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Spell Catalogue

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Showing page 24 of 36 for 898 matching canonical spell rows.

Page 24 of 36

Core Rulebook (Fourth Printing)

Shape Stone

Rank 4 · Spell · Common

Registry ID
shape-stone
SpellCommontransmutationarcaneprimal

You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check. Success: The creature is unaffected. Failure: The creature falls prone atop the stone. Critical Failure: The creature falls off the stone (if applicable) and lands prone.

Description snippet: You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing

Source lines: 57607 - 57622

Raw text block

SHAPE STONE
EARTH
SPELL 4
TRANSMUTATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range touch; Targets cube of stone 10 feet across or smaller
You shape the stone into a rough shape of your choice. The
shaping process is too crude to produce intricate parts, fine
details, moving pieces, or the like. Any creatures standing
atop the stone when you reshape it must each attempt a
Reflex save or Acrobatics check.
Success The creature is unaffected.
Failure The creature falls prone atop the stone.
Critical Failure The creature falls off the stone (if applicable)
and lands prone.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check.",
    "outcomes": {
        "Success": "The creature is unaffected.",
        "Failure": "The creature falls prone atop the stone.",
        "Critical Failure": "The creature falls off the stone (if applicable) and lands prone."
    }
}

Full schema_data

{
    "id": "shape-stone",
    "name": "Shape Stone",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "earth"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "cube of stone 10 feet across or smaller",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check. Success: The creature is unaffected. Failure: The creature falls prone atop the stone. Critical Failure: The creature falls off the stone (if applicable) and lands prone.",
    "description_snippet": "You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing",
    "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 shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check.",
        "outcomes": {
            "Success": "The creature is unaffected.",
            "Failure": "The creature falls prone atop the stone.",
            "Critical Failure": "The creature falls off the stone (if applicable) and lands prone."
        }
    },
    "conditions_caused": [
        "prone"
    ],
    "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": 57607,
    "source_line_end": 57622,
    "raw_text_block": "SHAPE STONE\nEARTH\nSPELL 4\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets cube of stone 10 feet across or smaller\nYou shape the stone into a rough shape of your choice. The\nshaping process is too crude to produce intricate parts, fine\ndetails, moving pieces, or the like. Any creatures standing\natop the stone when you reshape it must each attempt a\nReflex save or Acrobatics check.\nSuccess The creature is unaffected.\nFailure The creature falls prone atop the stone.\nCritical Failure The creature falls off the stone (if applicable)\nand lands prone.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "shape-stone",
    "content_id": "shape-stone",
    "level": 4
}

Core Rulebook (Fourth Printing)

Shared Nightmare

Rank 4 · Focus · Uncommon

Registry ID
shared-nightmare
FocusUncommonenchantmentdivine

Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become confused, but which it'll be depends on the target's Will save. Critical Success: You are confused for 1 round. Success: At the start of your next turn, you spend your first action with the confused condition, then act normally. Failure: As success, but the target is affected instead of you, spending its first action each turn confused. The duration is 1 minute. Critical Failure: The target is confused for 1 minute.

Description snippet: Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become confused, but which it'll be depends on the target's Will save.

Source lines: 62607 - 62628

Raw text block

SHARED NIGHTMARE
UNCOMMON
CLERIC
EMOTION
FOCUS 4
ENCHANTMENT
INCAPACITATION
MENTAL
Domain nightmares
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
Merging minds with the target, you swap disorienting visions
from one another's nightmares. One of you will become
confused, but which it'll be depends on the target's Will save.
Critical Success You are confused for 1 round.
Success At the start of your next turn, you spend your first
action with the confused condition, then act normally.
Failure As success, but the target is affected instead of you,
spending its first action each turn confused. The duration
is 1 minute.
Critical Failure The target is confused for 1 minute.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become confused, but which it'll be depends on the target's Will save.",
    "outcomes": {
        "Critical Success": "You are confused for 1 round.",
        "Success": "At the start of your next turn, you spend your first action with the confused condition, then act normally.",
        "Failure": "As success, but the target is affected instead of you, spending its first action each turn confused. The duration is 1 minute.",
        "Critical Failure": "The target is confused for 1 minute."
    }
}

Full schema_data

{
    "id": "shared-nightmare",
    "name": "Shared Nightmare",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "emotion",
        "incapacitation",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become confused, but which it'll be depends on the target's Will save. Critical Success: You are confused for 1 round. Success: At the start of your next turn, you spend your first action with the confused condition, then act normally. Failure: As success, but the target is affected instead of you, spending its first action each turn confused. The duration is 1 minute. Critical Failure: The target is confused for 1 minute.",
    "description_snippet": "Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become confused, but which it'll be depends on the target's Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become confused, but which it'll be depends on the target's Will save.",
        "outcomes": {
            "Critical Success": "You are confused for 1 round.",
            "Success": "At the start of your next turn, you spend your first action with the confused condition, then act normally.",
            "Failure": "As success, but the target is affected instead of you, spending its first action each turn confused. The duration is 1 minute.",
            "Critical Failure": "The target is confused for 1 minute."
        }
    },
    "conditions_caused": [
        "confused"
    ],
    "focus_class": "cleric",
    "focus_domain": "nightmares",
    "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": 62607,
    "source_line_end": 62628,
    "raw_text_block": "SHARED NIGHTMARE\nUNCOMMON\nCLERIC\nEMOTION\nFOCUS 4\nENCHANTMENT\nINCAPACITATION\nMENTAL\nDomain nightmares\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nMerging minds with the target, you swap disorienting visions\nfrom one another's nightmares. One of you will become\nconfused, but which it'll be depends on the target's Will save.\nCritical Success You are confused for 1 round.\nSuccess At the start of your next turn, you spend your first\naction with the confused condition, then act normally.\nFailure As success, but the target is affected instead of you,\nspending its first action each turn confused. The duration\nis 1 minute.\nCritical Failure The target is confused for 1 minute.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "shared-nightmare",
    "content_id": "shared-nightmare",
    "level": 4
}

Advanced Player's Guide

Simulacrum

Rank 4 · Ritual · Rare

Registry ID
simulacrum
RitualRareillusionNone

Religion, or Society (whichever is required to Recall Knowledge about the creature being duplicated); Crafting; Deception Targets 1 living creature You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster (Gamemastery Guide 57), except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to Impersonate the target. It looks exactly like the target and has a Deception modifier to Impersonate that creature equal to the modifier of the secondary spellcaster who rolled the Deception check, with a +4 status bonus. While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to disbelieve the illusion by attempting a Perception check against the Deception DC of the secondary spellcaster who rolled the Deception check. Critical Success: You bring the simulacrum to life. It has the minion trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance. Success: As a critical success, but there is no special link between you and the simulacrum. You must spend an action to command it verbally or by some other means. Failure: The ritual fails and has no effect. Critical Failure: The simulacrum awakens, but it isn't your minion and is hostile to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise.

