bestiary 236) that can't move and is hostile to all creatures. When Casting the Spell, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is helpful to them instead of hostile. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. While turned into a mimic, the door can't be opened, unlocked, or bypassed—not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. Reflection Kuthona 20, 4704 Magic was such a mystery to me as a child on the coast—and all these years and roads later, it still is in many ways, even as my power grows. Unlike others, I wasn't born with this ability, and I'm anxious not to waste the gift. The emissary visited again, bestowing further knowledge (of a mischievous variety that Pepper appreciated), and I've formed theories over the seasons of travel and research. Though I've always worshipped Gozreh and wandered with the winds, I sense that my patron has encouraged this further, and looked with favor on any small efforts to help others follow their natures. Whoever my patron is, I'm grateful for even this vague sense of purpose, for the satisfaction I get from concocting new potions, the witty companionship from this bird, the ability to protect those I care for. I'd be content if this was as far as I come, but I get the sense there's still more on the horizon. In the meantime, Pepper and I have devis ed a new gesture to make our wards more efficient, so we're off to exper iment with a willing test subject.",
        "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": 14465,
    "source_line_end": 14520,
    "raw_text_block": "RAVENOUS PORTAL\nSPELL 4\nABJURATION\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet; Targets 1 door no more than 10 feet tall and\n5 feet wide\nDuration 1 hour\nYou place a ward upon the door that triggers when a\ncreature attempts to open, unlock, or destroy the door.\nWhen that happens, the door transforms into a mimic\n(Bestiary 236) that can't move and is hostile to all\ncreatures. When Casting the Spell, you designate yourself\nand up to 10 other creatures of your choice; these creatures\ndon't trigger the ward, and the mimic is helpful to them\ninstead of hostile. No effect can move the mimic unless\nit's also capable of moving the entire door. Once the door\ntransforms into a mimic, it attacks creatures in its reach\nfor up to 1 minute, and then the spell ends. If the mimic is\nkilled before that time, the spell ends and the door returns\nto its normal form.\nWhile turned into a mimic, the door can't be opened,\nunlocked, or bypassed—not even by the designated\ncreatures. It's a creature, not a door, during that time.\nWhen the spell ends, the door returns to the state it was in\nbefore the ward was triggered.\nReflection\nKuthona 20, 4704\nMagic was such a mystery to me as a child\non the coast—and all these years\nand roads later, it still is in many ways,\neven as my power grows. Unlike\nothers, I wasn't born with this ability, and I'm\nanxious not to waste the gift.\nThe emissary visited again, bestowing further\nknowledge (of a mischievous\nvariety that Pepper appreciated), and I've\nformed theories over the seasons\nof travel and research. Though I've always\nworshipped Gozreh and wandered\nwith the winds, I sense that my patron has\nencouraged this further, and\nlooked with favor on any small efforts to\nhelp others follow their natures.\nWhoever my patron is, I'm grateful for even\nthis vague sense of purpose, for\nthe satisfaction I get from concocting new\npotions, the witty companionship\nfrom this bird, the ability to protect those\nI care for. I'd be content if this\nwas as far as I come, but I get the sense\nthere's still more on the horizon.\nIn the meantime, Pepper and I have devis\ned a new gesture to make our\nwards more efficient, so we're off to exper\niment with a willing test subject.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ravenous-portal",
    "content_id": "ravenous-portal",
    "level": 4
}

Core Rulebook (Fourth Printing)

Read Omens

Rank 4 · Spell · Uncommon

Registry ID
read-omens
SpellUncommondivinationdivineoccult

Get a piece of advice about an upcoming event.

Description snippet: Get a piece of advice about an upcoming event.

Source lines: 47465 - 47466

Raw text block

Read Omens U (div): Get a piece of advice about an upcoming event.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Get a piece of advice about an upcoming event.",
    "outcomes": []
}

Full schema_data

{
    "id": "read-omens",
    "name": "Read Omens",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "prediction"
    ],
    "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": "Get a piece of advice about an upcoming event.",
    "description_snippet": "Get a piece of advice about an upcoming 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": "Get a piece of advice about an upcoming event.",
        "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": 47465,
    "source_line_end": 47466,
    "raw_text_block": "Read Omens U (div): Get a piece of advice about an upcoming event.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "read-omens",
    "content_id": "read-omens",
    "level": 4
}

Core Rulebook (Fourth Printing)

Rebuke Death

Rank 4 · Focus · Uncommon

Registry ID
rebuke-death
FocusUncommonnecromancydivine

You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn't increase its wounded condition.

Description snippet: You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regai

Source lines: 62482 - 62497

Raw text block

REBUKE DEATH
UNCOMMON
FOCUS 4
HEALING
NECROMANCY POSITIVE
Domain healing
Cast [one-action] to [three-actions] (somatic)
Area 20-foot emanation; Targets 1 living creature per action
spent to cast this spell
You snatch creatures from the jaws of death. You can
spend 1 to 3 actions Casting this Spell, and you can target a
number of creatures equal to the actions spent. Each target
regains 3d6 Hit Points. If the target had the dying condition,
coming back from dying due to this healing doesn't increase
its wounded condition.
Heightened (+1) Increase the healing by 1d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "Increase the healing by 1d6."
    }
]

Damage clauses

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

Effects

{
    "description": "You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn't increase its wounded condition.",
    "outcomes": []
}

Full schema_data

{
    "id": "rebuke-death",
    "name": "Rebuke Death",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "healing",
        "positive"
    ],
    "cast": "[one-action] to [three-actions] (somatic)",
    "cast_actions": "1_action_to_3_actions",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "20-foot emanation",
    "targets": "1 living creature per action spent to cast this spell",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn't increase its wounded condition.",
    "description_snippet": "You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regai",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the healing by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the healing by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn't increase its wounded condition.",
        "outcomes": []
    },
    "conditions_caused": [
        "dying",
        "wounded"
    ],
    "focus_class": "cleric",
    "focus_domain": "healing",
    "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": 62482,
    "source_line_end": 62497,
    "raw_text_block": "REBUKE DEATH\nUNCOMMON\nFOCUS 4\nHEALING\nNECROMANCY POSITIVE\nDomain healing\nCast [one-action] to [three-actions] (somatic)\nArea 20-foot emanation; Targets 1 living creature per action\nspent to cast this spell\nYou snatch creatures from the jaws of death. You can\nspend 1 to 3 actions Casting this Spell, and you can target a\nnumber of creatures equal to the actions spent. Each target\nregains 3d6 Hit Points. If the target had the dying condition,\ncoming back from dying due to this healing doesn't increase\nits wounded condition.\nHeightened (+1) Increase the healing by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "rebuke-death",
    "content_id": "rebuke-death",
    "level": 4
}

Core Rulebook (Fourth Printing)

Remove Curse

Rank 4 · Spell · Common

Registry ID
remove-curse
SpellCommonnecromancydivineprimal

Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.

Description snippet: Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.

Source lines: 56834 - 56859

Raw text block

REMOVE CURSE
SPELL 3
NECROMANCY
Traditions divine, primal
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 creature
Healing magic purges disease from a creature's body. You
attempt to counteract one disease afflicting the target.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
    "outcomes": []
}

Full schema_data

{
    "id": "remove-curse",
    "name": "Remove Curse",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
    "description_snippet": "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
    "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": "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.",
        "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": 56834,
    "source_line_end": 56859,
    "raw_text_block": "REMOVE CURSE\nSPELL 3\nNECROMANCY\nTraditions divine, primal\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets 1 creature\nHealing magic purges disease from a creature's body. You\nattempt to counteract one disease afflicting the target.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "remove-curse",
    "content_id": "remove-curse",
    "level": 4
}

Secrets of Magic

Replicate

Rank 4 · Spell · Common

Registry ID
replicate
SpellCommonillusionarcaneoccult

Create an illusory duplicate of a creature.

Description snippet: Create an illusory duplicate of a creature.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "illusion",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Create an illusory duplicate of a creature.",
    "content_id": "replicate",
    "type": "spell",
    "description": "Create an illusory duplicate of a creature."
}

Core Rulebook (Fourth Printing)

Resilient Sphere

Rank 4 · Spell · Common

Registry ID
resilient-sphere
SpellCommonabjurationarcaneoccult

You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save. Critical Success: The target disrupts the sphere's integrity, causing it to collapse entirely. Success: The sphere functions normally but has only 10 Hit Points instead of 40. Failure: The sphere has its normal effect. SPELL 4 FORCE

Description snippet: You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Poin

Source lines: 56956 - 56974

Raw text block

RESILIENT SPHERE
ABJURATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 Large or smaller creature
Duration 1 minute
You create an immobile sphere of force to either trap or protect
the target, blocking anything that would pass through the
sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points.
It's immune to critical hits and precision damage. Disintegrate
destroys the sphere instantly. If the target is unwilling, the
effects of the sphere depend on the target's Reflex save.
Critical Success The target disrupts the sphere's integrity,
causing it to collapse entirely.
Success The sphere functions normally but has only 10 Hit
Points instead of 40.
Failure The sphere has its normal effect.
SPELL 4
FORCE