Description snippet: Religion, or Society (whichever is required to Recall Knowledge about the creature being duplicated); Crafting; Deception Targets 1 living creature You create an illusory duplicate

Source lines: 35011 - 35054

Raw text block

SIMULACRUM
RARE
RITUAL 4
ILLUSION
Cast 1 day; Cost a piece of hair, drop of blood, or other part of
the creature to be duplicated, plus rare oils, minerals, and
pigments with a total value of 300 gp; Secondary Casters 3
Primary Check Arcana or Occultism (master, the check has the
secret trait); Secondary Checks Arcana, Nature, Occultism,
Religion, or Society (whichever is required to Recall Knowledge
about the creature being duplicated); Crafting; Deception
Targets 1 living creature
You create an illusory duplicate of the target creature by
animating ice or snow sculpted in its shape. The simulacrum is a
4th-level creature with no special abilities. If it needs to attempt
a roll or use a DC, use the moderate number for a monster
(Gamemastery Guide 57), except as noted below. It doesn't
have any specific memories from the target, but it can use
information about the creature gained from any of the casters
to Impersonate the target. It looks exactly like the target and
has a Deception modifier to Impersonate that creature equal
to the modifier of the secondary spellcaster who rolled the
Deception check, with a +4 status bonus.
While it doesn't have any of the original's special abilities,
like a dragon's breath weapon, the illusions that make up
the simulacrum allow it to appear to use those abilities; they
just never seem to have an effect. For instance, against a
simulacrum dragon's breath weapon, all creatures in the area
seem to critically succeed at their saving throws and take no
damage. Creatures can attempt to disbelieve the illusion by
attempting a Perception check against the Deception DC of
the secondary spellcaster who rolled the Deception check.
Critical Success You bring the simulacrum to life. It has the minion
trait and is under your absolute control. You gain a direct
mental link with the simulacrum and can spend an action to
command the simulacrum via this link, even at a distance.
Success As a critical success, but there is no special link
between you and the simulacrum. You must spend an action
to command it verbally or by some other means.
Failure The ritual fails and has no effect.
Critical Failure The simulacrum awakens, but it isn't your
minion and is hostile to all the casters. It does everything it
can to destroy them, but if it can't immediately slay them,
the simulacrum tries to escape and plots their demise.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Religion, or Society (whichever is required to Recall Knowledge about the creature being duplicated); Crafting; Deception Targets 1 living creature You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster (Gamemastery Guide 57), except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to Impersonate the target. It looks exactly like the target and has a Deception modifier to Impersonate that creature equal to the modifier of the secondary spellcaster who rolled the Deception check, with a +4 status bonus. While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to disbelieve the illusion by attempting a Perception check against the Deception DC of the secondary spellcaster who rolled the Deception check.",
    "outcomes": {
        "Critical Success": "You bring the simulacrum to life. It has the minion trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance.",
        "Success": "As a critical success, but there is no special link between you and the simulacrum. You must spend an action to command it verbally or by some other means.",
        "Failure": "The ritual fails and has no effect.",
        "Critical Failure": "The simulacrum awakens, but it isn't your minion and is hostile to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise."
    }
}

Full schema_data

{
    "id": "simulacrum",
    "name": "Simulacrum",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "illusion",
    "rarity": "rare",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "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": "a piece of hair, drop of blood, or other part of the creature to be duplicated, plus rare oils, minerals, and pigments with a total value of 300 gp",
    "primary_check": "Arcana or Occultism (master, the check has the secret trait) Secondary Checks Arcana, Nature, Occultism,",
    "secondary_casters": "3",
    "description": "Religion, or Society (whichever is required to Recall Knowledge about the creature being duplicated); Crafting; Deception Targets 1 living creature You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster (Gamemastery Guide 57), except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to Impersonate the target. It looks exactly like the target and has a Deception modifier to Impersonate that creature equal to the modifier of the secondary spellcaster who rolled the Deception check, with a +4 status bonus. While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to disbelieve the illusion by attempting a Perception check against the Deception DC of the secondary spellcaster who rolled the Deception check. Critical Success: You bring the simulacrum to life. It has the minion trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance. Success: As a critical success, but there is no special link between you and the simulacrum. You must spend an action to command it verbally or by some other means. Failure: The ritual fails and has no effect. Critical Failure: The simulacrum awakens, but it isn't your minion and is hostile to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise.",
    "description_snippet": "Religion, or Society (whichever is required to Recall Knowledge about the creature being duplicated); Crafting; Deception Targets 1 living creature You create an illusory duplicate",
    "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": "Religion, or Society (whichever is required to Recall Knowledge about the creature being duplicated); Crafting; Deception Targets 1 living creature You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster (Gamemastery Guide 57), except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to Impersonate the target. It looks exactly like the target and has a Deception modifier to Impersonate that creature equal to the modifier of the secondary spellcaster who rolled the Deception check, with a +4 status bonus. While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to disbelieve the illusion by attempting a Perception check against the Deception DC of the secondary spellcaster who rolled the Deception check.",
        "outcomes": {
            "Critical Success": "You bring the simulacrum to life. It has the minion trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance.",
            "Success": "As a critical success, but there is no special link between you and the simulacrum. You must spend an action to command it verbally or by some other means.",
            "Failure": "The ritual fails and has no effect.",
            "Critical Failure": "The simulacrum awakens, but it isn't your minion and is hostile to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise."
        }
    },
    "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": 35011,
    "source_line_end": 35054,
    "raw_text_block": "SIMULACRUM\nRARE\nRITUAL 4\nILLUSION\nCast 1 day; Cost a piece of hair, drop of blood, or other part of\nthe creature to be duplicated, plus rare oils, minerals, and\npigments with a total value of 300 gp; Secondary Casters 3\nPrimary Check Arcana or Occultism (master, the check has the\nsecret trait); Secondary Checks Arcana, Nature, Occultism,\nReligion, or Society (whichever is required to Recall Knowledge\nabout the creature being duplicated); Crafting; Deception\nTargets 1 living creature\nYou create an illusory duplicate of the target creature by\nanimating ice or snow sculpted in its shape. The simulacrum is a\n4th-level creature with no special abilities. If it needs to attempt\na roll or use a DC, use the moderate number for a monster\n(Gamemastery Guide 57), except as noted below. It doesn't\nhave any specific memories from the target, but it can use\ninformation about the creature gained from any of the casters\nto Impersonate the target. It looks exactly like the target and\nhas a Deception modifier to Impersonate that creature equal\nto the modifier of the secondary spellcaster who rolled the\nDeception check, with a +4 status bonus.\nWhile it doesn't have any of the original's special abilities,\nlike a dragon's breath weapon, the illusions that make up\nthe simulacrum allow it to appear to use those abilities; they\njust never seem to have an effect. For instance, against a\nsimulacrum dragon's breath weapon, all creatures in the area\nseem to critically succeed at their saving throws and take no\ndamage. Creatures can attempt to disbelieve the illusion by\nattempting a Perception check against the Deception DC of\nthe secondary spellcaster who rolled the Deception check.\nCritical Success You bring the simulacrum to life. It has the minion\ntrait and is under your absolute control. You gain a direct\nmental link with the simulacrum and can spend an action to\ncommand the simulacrum via this link, even at a distance.\nSuccess As a critical success, but there is no special link\nbetween you and the simulacrum. You must spend an action\nto command it verbally or by some other means.\nFailure The ritual fails and has no effect.\nCritical Failure The simulacrum awakens, but it isn't your\nminion and is hostile to all the casters. It does everything it\ncan to destroy them, but if it can't immediately slay them,\nthe simulacrum tries to escape and plots their demise.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "simulacrum",
    "content_id": "simulacrum",
    "level": 4
}

Core Rulebook (Fourth Printing)

Solid Fog

Rank 4 · Spell · Common

Registry ID
solid-fog
SpellCommonconjurationarcaneprimal

You conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist (page 355), except that the area is also difficult terrain. You can Dismiss the spell.