Heightened

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

Damage clauses

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

Effects

{
    "description": "You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save.",
    "outcomes": {
        "Critical Success": "The target disrupts the sphere's integrity, causing it to collapse entirely.",
        "Success": "The sphere functions normally but has only 10 Hit Points instead of 40.",
        "Failure": "The sphere has its normal effect. SPELL 4 FORCE"
    }
}

Full schema_data

{
    "id": "resilient-sphere",
    "name": "Resilient Sphere",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 Large or smaller creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save. Critical Success: The target disrupts the sphere's integrity, causing it to collapse entirely. Success: The sphere functions normally but has only 10 Hit Points instead of 40. Failure: The sphere has its normal effect. SPELL 4 FORCE",
    "description_snippet": "You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Poin",
    "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 sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save.",
        "outcomes": {
            "Critical Success": "The target disrupts the sphere's integrity, causing it to collapse entirely.",
            "Success": "The sphere functions normally but has only 10 Hit Points instead of 40.",
            "Failure": "The sphere has its normal effect. SPELL 4 FORCE"
        }
    },
    "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": 56956,
    "source_line_end": 56974,
    "raw_text_block": "RESILIENT SPHERE\nABJURATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 Large or smaller creature\nDuration 1 minute\nYou create an immobile sphere of force to either trap or protect\nthe target, blocking anything that would pass through the\nsphere. The sphere has AC 5, Hardness 10, and 40 Hit Points.\nIt's immune to critical hits and precision damage. Disintegrate\ndestroys the sphere instantly. If the target is unwilling, the\neffects of the sphere depend on the target's Reflex save.\nCritical Success The target disrupts the sphere's integrity,\ncausing it to collapse entirely.\nSuccess The sphere functions normally but has only 10 Hit\nPoints instead of 40.\nFailure The sphere has its normal effect.\nSPELL 4\nFORCE",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "resilient-sphere",
    "content_id": "resilient-sphere",
    "level": 4
}

Core Rulebook (Fourth Printing)

Retributive Pain

Rank 4 · Focus · Uncommon

Registry ID
retributive-pain
FocusUncommonabjurationdivine

You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. CLERIC

Description snippet: You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. CLERIC

Source lines: 62502 - 62516

Raw text block

RETRIBUTIVE PAIN
UNCOMMON
ABJURATION
FOCUS 4
CLERIC
MENTAL
NONLETHAL
Domain pain
Cast [reaction] somatic; Trigger A creature in range damages you.
Range 30 feet; Targets the triggering creature
Saving Throw basic Fortitude
You vengefully reflect your pain upon your tormentor. The
target takes mental damage equal to half the amount it dealt
to you when it triggered the spell.
CLERIC

Heightened

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

Damage clauses

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

Effects

{
    "description": "You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. CLERIC",
    "outcomes": []
}

Full schema_data

{
    "id": "retributive-pain",
    "name": "Retributive Pain",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "mental",
        "nonlethal"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "the triggering creature",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "A creature in range damages you.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. CLERIC",
    "description_snippet": "You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. CLERIC",
    "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 vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. CLERIC",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "pain",
    "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": 62502,
    "source_line_end": 62516,
    "raw_text_block": "RETRIBUTIVE PAIN\nUNCOMMON\nABJURATION\nFOCUS 4\nCLERIC\nMENTAL\nNONLETHAL\nDomain pain\nCast [reaction] somatic; Trigger A creature in range damages you.\nRange 30 feet; Targets the triggering creature\nSaving Throw basic Fortitude\nYou vengefully reflect your pain upon your tormentor. The\ntarget takes mental damage equal to half the amount it dealt\nto you when it triggered the spell.\nCLERIC",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "retributive-pain",
    "content_id": "retributive-pain",
    "level": 4
}

Core Rulebook (Fourth Printing)

Rope Trick

Rank 4 · Spell · Uncommon

Registry ID
rope-trick
SpellUncommonconjurationarcaneoccult

You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope. The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own. If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.

Description snippet: You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climb

Source lines: 57276 - 57301

Raw text block

ROPE TRICK
UNCOMMON
CONJURATION
SPELL 4
EXTRADIMENSIONAL
Traditions arcane, occult
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 touched piece of rope from 5 to 30
feet long
Duration 8 hours
You cause the target rope to rise vertically into the air. Where it
ends, an extradimensional space opens, connected to the top of
the rope. This space can be reached only by climbing the rope.
The entrance to the space can't be seen, and it can be
pinpointed only by the presence of the rope. The rope can't
be removed or hidden, though it can be detached from the
extradimensional space by pulling it with 16,000 pounds of
weight, critically succeeding at an Athletics check against the
spell's DC, or destroying the rope. The space holds up to eight
Medium creatures and their gear. A Large creature counts as
two Medium creatures, a Huge creature counts as four Medium
creatures, and a Gargantuan creature fills the space on its own.
If the rope is detached or destroyed, or if a creature attempts
to enter the space that would put it over its capacity, the space
begins to unravel. It disappears in 1d4 rounds, depositing the
creatures within safely on the ground below.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope. The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own. If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.",
    "outcomes": []
}

Full schema_data

{
    "id": "rope-trick",
    "name": "Rope Trick",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "extradimensional"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 touched piece of rope from 5 to 30 feet long",
    "duration": "8 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope. The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own. If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.",
    "description_snippet": "You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climb",
    "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 cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope. The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own. If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.",
        "outcomes": []
    },
    "conditions_caused": [
        "hidden"
    ],
    "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": 57276,
    "source_line_end": 57301,
    "raw_text_block": "ROPE TRICK\nUNCOMMON\nCONJURATION\nSPELL 4\nEXTRADIMENSIONAL\nTraditions arcane, occult\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets 1 touched piece of rope from 5 to 30\nfeet long\nDuration 8 hours\nYou cause the target rope to rise vertically into the air. Where it\nends, an extradimensional space opens, connected to the top of\nthe rope. This space can be reached only by climbing the rope.\nThe entrance to the space can't be seen, and it can be\npinpointed only by the presence of the rope. The rope can't\nbe removed or hidden, though it can be detached from the\nextradimensional space by pulling it with 16,000 pounds of\nweight, critically succeeding at an Athletics check against the\nspell's DC, or destroying the rope. The space holds up to eight\nMedium creatures and their gear. A Large creature counts as\ntwo Medium creatures, a Huge creature counts as four Medium\ncreatures, and a Gargantuan creature fills the space on its own.\nIf the rope is detached or destroyed, or if a creature attempts\nto enter the space that would put it over its capacity, the space\nbegins to unravel. It disappears in 1d4 rounds, depositing the\ncreatures within safely on the ground below.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "rope-trick",
    "content_id": "rope-trick",
    "level": 4
}

Secrets of Magic

Runic Impression

Rank 4 · Focus · Uncommon

Registry ID
runic-impression
FocusUncommonevocationNone

Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.

Description snippet: Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If y

Source lines: 16711 - 16733

Raw text block

RUNIC IMPRESSION
UNCOMMON
EVOCATION
FOCUS 4
MAGUS
Cast [one-action] somatic
Range touch; Targets you or one weapon you're wielding
Duration 1 minute
Your unarmed attacks or weapon gain the benefits of
a weapon rune you choose when you cast this spell:
corrosive, flaming, frost, ghost touch, returning, shock, or
thundering. If you cast runic impression on a weapon, this
spell ends if you cease holding the weapon.
If this spell would give a weapon more property runes
than its normal maximum, one of the existing property
runes (you choose) is suppressed until the spell ends.
For unarmed attacks, if this spell would give you more
property runes than you could have from handwraps
of mighty blows, one of the existing property runes is
similarly suppressed.
Heightened (8th) Add keen to the list of runes you can
choose as well as the greater types of corrosive, flaming,
frost, shock, and thundering.

Heightened

[
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "Add keen to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering."
    }
]

Damage clauses

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

Effects

{
    "description": "Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.",
    "outcomes": []
}

Full schema_data

{
    "id": "runic-impression",
    "name": "Runic Impression",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "magus"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "touch",
    "area": "none",
    "targets": "you or one weapon you're wielding",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.",
    "description_snippet": "Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If y",
    "heightened": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "Add keen to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering."
        }
    ],
    "heightened_scaling": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "Add keen to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.",
        "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": 16711,
    "source_line_end": 16733,
    "raw_text_block": "RUNIC IMPRESSION\nUNCOMMON\nEVOCATION\nFOCUS 4\nMAGUS\nCast [one-action] somatic\nRange touch; Targets you or one weapon you're wielding\nDuration 1 minute\nYour unarmed attacks or weapon gain the benefits of\na weapon rune you choose when you cast this spell:\ncorrosive, flaming, frost, ghost touch, returning, shock, or\nthundering. If you cast runic impression on a weapon, this\nspell ends if you cease holding the weapon.\nIf this spell would give a weapon more property runes\nthan its normal maximum, one of the existing property\nrunes (you choose) is suppressed until the spell ends.\nFor unarmed attacks, if this spell would give you more\nproperty runes than you could have from handwraps\nof mighty blows, one of the existing property runes is\nsimilarly suppressed.\nHeightened (8th) Add keen to the list of runes you can\nchoose as well as the greater types of corrosive, flaming,\nfrost, shock, and thundering.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "runic-impression",
    "content_id": "runic-impression",
    "level": 4
}