Description snippet: You conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist (page 355), except that the area is also difficult terrain. You can Dismis

Source lines: 57979 - 57989

Raw text block

SOLID FOG
CONJURATION
SPELL 4
WATER
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet; Area 20-foot burst
Duration 1 minute
You conjure a bank of fog so thick it impedes movement as well
as sight. This functions as obscuring mist (page 355), except
that the area is also difficult terrain. You can Dismiss the spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist (page 355), except that the area is also difficult terrain. You can Dismiss the spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "solid-fog",
    "name": "Solid Fog",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "water"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "20-foot 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 conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist (page 355), except that the area is also difficult terrain. You can Dismiss the spell.",
    "description_snippet": "You conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist (page 355), except that the area is also difficult terrain. You can Dismis",
    "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 conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist (page 355), except that the area is also difficult terrain. You can Dismiss the spell.",
        "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": 57979,
    "source_line_end": 57989,
    "raw_text_block": "SOLID FOG\nCONJURATION\nSPELL 4\nWATER\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 20-foot burst\nDuration 1 minute\nYou conjure a bank of fog so thick it impedes movement as well\nas sight. This functions as obscuring mist (page 355), except\nthat the area is also difficult terrain. You can Dismiss the spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "solid-fog",
    "content_id": "solid-fog",
    "level": 4
}

Secrets of Magic

Soothing Spring

Rank 4 · Spell · Common

Registry ID
soothing-spring
SpellCommonnecromancydivineprimal

Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures.

Description snippet: Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfuro

Source lines: 15082 - 15136

Raw text block

SOOTHING SPRING
SPELL 4
POSITIVE
WATER
Traditions divine, primal
Cast 1 minute (material, somatic, verbal)
Range 30 feet
Duration 1 hour
Steam wisps into the air as a stone-lined pool appears in
the ground and fills with hot water that bubbles up from
the earth. The water is comfortably hot and smells mildly
sulfurous in a not-unpleasant way. You are able to draw out
the full energizing potential of the mineral-rich water. Any
creature that spends the full hour soaking in the hot spring
or basking in the mud from the bottom of the pit regains
10d8 Hit Points and feels refreshed, losing the fatigued
condition. As normal for effects that remove fatigue, this
doesn't remove any underlying source of fatigue, such
as lack of sleep, causing the condition to return if the
underlying source isn't addressed.
The pool is 20 feet on each side, and it's 5 feet deep.
It can contain 16 Medium or smaller creatures at a time.
A Large creature counts as eight Medium creatures and
a Huge creature fills the entire pool. This pool has the
structure trait and the same restrictions as magic items
that create structures.
Heightened (+1) The healing increases by 2d8.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The healing increases by 2d8."
    }
]

Damage clauses

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

Effects

{
    "description": "Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures.",
    "outcomes": []
}

Full schema_data

{
    "id": "soothing-spring",
    "name": "Soothing Spring",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "positive",
        "water"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "none",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures.",
    "description_snippet": "Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfuro",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The healing increases by 2d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The healing increases by 2d8."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures.",
        "outcomes": []
    },
    "conditions_caused": [
        "fatigued"
    ],
    "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": 15082,
    "source_line_end": 15136,
    "raw_text_block": "SOOTHING SPRING\nSPELL 4\nPOSITIVE\nWATER\nTraditions divine, primal\nCast 1 minute (material, somatic, verbal)\nRange 30 feet\nDuration 1 hour\nSteam wisps into the air as a stone-lined pool appears in\nthe ground and fills with hot water that bubbles up from\nthe earth. The water is comfortably hot and smells mildly\nsulfurous in a not-unpleasant way. You are able to draw out\nthe full energizing potential of the mineral-rich water. Any\ncreature that spends the full hour soaking in the hot spring\nor basking in the mud from the bottom of the pit regains\n10d8 Hit Points and feels refreshed, losing the fatigued\ncondition. As normal for effects that remove fatigue, this\ndoesn't remove any underlying source of fatigue, such\nas lack of sleep, causing the condition to return if the\nunderlying source isn't addressed.\nThe pool is 20 feet on each side, and it's 5 feet deep.\nIt can contain 16 Medium or smaller creatures at a time.\nA Large creature counts as eight Medium creatures and\na Huge creature fills the entire pool. This pool has the\nstructure trait and the same restrictions as magic items\nthat create structures.\nHeightened (+1) The healing increases by 2d8.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "soothing-spring",
    "content_id": "soothing-spring",
    "level": 4
}

Core Rulebook (Fourth Printing)

Speak With Plants

Rank 4 · Spell · Common

Registry ID
speak-with-plants
SpellCommondivinationprimal

You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.

Description snippet: You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a di

Source lines: 58049 - 58063

Raw text block

SPEAK WITH PLANTS
DIVINATION
SPELL 4
PLANT
Traditions primal
Cast [two-actions] somatic, verbal
Duration 10 minutes
You can ask questions of and receive answers from plants
and fungi, but the spell doesn't make them more friendly or
intelligent than normal. Most normal plants and fungi have
a distinctive view of the world around them, so they don't
recognize details about creatures or know anything about the
world beyond their immediate vicinity. Cunning plant or fungus
monsters are likely to be terse and evasive, while less intelligent
ones often make inane comments.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.",
    "outcomes": []
}

Full schema_data

{
    "id": "speak-with-plants",
    "name": "Speak With Plants",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "plant"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.",
    "description_snippet": "You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a di",
    "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 can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.",
        "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": 58049,
    "source_line_end": 58063,
    "raw_text_block": "SPEAK WITH PLANTS\nDIVINATION\nSPELL 4\nPLANT\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou can ask questions of and receive answers from plants\nand fungi, but the spell doesn't make them more friendly or\nintelligent than normal. Most normal plants and fungi have\na distinctive view of the world around them, so they don't\nrecognize details about creatures or know anything about the\nworld beyond their immediate vicinity. Cunning plant or fungus\nmonsters are likely to be terse and evasive, while less intelligent\nones often make inane comments.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "speak-with-plants",
    "content_id": "speak-with-plants",
    "level": 4
}

Core Rulebook (Fourth Printing)

Spell Immunity

Rank 4 · Spell · Common

Registry ID
spell-immunity
SpellCommonabjurationarcanedivineoccult

You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.

Description snippet: You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenev

Source lines: 58104 - 58117

Raw text block

SPELL IMMUNITY
SPELL 4
ABJURATION
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration until the next time you make your daily preparations
You ward a creature against the effects of a single spell. Choose
a spell and name it aloud as part of the verbal component. Spell
immunity attempts to counteract that spell whenever spell
immunity's target is the target of the named spell or in that
spell's area. Successfully counteracting a spell that targets
an area or multiple targets with spell immunity negates the
effects only for the target affected by spell immunity.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.",
    "outcomes": []
}

Full schema_data

{
    "id": "spell-immunity",
    "name": "Spell Immunity",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "until the next time you make your daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.",
    "description_snippet": "You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenev",
    "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 ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.",
        "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": 58104,
    "source_line_end": 58117,
    "raw_text_block": "SPELL IMMUNITY\nSPELL 4\nABJURATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nDuration until the next time you make your daily preparations\nYou ward a creature against the effects of a single spell. Choose\na spell and name it aloud as part of the verbal component. Spell\nimmunity attempts to counteract that spell whenever spell\nimmunity's target is the target of the named spell or in that\nspell's area. Successfully counteracting a spell that targets\nan area or multiple targets with spell immunity negates the\neffects only for the target affected by spell immunity.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "spell-immunity",
    "content_id": "spell-immunity",
    "level": 4
}

Advanced Player's Guide

Spike Stones

Rank 4 · Spell · Common

Registry ID
spike-stones
SpellCommonconjurationprimal

Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into.

Description snippet: Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the ar

Source lines: 31656 - 31668

Raw text block

SPIKE STONES
CONJURATION
SPELL 4
EARTH
Traditions primal
Cast [three-actions] material, somatic, verbal
Range 60 feet; Area 20-foot burst
Duration 1 hour
Long, sharp spikes of solid rock thrust up from the ground in the
area. The area becomes difficult terrain and hazardous terrain.
A creature that moves on the ground through the area takes
3 piercing damage for every square of that area it moves into.
Heightened (+1) Increase the damage by 1.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into.",
    "outcomes": []
}

Full schema_data

{
    "id": "spike-stones",
    "name": "Spike Stones",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "earth"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into.",
    "description_snippet": "Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the ar",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 1."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into.",
        "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": 31656,
    "source_line_end": 31668,
    "raw_text_block": "SPIKE STONES\nCONJURATION\nSPELL 4\nEARTH\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 60 feet; Area 20-foot burst\nDuration 1 hour\nLong, sharp spikes of solid rock thrust up from the ground in the\narea. The area becomes difficult terrain and hazardous terrain.\nA creature that moves on the ground through the area takes\n3 piercing damage for every square of that area it moves into.\nHeightened (+1) Increase the damage by 1.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "spike-stones",
    "content_id": "spike-stones",
    "level": 4
}

Secrets of Magic

Spike Stones APG

Rank 4 · Spell · Common

Registry ID
spike-stones-apg
SpellCommonconjurationprimal

Grow sharp spikes out of the

Description snippet: Grow sharp spikes out of the

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "conjuration",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Grow sharp spikes out of the",
    "content_id": "spike_stones_apg",
    "type": "spell",
    "description": "Grow sharp spikes out of the"
}

Secrets of Magic

Spiritual Attunement

Rank 4 · Spell · Uncommon

Registry ID
spiritual-attunement
SpellUncommonabjurationdivineoccult

You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the good and lawful traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead.

Description snippet: You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your Strikes and spells gain the al

Source lines: 15157 - 15177

Raw text block

SPIRITUAL ATTUNEMENT
UNCOMMON
SPELL 4
ABJURATION
Traditions divine, occult
Cast [two-actions] material, somatic
Duration 1 minute
You attune yourself to a spiritual plane of the Outer
Sphere (see sidebar on page 131), connecting your spirit
without fully transporting to it. Your Strikes and spells
gain the alignment traits of the plane you chose, which
deals additional damage to creatures with a weakness
to either of those alignment traits. Furthermore, the
plane protects you from energy of the alignments that
oppose the plane. You gain resistance 5 to damage of the
alignments that oppose those of your chosen plane. For
example, if you chose Heaven, your Strikes would gain
the good and lawful traits, and you would gain resistance
to chaotic and evil. If you choose the Boneyard, the
resistance is to negative and positive damage instead.
Heightened (+2) The resistance increases by 5.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The resistance increases by 5."
    }
]

Damage clauses

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

Effects

{
    "description": "You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the good and lawful traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead.",
    "outcomes": []
}

Full schema_data

{
    "id": "spiritual-attunement",
    "name": "Spiritual Attunement",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] material, somatic",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the good and lawful traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead.",
    "description_snippet": "You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your Strikes and spells gain the al",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The resistance increases by 5."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The resistance increases by 5."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the good and lawful traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead.",
        "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": 15157,
    "source_line_end": 15177,
    "raw_text_block": "SPIRITUAL ATTUNEMENT\nUNCOMMON\nSPELL 4\nABJURATION\nTraditions divine, occult\nCast [two-actions] material, somatic\nDuration 1 minute\nYou attune yourself to a spiritual plane of the Outer\nSphere (see sidebar on page 131), connecting your spirit\nwithout fully transporting to it. Your Strikes and spells\ngain the alignment traits of the plane you chose, which\ndeals additional damage to creatures with a weakness\nto either of those alignment traits. Furthermore, the\nplane protects you from energy of the alignments that\noppose the plane. You gain resistance 5 to damage of the\nalignments that oppose those of your chosen plane. For\nexample, if you chose Heaven, your Strikes would gain\nthe good and lawful traits, and you would gain resistance\nto chaotic and evil. If you choose the Boneyard, the\nresistance is to negative and positive damage instead.\nHeightened (+2) The resistance increases by 5.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "spiritual-attunement",
    "content_id": "spiritual-attunement",
    "level": 4
}

Core Rulebook (4th Printing)

Stoneskin

Rank 4 · Spell · Common

Registry ID
stoneskin
SpellCommonabjurationarcaneprimal

Harden a creature’s

Description snippet: Harden a creature’s

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "abjuration",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Harden a creature’s",
    "content_id": "stoneskin",
    "type": "spell",
    "description": "Harden a creature’s"
}

Core Rulebook (Fourth Printing)

Stormwind Flight

Rank 4 · Focus · Uncommon

Registry ID
stormwind-flight
FocusUncommontransmutationprimal

Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.

Description snippet: Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground

Source lines: 63413 - 63426

Raw text block

STORMWIND FLIGHT
UNCOMMON
AIR
DRUID
FOCUS 4
TRANSMUTATION
Cast [two-actions] somatic, verbal
Duration 1 minute
Powerful winds carry you smoothly through the air, giving you
a fly Speed equal to your Speed. When this spell's duration
would end, if you're still flying, you float to the ground, as
feather fall.
Heightened (6th) When you fly using stormwind flight, you
don't count flying against the wind as difficult terrain.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "When you fly using stormwind flight, you don't count flying against the wind as difficult terrain."
    }
]

Damage clauses

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

Effects

{
    "description": "Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.",
    "outcomes": []
}

Full schema_data

{
    "id": "stormwind-flight",
    "name": "Stormwind Flight",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "air"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.",
    "description_snippet": "Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "When you fly using stormwind flight, you don't count flying against the wind as difficult terrain."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "When you fly using stormwind flight, you don't count flying against the wind as difficult terrain."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "druid",
    "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": 63413,
    "source_line_end": 63426,
    "raw_text_block": "STORMWIND FLIGHT\nUNCOMMON\nAIR\nDRUID\nFOCUS 4\nTRANSMUTATION\nCast [two-actions] somatic, verbal\nDuration 1 minute\nPowerful winds carry you smoothly through the air, giving you\na fly Speed equal to your Speed. When this spell's duration\nwould end, if you're still flying, you float to the ground, as\nfeather fall.\nHeightened (6th) When you fly using stormwind flight, you\ndon't count flying against the wind as difficult terrain.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "stormwind-flight",
    "content_id": "stormwind-flight",
    "level": 4
}

Core Rulebook (4th Printing)

Suggestion

Rank 4 · Spell · Common

Registry ID
suggestion
SpellCommonenchantmentarcaneoccult

Suggest a course of

Description snippet: Suggest a course of

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "enchantment",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Suggest a course of",
    "content_id": "suggestion",
    "type": "spell",
    "description": "Suggest a course of"
}

Core Rulebook (Fourth Printing)

Take Its Course

Rank 4 · Focus · Uncommon

Registry ID
take-its-course
FocusUncommonnecromancydivine

When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. The effect of this spell depends on whether you're attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target's recovery. • Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a -2 status penalty to its saving throw against the affliction. • Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.