Advanced Player's Guide

Rusting Grasp

Rank 4 · Spell · Common

Registry ID
rusting-grasp
SpellCommontransmutationprimal

Tradition primal Cast [two-actions] somatic, verbal Range touch; Targets 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. All damage from this spell ignores Hardness. If the spell causes persistent damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check). The effect of the spell depends on its target. • Creature or Hazard A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes 8d6 damage (basic Fortitude save), plus 2d6 persistent damage on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. • Item The rust deals 2d6 damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure. On a failed save, the item also takes 1d6 persistent damage. For an attended item, this persistent damage occurs at the end of the attending creature's turns; if the item was unattended when you Cast the Spell, the damage happens at the end of your turns. When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a Broken Threshold of 18. Other materials' statistics can be found on pages 577-579 of the Core Rulebook.

Description snippet: Tradition primal Cast [two-actions] somatic, verbal Range touch; Targets 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk You cause the tar

Source lines: 31414 - 31457

Raw text block

RUSTING GRASP
SPELL 4
TRANSMUTATION
Tradition primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 metal creature, 1 non-magical metal
hazard, or 1 non-magical metal item of up to 1 Bulk
You cause the target to rapidly rust. This magical rust can
affect nonferrous materials, but the target must be all or
mostly metal. Skymetals such as adamantine and orichalcum
are immune to this rust, and the GM might determine other
precious materials are similarly resilient. Ultimately, the GM
decides if an object or creature can be targeted with this spell.
All damage from this spell ignores Hardness. If the spell
causes persistent damage from rust, a creature can attempt
to scrape off the rust to assist the target in recovering from
the persistent damage (reducing the DC of the flat check to
end persistent damage to 10 and granting an immediate flat
check). The effect of the spell depends on its target.
• Creature or Hazard A creature or hazard must be made
of all or mostly metal to be affected (this includes many
mechanical traps). It takes 8d6 damage (basic Fortitude
save), plus 2d6 persistent damage on a failed save.
Touching a hazard to affect it with this spell might trigger
the hazard, as determined by the GM.
• Item The rust deals 2d6 damage, subject to a basic Reflex
save by the creature wearing or holding the item; if the
item is unattended, it automatically gets a critical failure.
On a failed save, the item also takes 1d6 persistent
damage. For an attended item, this persistent damage
occurs at the end of the attending creature's turns; if
the item was unattended when you Cast the Spell, the
damage happens at the end of your turns.
When targeting armor someone is wearing, its Bulk is 1
higher than the listed value, since carrying armor is more
cumbersome than wearing it. Thin iron or steel items,
such as weapons, have 20 HP and a Broken Threshold of
10, and thicker iron or steel items, such as most suits of
armor, have 36 HP and a Broken Threshold of 18. Other
materials' statistics can be found on pages 577-579 of
the Core Rulebook.
Heightened (+1) Increase the initial damage to creatures or
hazards by 2d6, and increase the maximum Bulk of an item
you can target by 1.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "Increase the initial damage to creatures or hazards by 2d6, and increase the maximum Bulk of an item you can target by 1."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "persistent",
        "persistent": false
    },
    {
        "formula": "1d6",
        "type": "persistent",
        "persistent": false
    }
]

Effects

{
    "description": "Tradition primal Cast [two-actions] somatic, verbal Range touch; Targets 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. All damage from this spell ignores Hardness. If the spell causes persistent damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check). The effect of the spell depends on its target. • Creature or Hazard A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes 8d6 damage (basic Fortitude save), plus 2d6 persistent damage on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. • Item The rust deals 2d6 damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure. On a failed save, the item also takes 1d6 persistent damage. For an attended item, this persistent damage occurs at the end of the attending creature's turns; if the item was unattended when you Cast the Spell, the damage happens at the end of your turns. When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a Broken Threshold of 18. Other materials' statistics can be found on pages 577-579 of the Core Rulebook.",
    "outcomes": []
}