Description snippet: When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affl

Source lines: 62757 - 62789

Raw text block

TAKE ITS COURSE
UNCOMMON
CLERIC
FOCUS 4
NECROMANCY
Domain indulgence
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
When someone has overindulged, you can hasten them
past the worst of their affliction or intensify their misery.
This spell attempts to progress a disease affliction, a poison
affliction, or persistent poison damage affecting the target.
If the target is affected by more than one of these, you can
choose from among those you are aware of; otherwise the
GM chooses randomly. An unwilling target can attempt a
Will save to negate take its course.
The effect of this spell depends on whether you're attempting
to end an affliction or persistent poison damage, and whether
you are attempting to help or hinder the target's recovery.
• Affliction The target immediately attempts its next
saving throw against the affliction. You can grant
the creature your choice of a +2 status bonus or
a -2 status penalty to its saving throw against
the affliction.
• Persistent Poison You can cause the target take the
persistent poison damage immediately when you Cast
this Spell (in addition to taking it at the end of its next
turn). Whether or not you do so, the target attempts
an additional flat check against the persistent poison
damage. You can set the DC of that flat check to 5 or
20 instead of the normal DC.
Heightened (7th) You can attempt to progress any number of
the target's eligible afflictions and persistent poison damage.

Heightened

[
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "You can attempt to progress any number of the target's eligible afflictions and persistent poison damage."
    }
]

Damage clauses

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

Effects

{
    "description": "When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. The effect of this spell depends on whether you're attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target's recovery. • Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a -2 status penalty to its saving throw against the affliction. • Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.",
    "outcomes": []
}

Full schema_data

{
    "id": "take-its-course",
    "name": "Take Its Course",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "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": "When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. The effect of this spell depends on whether you're attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target's recovery. • Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a -2 status penalty to its saving throw against the affliction. • Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.",
    "description_snippet": "When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affl",
    "heightened": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "You can attempt to progress any number of the target's eligible afflictions and persistent poison damage."
        }
    ],
    "heightened_scaling": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "You can attempt to progress any number of the target's eligible afflictions and persistent poison damage."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. The effect of this spell depends on whether you're attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target's recovery. • Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a -2 status penalty to its saving throw against the affliction. • Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "indulgence",
    "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": 62757,
    "source_line_end": 62789,
    "raw_text_block": "TAKE ITS COURSE\nUNCOMMON\nCLERIC\nFOCUS 4\nNECROMANCY\nDomain indulgence\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nWhen someone has overindulged, you can hasten them\npast the worst of their affliction or intensify their misery.\nThis spell attempts to progress a disease affliction, a poison\naffliction, or persistent poison damage affecting the target.\nIf the target is affected by more than one of these, you can\nchoose from among those you are aware of; otherwise the\nGM chooses randomly. An unwilling target can attempt a\nWill save to negate take its course.\nThe effect of this spell depends on whether you're attempting\nto end an affliction or persistent poison damage, and whether\nyou are attempting to help or hinder the target's recovery.\n• Affliction The target immediately attempts its next\nsaving throw against the affliction. You can grant\nthe creature your choice of a +2 status bonus or\na -2 status penalty to its saving throw against\nthe affliction.\n• Persistent Poison You can cause the target take the\npersistent poison damage immediately when you Cast\nthis Spell (in addition to taking it at the end of its next\nturn). Whether or not you do so, the target attempts\nan additional flat check against the persistent poison\ndamage. You can set the DC of that flat check to 5 or\n20 instead of the normal DC.\nHeightened (7th) You can attempt to progress any number of\nthe target's eligible afflictions and persistent poison damage.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "take-its-course",
    "content_id": "take-its-course",
    "level": 4
}

Core Rulebook (Fourth Printing)

Talking Corpse

Rank 4 · Spell · Uncommon

Registry ID
talking-corpse
SpellUncommonnecromancydivineoccult

You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects. Critical Success: The target can lie or refuse to answer your questions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time. Success: The target can provide false information or refuse to answer your questions. Failure: The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions. Critical Failure: As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a -2 status penalty to Deception checks to deceive or mislead you.

Description snippet: You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather t

Source lines: 59011 - 59044

Raw text block

TALKING CORPSE
UNCOMMON
SPELL 4
NECROMANCY
Traditions divine, occult
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 corpse
Saving Throw Will; Duration 10 minutes
You grant the target corpse a semblance of life, which it uses
to speak the answers to three questions posed to it. This
spell calls on the physical body's latent memories rather than
summoning back the deceased's spirit, so the corpse must
be mostly intact for the spell to function. The more damage
the corpse has taken, the more inaccurate or patchwork its
answers are, and it must have a throat and mouth to speak
at all. If anyone has previously cast this spell on the corpse
in the last week, the spell automatically fails. The corpse can
attempt a Will save to resist answering the questions using
the statistics of the original creature at its time of death,
with the following effects.
Critical Success The target can lie or refuse to answer your
questions, and the target's spirit haunts you for 24 hours,
bothering you and causing you to be unable to gain any rest
for that time.
Success The target can provide false information or refuse
to answer your questions.
Failure The target must answer truthfully, but its answers
can be brief, cryptic, and repetitive. It can still mislead you
or attempt to stall so that the spell's duration runs out
before you can ask all your questions.
Critical Failure As failure, but the target's answers are
more direct and less repetitive, though still cryptic. It
takes a -2 status penalty to Deception checks to deceive
or mislead you.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.",
    "outcomes": {
        "Critical Success": "The target can lie or refuse to answer your questions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.",
        "Success": "The target can provide false information or refuse to answer your questions.",
        "Failure": "The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions.",
        "Critical Failure": "As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a -2 status penalty to Deception checks to deceive or mislead you."
    }
}

Full schema_data

{
    "id": "talking-corpse",
    "name": "Talking Corpse",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 corpse",
    "duration": "10 minutes",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects. Critical Success: The target can lie or refuse to answer your questions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time. Success: The target can provide false information or refuse to answer your questions. Failure: The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions. Critical Failure: As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a -2 status penalty to Deception checks to deceive or mislead you.",
    "description_snippet": "You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather t",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.",
        "outcomes": {
            "Critical Success": "The target can lie or refuse to answer your questions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.",
            "Success": "The target can provide false information or refuse to answer your questions.",
            "Failure": "The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions.",
            "Critical Failure": "As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a -2 status penalty to Deception checks to deceive or mislead you."
        }
    },
    "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": 59011,
    "source_line_end": 59044,
    "raw_text_block": "TALKING CORPSE\nUNCOMMON\nSPELL 4\nNECROMANCY\nTraditions divine, occult\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets 1 corpse\nSaving Throw Will; Duration 10 minutes\nYou grant the target corpse a semblance of life, which it uses\nto speak the answers to three questions posed to it. This\nspell calls on the physical body's latent memories rather than\nsummoning back the deceased's spirit, so the corpse must\nbe mostly intact for the spell to function. The more damage\nthe corpse has taken, the more inaccurate or patchwork its\nanswers are, and it must have a throat and mouth to speak\nat all. If anyone has previously cast this spell on the corpse\nin the last week, the spell automatically fails. The corpse can\nattempt a Will save to resist answering the questions using\nthe statistics of the original creature at its time of death,\nwith the following effects.\nCritical Success The target can lie or refuse to answer your\nquestions, and the target's spirit haunts you for 24 hours,\nbothering you and causing you to be unable to gain any rest\nfor that time.\nSuccess The target can provide false information or refuse\nto answer your questions.\nFailure The target must answer truthfully, but its answers\ncan be brief, cryptic, and repetitive. It can still mislead you\nor attempt to stall so that the spell's duration runs out\nbefore you can ask all your questions.\nCritical Failure As failure, but the target's answers are\nmore direct and less repetitive, though still cryptic. It\ntakes a -2 status penalty to Deception checks to deceive\nor mislead you.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "talking-corpse",
    "content_id": "talking-corpse",
    "level": 4
}

Core Rulebook (4th Printing)

Telepathy

Rank 4 · Spell · Common

Registry ID
telepathy
SpellCommondivinationarcaneoccult

Communicate

Description snippet: Communicate

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "divination",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Communicate",
    "content_id": "telepathy",
    "type": "spell",
    "description": "Communicate"
}

Core Rulebook (Fourth Printing)

Tempt Fate

Rank 4 · Focus · Uncommon

Registry ID
tempt-fate
FocusUncommondivinationdivine

You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for Casting this Spell.

Description snippet: You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's resul

Source lines: 62796 - 62815

Raw text block

TEMPT FATE
UNCOMMON
CLERIC
FOCUS 4
DIVINATION FORTUNE
Domain fate
Cast [reaction] somatic; Trigger You or an ally within range attempts
a saving throw.
Range 120 feet; Targets the triggering creature
You twist the forces of fate to make a moment dire or
uneventful, with no in-between. The target gains a +1 status
bonus to the triggering saving throw. If the saving throw's
result is a success, it becomes a critical success. If it's a
failure, it becomes a critical failure, and the critical failure
can't be reduced by abilities that usually reduce critical
failure, such as improved evasion.
If the triggering ability did not have both a critical success
and critical failure condition, tempt fate fails, but you don't
expend the Focus Point for Casting this Spell.
Heightened (8th) The bonus on the saving throw is +2.

Heightened

[
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "The bonus on the saving throw is +2."
    }
]

Damage clauses

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

Effects

{
    "description": "You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for Casting this Spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "tempt-fate",
    "name": "Tempt Fate",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fortune"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "the triggering creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "You or an ally within range attempts a saving throw.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for Casting this Spell.",
    "description_snippet": "You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's resul",
    "heightened": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The bonus on the saving throw is +2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The bonus on the saving throw is +2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for Casting this Spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "fate",
    "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": 62796,
    "source_line_end": 62815,
    "raw_text_block": "TEMPT FATE\nUNCOMMON\nCLERIC\nFOCUS 4\nDIVINATION FORTUNE\nDomain fate\nCast [reaction] somatic; Trigger You or an ally within range attempts\na saving throw.\nRange 120 feet; Targets the triggering creature\nYou twist the forces of fate to make a moment dire or\nuneventful, with no in-between. The target gains a +1 status\nbonus to the triggering saving throw. If the saving throw's\nresult is a success, it becomes a critical success. If it's a\nfailure, it becomes a critical failure, and the critical failure\ncan't be reduced by abilities that usually reduce critical\nfailure, such as improved evasion.\nIf the triggering ability did not have both a critical success\nand critical failure condition, tempt fate fails, but you don't\nexpend the Focus Point for Casting this Spell.\nHeightened (8th) The bonus on the saving throw is +2.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "tempt-fate",
    "content_id": "tempt-fate",
    "level": 4
}

Secrets of Magic

Tortoise And The Hare

Rank 4 · Spell · Common

Registry ID
tortoise-and-the-hare
SpellCommontransmutationoccultprimal

You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. Critical Success: The targets are unaffected. Success: The foe is slowed 1 for 1 round, and the other target is unaffected. Failure: The foe is slowed 1 for 3 rounds and the other target is quickened for 1 round. It can use the extra action to Step, Stride, or Strike. Critical Failure: The foe is slowed 1 for 3 minutes and the other target is quickened for 1 minute. It can use the extra action to Step, Stride, or Strike.

Description snippet: You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and gr

Source lines: 16042 - 16062

Raw text block

TORTOISE AND THE HARE
SPELL 4
TRANSMUTATION
Traditions occult, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 foe, and either yourself or 1 ally
Saving Throw Fortitude
You prove that slow and steady doesn't always win the
race by turning a foe into a proverbial tortoise and yourself
or an ally into a hare, siphoning some of the foe's speed and
granting it to the other target. The effects depend on the
foe's Fortitude save.
Critical Success The targets are unaffected.
Success The foe is slowed 1 for 1 round, and the other
target is unaffected.
Failure The foe is slowed 1 for 3 rounds and the other
target is quickened for 1 round. It can use the extra
action to Step, Stride, or Strike.
Critical Failure The foe is slowed 1 for 3 minutes and the
other target is quickened for 1 minute. It can use the
extra action to Step, Stride, or Strike.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save.",
    "outcomes": {
        "Critical Success": "The targets are unaffected.",
        "Success": "The foe is slowed 1 for 1 round, and the other target is unaffected.",
        "Failure": "The foe is slowed 1 for 3 rounds and the other target is quickened for 1 round. It can use the extra action to Step, Stride, or Strike.",
        "Critical Failure": "The foe is slowed 1 for 3 minutes and the other target is quickened for 1 minute. It can use the extra action to Step, Stride, or Strike."
    }
}

Full schema_data

{
    "id": "tortoise-and-the-hare",
    "name": "Tortoise And The Hare",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 foe, and either yourself or 1 ally",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. Critical Success: The targets are unaffected. Success: The foe is slowed 1 for 1 round, and the other target is unaffected. Failure: The foe is slowed 1 for 3 rounds and the other target is quickened for 1 round. It can use the extra action to Step, Stride, or Strike. Critical Failure: The foe is slowed 1 for 3 minutes and the other target is quickened for 1 minute. It can use the extra action to Step, Stride, or Strike.",
    "description_snippet": "You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and gr",
    "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 prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save.",
        "outcomes": {
            "Critical Success": "The targets are unaffected.",
            "Success": "The foe is slowed 1 for 1 round, and the other target is unaffected.",
            "Failure": "The foe is slowed 1 for 3 rounds and the other target is quickened for 1 round. It can use the extra action to Step, Stride, or Strike.",
            "Critical Failure": "The foe is slowed 1 for 3 minutes and the other target is quickened for 1 minute. It can use the extra action to Step, Stride, or Strike."
        }
    },
    "conditions_caused": [
        "quickened",
        "slowed"
    ],
    "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": 16042,
    "source_line_end": 16062,
    "raw_text_block": "TORTOISE AND THE HARE\nSPELL 4\nTRANSMUTATION\nTraditions occult, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 foe, and either yourself or 1 ally\nSaving Throw Fortitude\nYou prove that slow and steady doesn't always win the\nrace by turning a foe into a proverbial tortoise and yourself\nor an ally into a hare, siphoning some of the foe's speed and\ngranting it to the other target. The effects depend on the\nfoe's Fortitude save.\nCritical Success The targets are unaffected.\nSuccess The foe is slowed 1 for 1 round, and the other\ntarget is unaffected.\nFailure The foe is slowed 1 for 3 rounds and the other\ntarget is quickened for 1 round. It can use the extra\naction to Step, Stride, or Strike.\nCritical Failure The foe is slowed 1 for 3 minutes and the\nother target is quickened for 1 minute. It can use the\nextra action to Step, Stride, or Strike.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "tortoise-and-the-hare",
    "content_id": "tortoise-and-the-hare",
    "level": 4
}