Full schema_data

{
    "id": "rusting-grasp",
    "name": "Rusting Grasp",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Tradition primal Cast [two-actions] somatic, verbal Range touch; Targets 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. All damage from this spell ignores Hardness. If the spell causes persistent damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check). The effect of the spell depends on its target. • Creature or Hazard A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes 8d6 damage (basic Fortitude save), plus 2d6 persistent damage on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. • Item The rust deals 2d6 damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure. On a failed save, the item also takes 1d6 persistent damage. For an attended item, this persistent damage occurs at the end of the attending creature's turns; if the item was unattended when you Cast the Spell, the damage happens at the end of your turns. When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a Broken Threshold of 18. Other materials' statistics can be found on pages 577-579 of the Core Rulebook.",
    "description_snippet": "Tradition primal Cast [two-actions] somatic, verbal Range touch; Targets 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk You cause the tar",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the initial damage to creatures or hazards by 2d6, and increase the maximum Bulk of an item you can target by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the initial damage to creatures or hazards by 2d6, and increase the maximum Bulk of an item you can target by 1."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "persistent",
            "persistent": false
        },
        {
            "formula": "1d6",
            "type": "persistent",
            "persistent": false
        }
    ],
    "damage_type": [
        "persistent"
    ],
    "effects": {
        "description": "Tradition primal Cast [two-actions] somatic, verbal Range touch; Targets 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. All damage from this spell ignores Hardness. If the spell causes persistent damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check). The effect of the spell depends on its target. • Creature or Hazard A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes 8d6 damage (basic Fortitude save), plus 2d6 persistent damage on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. • Item The rust deals 2d6 damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure. On a failed save, the item also takes 1d6 persistent damage. For an attended item, this persistent damage occurs at the end of the attending creature's turns; if the item was unattended when you Cast the Spell, the damage happens at the end of your turns. When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a Broken Threshold of 18. Other materials' statistics can be found on pages 577-579 of the Core Rulebook.",
        "outcomes": []
    },
    "conditions_caused": [
        "broken"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 31414,
    "source_line_end": 31457,
    "raw_text_block": "RUSTING GRASP\nSPELL 4\nTRANSMUTATION\nTradition primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 metal creature, 1 non-magical metal\nhazard, or 1 non-magical metal item of up to 1 Bulk\nYou cause the target to rapidly rust. This magical rust can\naffect nonferrous materials, but the target must be all or\nmostly metal. Skymetals such as adamantine and orichalcum\nare immune to this rust, and the GM might determine other\nprecious materials are similarly resilient. Ultimately, the GM\ndecides if an object or creature can be targeted with this spell.\nAll damage from this spell ignores Hardness. If the spell\ncauses persistent damage from rust, a creature can attempt\nto scrape off the rust to assist the target in recovering from\nthe persistent damage (reducing the DC of the flat check to\nend persistent damage to 10 and granting an immediate flat\ncheck). The effect of the spell depends on its target.\n• Creature or Hazard A creature or hazard must be made\nof all or mostly metal to be affected (this includes many\nmechanical traps). It takes 8d6 damage (basic Fortitude\nsave), plus 2d6 persistent damage on a failed save.\nTouching a hazard to affect it with this spell might trigger\nthe hazard, as determined by the GM.\n• Item The rust deals 2d6 damage, subject to a basic Reflex\nsave by the creature wearing or holding the item; if the\nitem is unattended, it automatically gets a critical failure.\nOn a failed save, the item also takes 1d6 persistent\ndamage. For an attended item, this persistent damage\noccurs at the end of the attending creature's turns; if\nthe item was unattended when you Cast the Spell, the\ndamage happens at the end of your turns.\nWhen targeting armor someone is wearing, its Bulk is 1\nhigher than the listed value, since carrying armor is more\ncumbersome than wearing it. Thin iron or steel items,\nsuch as weapons, have 20 HP and a Broken Threshold of\n10, and thicker iron or steel items, such as most suits of\narmor, have 36 HP and a Broken Threshold of 18. Other\nmaterials' statistics can be found on pages 577-579 of\nthe Core Rulebook.\nHeightened (+1) Increase the initial damage to creatures or\nhazards by 2d6, and increase the maximum Bulk of an item\nyou can target by 1.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "rusting-grasp",
    "content_id": "rusting-grasp",
    "level": 4
}

Core Rulebook (Fourth Printing)

Safeguard Secret

Rank 4 · Focus · Uncommon

Registry ID
safeguard-secret
FocusUncommonabjurationdivine

You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. If you Cast this Spell again, any previous safeguard secret you had cast ends.

Description snippet: You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within rang

Source lines: 62528 - 62548

Raw text block

SAFEGUARD SECRET
UNCOMMON
ABJURATION
FOCUS 4
CLERIC
MENTAL
Domain secrecy
Cast 1 minute (somatic, verbal)
Range 10 feet; Targets you and any number of willing allies
Duration 1 hour
You ensure a secret remains safe from prying spies. Choose one
piece of information that at least some of the targets know;
you can target a creature only if it remains within range for the
full minute during which you Cast the Spell. The spell grants
those who know the piece of knowledge you have chosen a
+4 status bonus to skill checks (typically Deception checks)
to conceal this knowledge and to saving throws against spells
that specifically attempt to obtain this knowledge from them
and effects that would force them to reveal it.
If you Cast this Spell again, any previous safeguard secret
you had cast ends.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. If you Cast this Spell again, any previous safeguard secret you had cast ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "safeguard-secret",
    "name": "Safeguard Secret",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "mental"
    ],
    "cast": "1 minute (somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "10 feet",
    "area": "none",
    "targets": "you and any number of willing allies",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. If you Cast this Spell again, any previous safeguard secret you had cast ends.",
    "description_snippet": "You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within rang",
    "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 ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. If you Cast this Spell again, any previous safeguard secret you had cast ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "secrecy",
    "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": 62528,
    "source_line_end": 62548,
    "raw_text_block": "SAFEGUARD SECRET\nUNCOMMON\nABJURATION\nFOCUS 4\nCLERIC\nMENTAL\nDomain secrecy\nCast 1 minute (somatic, verbal)\nRange 10 feet; Targets you and any number of willing allies\nDuration 1 hour\nYou ensure a secret remains safe from prying spies. Choose one\npiece of information that at least some of the targets know;\nyou can target a creature only if it remains within range for the\nfull minute during which you Cast the Spell. The spell grants\nthose who know the piece of knowledge you have chosen a\n+4 status bonus to skill checks (typically Deception checks)\nto conceal this knowledge and to saving throws against spells\nthat specifically attempt to obtain this knowledge from them\nand effects that would force them to reveal it.\nIf you Cast this Spell again, any previous safeguard secret\nyou had cast ends.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "safeguard-secret",
    "content_id": "safeguard-secret",
    "level": 4
}

Secrets of Magic

Sanguine Mist

Rank 4 · Spell · Common

Registry ID
sanguine-mist
SpellCommonnecromancyarcanedivineoccult

You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from you, takes 6d6 negative damage with a basic Fortitude save. Creatures in the area are concealed, and all creatures outside the cloud become concealed to creatures within it. The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional 2d6 negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.

Description snippet: You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from yo

Source lines: 14767 - 14792

Raw text block

SANGUINE MIST
DEATH
NECROMANCY
SPELL 4
NEGATIVE
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range 60 feet; Area 10-foot burst
Saving Throw basic Fortitude; Duration sustained up to
1 minute
You unleash a cloud of foul, blood-sucking fog that drains
the vitality from the living to bolster your own. Each living
creature in the area when you Cast the Spell, aside from
you, takes 6d6 negative damage with a basic Fortitude
save. Creatures in the area are concealed, and all creatures
outside the cloud become concealed to creatures within it.
The first time each round you Sustain this Spell on
subsequent turns, living creatures in the area take an
additional 2d6 negative damage with another basic
Fortitude save. You also gain temporary Hit Points equal to
half the damage a single creature took when you Sustained
the spell this turn; calculate these temporary Hit Points
using the creature that took the most damage. You lose
any remaining temporary Hit Points after 1 minute.
Heightened (+1) The initial damage increases by 2d6 and
the secondary damage increases by 1d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The initial damage increases by 2d6 and the secondary damage increases by 1d6."
    }
]

Damage clauses

[
    {
        "formula": "6d6",
        "type": "negative",
        "persistent": false
    },
    {
        "formula": "2d6",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from you, takes 6d6 negative damage with a basic Fortitude save. Creatures in the area are concealed, and all creatures outside the cloud become concealed to creatures within it. The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional 2d6 negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.",
    "outcomes": []
}