Core Rulebook (Fourth Printing)

Touch Of The Moon

Rank 4 · Focus · Uncommon

Registry ID
touch-of-the-moon
FocusUncommonenchantmentdivine

When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. • New Moon The target receives no benefit. • Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls. • Full Moon The target gains a +1 status bonus to attack rolls, AC, and saves, and a +4 status bonus to damage. • Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon. CLERIC

Description snippet: When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit ba

Source lines: 62897 - 62920

Raw text block

TOUCH OF THE MOON
UNCOMMON
CLERIC
FOCUS 4
ENCHANTMENT
LIGHT
Domain moon
Cast [one-action] somatic
Range touch; Target 1 creature
Duration 1 minute
When you touch the target, a symbol of the moon appears on
its forehead, glowing with soft moonlight. The target glows
with dim light in a 20-foot radius. It also gets a benefit based
on a phase of the moon, starting with the new moon and
changing to the next phase at the end of each of its turns.
• New Moon The target receives no benefit.
• Waxing Moon The target gains a +1 status bonus to
attack rolls and a +4 status bonus to damage rolls.
• Full Moon The target gains a +1 status bonus to attack
rolls, AC, and saves, and a +4 status bonus to damage.
• Waning Moon The target gains a +1 status bonus to
AC and saving throws. After this phase, return to the
new moon.
CLERIC

Heightened

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

Damage clauses

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

Effects

{
    "description": "When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. • New Moon The target receives no benefit. • Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls. • Full Moon The target gains a +1 status bonus to attack rolls, AC, and saves, and a +4 status bonus to damage. • Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon. CLERIC",
    "outcomes": []
}

Full schema_data

{
    "id": "touch-of-the-moon",
    "name": "Touch Of The Moon",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "light"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "touch Target 1 creature",
    "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": "When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. • New Moon The target receives no benefit. • Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls. • Full Moon The target gains a +1 status bonus to attack rolls, AC, and saves, and a +4 status bonus to damage. • Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon. CLERIC",
    "description_snippet": "When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit ba",
    "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": "When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. • New Moon The target receives no benefit. • Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls. • Full Moon The target gains a +1 status bonus to attack rolls, AC, and saves, and a +4 status bonus to damage. • Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon. CLERIC",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "moon",
    "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": 62897,
    "source_line_end": 62920,
    "raw_text_block": "TOUCH OF THE MOON\nUNCOMMON\nCLERIC\nFOCUS 4\nENCHANTMENT\nLIGHT\nDomain moon\nCast [one-action] somatic\nRange touch; Target 1 creature\nDuration 1 minute\nWhen you touch the target, a symbol of the moon appears on\nits forehead, glowing with soft moonlight. The target glows\nwith dim light in a 20-foot radius. It also gets a benefit based\non a phase of the moon, starting with the new moon and\nchanging to the next phase at the end of each of its turns.\n• New Moon The target receives no benefit.\n• Waxing Moon The target gains a +1 status bonus to\nattack rolls and a +4 status bonus to damage rolls.\n• Full Moon The target gains a +1 status bonus to attack\nrolls, AC, and saves, and a +4 status bonus to damage.\n• Waning Moon The target gains a +1 status bonus to\nAC and saving throws. After this phase, return to the\nnew moon.\nCLERIC",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "touch-of-the-moon",
    "content_id": "touch-of-the-moon",
    "level": 4
}

Core Rulebook (Fourth Printing)

Traveler's Transit

Rank 4 · Focus · Uncommon

Registry ID
travelers-transit
FocusUncommonevocationdivine

You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.

Description snippet: You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your la

Source lines: 62957 - 62968

Raw text block

TRAVELER'S TRANSIT
UNCOMMON
CLERIC
FOCUS 4
EVOCATION
Domain travel
Cast [two-actions] somatic, verbal
Duration 1 minute
You add power to your muscles, allowing you to swim or climb
walls with ease. When you cast this spell, you gain either a climb
Speed or a swim Speed. The Speed is equal to your land Speed.
Heightened (5th) You can choose to gain a fly Speed.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "You can choose to gain a fly Speed."
    }
]

Damage clauses

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

Effects

{
    "description": "You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.",
    "outcomes": []
}

Full schema_data

{
    "id": "travelers-transit",
    "name": "Traveler's Transit",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.",
    "description_snippet": "You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your la",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "You can choose to gain a fly Speed."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "You can choose to gain a fly Speed."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "travel",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 62957,
    "source_line_end": 62968,
    "raw_text_block": "TRAVELER'S TRANSIT\nUNCOMMON\nCLERIC\nFOCUS 4\nEVOCATION\nDomain travel\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou add power to your muscles, allowing you to swim or climb\nwalls with ease. When you cast this spell, you gain either a climb\nSpeed or a swim Speed. The Speed is equal to your land Speed.\nHeightened (5th) You can choose to gain a fly Speed.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "travelers-transit",
    "content_id": "travelers-transit",
    "level": 4
}

Core Rulebook (Fourth Printing)

Trickster's Twin

Rank 4 · Focus · Uncommon

Registry ID
tricksters-twin
FocusUncommonillusiondivine

You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target believes you're in the designated location and can't see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends. Failure: As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs. Critical Failure: As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs.

Description snippet: You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can se

Source lines: 62975 - 63001

Raw text block

TRICKSTER'S TWIN
UNCOMMON
CLERIC
FOCUS 4
ILLUSION
VISUAL
Domain trickery
Cast [two-actions] material, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
You rarely settle for being in just one place. Choose a location
within 100 feet of the target that the target can see. You
create an illusion of yourself there that only it can see and that
mimics all your actions. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target believes you're in the designated location
and can't see you in your actual location. The target
automatically disbelieves the illusion when you use an
action that doesn't make sense in the illusion's position, or
if the target attacks, touches, Seeks, or otherwise engages
with the illusion. If you use a hostile action against the
target, the spell ends.
Failure As success, but the target must succeed at a Will save to
disbelieve the illusion when one of the listed events occurs.
Critical Failure As success, but the target must critically
succeed at a Will save to disbelieve when one of the listed
events occurs.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target believes you're in the designated location and can't see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends.",
        "Failure": "As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.",
        "Critical Failure": "As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs."
    }
}