Full schema_data

{
    "id": "sanguine-mist",
    "name": "Sanguine Mist",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "death",
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "10-foot burst",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from you, takes 6d6 negative damage with a basic Fortitude save. Creatures in the area are concealed, and all creatures outside the cloud become concealed to creatures within it. The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional 2d6 negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.",
    "description_snippet": "You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from yo",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The initial damage increases by 2d6 and the secondary damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The initial damage increases by 2d6 and the secondary damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "6d6",
            "type": "negative",
            "persistent": false
        },
        {
            "formula": "2d6",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you Cast the Spell, aside from you, takes 6d6 negative damage with a basic Fortitude save. Creatures in the area are concealed, and all creatures outside the cloud become concealed to creatures within it. The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional 2d6 negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.",
        "outcomes": []
    },
    "conditions_caused": [
        "concealed"
    ],
    "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": 14767,
    "source_line_end": 14792,
    "raw_text_block": "SANGUINE MIST\nDEATH\nNECROMANCY\nSPELL 4\nNEGATIVE\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Area 10-foot burst\nSaving Throw basic Fortitude; Duration sustained up to\n1 minute\nYou unleash a cloud of foul, blood-sucking fog that drains\nthe vitality from the living to bolster your own. Each living\ncreature in the area when you Cast the Spell, aside from\nyou, takes 6d6 negative damage with a basic Fortitude\nsave. Creatures in the area are concealed, and all creatures\noutside the cloud become concealed to creatures within it.\nThe first time each round you Sustain this Spell on\nsubsequent turns, living creatures in the area take an\nadditional 2d6 negative damage with another basic\nFortitude save. You also gain temporary Hit Points equal to\nhalf the damage a single creature took when you Sustained\nthe spell this turn; calculate these temporary Hit Points\nusing the creature that took the most damage. You lose\nany remaining temporary Hit Points after 1 minute.\nHeightened (+1) The initial damage increases by 2d6 and\nthe secondary damage increases by 1d6.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "sanguine-mist",
    "content_id": "sanguine-mist",
    "level": 4
}

Advanced Player's Guide

Seal Fate

Rank 4 · Spell · Common

Registry ID
seal-fate
SpellCommonnecromancyarcanedivineoccult

You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. Critical Success: The target is unaffected. Success: The target gains weakness 2 to the chosen damage type until the end of your next turn. Failure: As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies. Critical Failure: As failure, but the duration is unlimited.

Description snippet: You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludg

Source lines: 31567 - 31590

Raw text block

SEAL FATE
CURSE
DEATH
SPELL 4
NECROMANCY
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living creature
Saving Throw Fortitude
You utter a curse that a creature will meet a certain end—a death
by freezing, stabbing, or another means you devise. Choose one
type of damage from the following list: acid, bludgeoning, cold,
electricity, fire, negative, piercing, slashing, or sonic. The effect
is based on the target's Fortitude save.
Critical Success The target is unaffected.
Success The target gains weakness 2 to the chosen damage
type until the end of your next turn.
Failure As success, but the duration is 1 minute. If the creature
is reduced to 0 HP by the chosen damage and its level is 7
or less, it dies.
Critical Failure As failure, but the duration is unlimited.
Heightened (+2) The weakness increases by 1, and the
maximum level of creature that can be automatically killed
increases by 4.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4."
    }
]

Damage clauses

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

Effects

{
    "description": "You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target gains weakness 2 to the chosen damage type until the end of your next turn.",
        "Failure": "As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies.",
        "Critical Failure": "As failure, but the duration is unlimited."
    }
}

Full schema_data

{
    "id": "seal-fate",
    "name": "Seal Fate",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "curse",
        "death"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 living creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. Critical Success: The target is unaffected. Success: The target gains weakness 2 to the chosen damage type until the end of your next turn. Failure: As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies. Critical Failure: As failure, but the duration is unlimited.",
    "description_snippet": "You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludg",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target gains weakness 2 to the chosen damage type until the end of your next turn.",
            "Failure": "As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies.",
            "Critical Failure": "As failure, but the duration is unlimited."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 31567,
    "source_line_end": 31590,
    "raw_text_block": "SEAL FATE\nCURSE\nDEATH\nSPELL 4\nNECROMANCY\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living creature\nSaving Throw Fortitude\nYou utter a curse that a creature will meet a certain end—a death\nby freezing, stabbing, or another means you devise. Choose one\ntype of damage from the following list: acid, bludgeoning, cold,\nelectricity, fire, negative, piercing, slashing, or sonic. The effect\nis based on the target's Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target gains weakness 2 to the chosen damage\ntype until the end of your next turn.\nFailure As success, but the duration is 1 minute. If the creature\nis reduced to 0 HP by the chosen damage and its level is 7\nor less, it dies.\nCritical Failure As failure, but the duration is unlimited.\nHeightened (+2) The weakness increases by 1, and the\nmaximum level of creature that can be automatically killed\nincreases by 4.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "seal-fate",
    "content_id": "seal-fate",
    "level": 4
}

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