Full schema_data

{
    "id": "tricksters-twin",
    "name": "Trickster's Twin",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "illusion",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "visual"
    ],
    "cast": "[two-actions] material, verbal",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target believes you're in the designated location and can't see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends. Failure: As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs. Critical Failure: As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs.",
    "description_snippet": "You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can se",
    "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 rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target believes you're in the designated location and can't see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends.",
            "Failure": "As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.",
            "Critical Failure": "As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "trickery",
    "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": 62975,
    "source_line_end": 63001,
    "raw_text_block": "TRICKSTER'S TWIN\nUNCOMMON\nCLERIC\nFOCUS 4\nILLUSION\nVISUAL\nDomain trickery\nCast [two-actions] material, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration 1 minute\nYou rarely settle for being in just one place. Choose a location\nwithin 100 feet of the target that the target can see. You\ncreate an illusion of yourself there that only it can see and that\nmimics all your actions. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target believes you're in the designated location\nand can't see you in your actual location. The target\nautomatically disbelieves the illusion when you use an\naction that doesn't make sense in the illusion's position, or\nif the target attacks, touches, Seeks, or otherwise engages\nwith the illusion. If you use a hostile action against the\ntarget, the spell ends.\nFailure As success, but the target must succeed at a Will save to\ndisbelieve the illusion when one of the listed events occurs.\nCritical Failure As success, but the target must critically\nsucceed at a Will save to disbelieve when one of the listed\nevents occurs.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "tricksters-twin",
    "content_id": "tricksters-twin",
    "level": 4
}

Secrets of Magic

Umbral Graft

Rank 4 · Spell · Common

Registry ID
umbral-graft
SpellCommonillusionarcaneoccult

Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 4 SHADOW Traditions arcane, occult Cast [two-actions] somatic, verbal Duration 3 rounds You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the Steal action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to Steal as part of Casting umbral graft. If you succeed at your check to Steal a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to Steal was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the manipulate trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the shadow trait. You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. As normal, you can Steal only from a target within your reach. Once you've stolen a spell, you can't attempt to Steal more spells, nor can you choose not to take a spell if you succeed at your Thievery check. When you cast umbral graft, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you Steal.

Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 4 SHADOW Traditions arcane, occult Cast [two-actions] somatic, verbal Duration 3 rounds You reflect a

Source lines: 16123 - 16176

Raw text block

UMBRAL GRAFT
ILLUSION
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
SPELL 4
SHADOW
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 3 rounds
You reflect a spell into a shadowy version of itself, in the
process depleting the power of the initial spell. During
umbral graft's duration, you can use the Steal action to
attempt to abscond with spells affecting a foe instead
of stealing an item. You can also make one attempt to
Steal as part of Casting umbral graft. If you succeed at
your check to Steal a spell, randomly determine a spell
affecting the foe that has a target entry. That spell ceases
to affect the target, and you can either cause the spell
to affect you or store it in your shadow. If your attempt
to Steal was a critical success, you automatically steal
the spell if its level is equal to or lower than umbral
graft. If it was a success, you automatically steal it if its
level is lower than umbral graft. If you succeeded, but
the spell's level was too high to steal automatically, you
must attempt a counteract check to see if you steal the
spell. You know what the spell is as soon as you steal it. If
you store it, you can transfer it to a willing creature as a
single action that has the manipulate trait. The spell lasts
for its remaining duration, to a maximum of 1 minute, and
any time you keep it stored subtracts from its duration
normally. The spell gains the shadow trait.
You can't steal constant innate spells that are always
active on a creature, such as a choral angel's constant
tongues, or innate spells that have special restrictions that
remove their ability to target other creatures, such as an
imp's invisibility. At the GM's discretion, you might not be
able to steal innate spells with other unusual modifications
to the base spell.
As normal, you can Steal only from a target within your
reach. Once you've stolen a spell, you can't attempt to Steal
more spells, nor can you choose not to take a spell if you
succeed at your Thievery check. When you cast umbral
graft, any spells you stole with a previous umbral graft
end even if their duration hasn't elapsed. If you're affected
by both umbral graft and umbral extraction, you make the
choice whether to steal a spell slot, an active spell, or an
item each time you Steal.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 4 SHADOW Traditions arcane, occult Cast [two-actions] somatic, verbal Duration 3 rounds You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the Steal action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to Steal as part of Casting umbral graft. If you succeed at your check to Steal a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to Steal was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the manipulate trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the shadow trait. You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. As normal, you can Steal only from a target within your reach. Once you've stolen a spell, you can't attempt to Steal more spells, nor can you choose not to take a spell if you succeed at your Thievery check. When you cast umbral graft, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you Steal.",
    "outcomes": []
}

Full schema_data

{
    "id": "umbral-graft",
    "name": "Umbral Graft",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "none",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 4 SHADOW Traditions arcane, occult Cast [two-actions] somatic, verbal Duration 3 rounds You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the Steal action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to Steal as part of Casting umbral graft. If you succeed at your check to Steal a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to Steal was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the manipulate trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the shadow trait. You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. As normal, you can Steal only from a target within your reach. Once you've stolen a spell, you can't attempt to Steal more spells, nor can you choose not to take a spell if you succeed at your Thievery check. When you cast umbral graft, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you Steal.",
    "description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 4 SHADOW Traditions arcane, occult Cast [two-actions] somatic, verbal Duration 3 rounds You reflect a",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic SPELL 4 SHADOW Traditions arcane, occult Cast [two-actions] somatic, verbal Duration 3 rounds You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the Steal action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to Steal as part of Casting umbral graft. If you succeed at your check to Steal a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to Steal was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the manipulate trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the shadow trait. You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. As normal, you can Steal only from a target within your reach. Once you've stolen a spell, you can't attempt to Steal more spells, nor can you choose not to take a spell if you succeed at your Thievery check. When you cast umbral graft, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you Steal.",
        "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": 16123,
    "source_line_end": 16176,
    "raw_text_block": "UMBRAL GRAFT\nILLUSION\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nSPELL 4\nSHADOW\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 3 rounds\nYou reflect a spell into a shadowy version of itself, in the\nprocess depleting the power of the initial spell. During\numbral graft's duration, you can use the Steal action to\nattempt to abscond with spells affecting a foe instead\nof stealing an item. You can also make one attempt to\nSteal as part of Casting umbral graft. If you succeed at\nyour check to Steal a spell, randomly determine a spell\naffecting the foe that has a target entry. That spell ceases\nto affect the target, and you can either cause the spell\nto affect you or store it in your shadow. If your attempt\nto Steal was a critical success, you automatically steal\nthe spell if its level is equal to or lower than umbral\ngraft. If it was a success, you automatically steal it if its\nlevel is lower than umbral graft. If you succeeded, but\nthe spell's level was too high to steal automatically, you\nmust attempt a counteract check to see if you steal the\nspell. You know what the spell is as soon as you steal it. If\nyou store it, you can transfer it to a willing creature as a\nsingle action that has the manipulate trait. The spell lasts\nfor its remaining duration, to a maximum of 1 minute, and\nany time you keep it stored subtracts from its duration\nnormally. The spell gains the shadow trait.\nYou can't steal constant innate spells that are always\nactive on a creature, such as a choral angel's constant\ntongues, or innate spells that have special restrictions that\nremove their ability to target other creatures, such as an\nimp's invisibility. At the GM's discretion, you might not be\nable to steal innate spells with other unusual modifications\nto the base spell.\nAs normal, you can Steal only from a target within your\nreach. Once you've stolen a spell, you can't attempt to Steal\nmore spells, nor can you choose not to take a spell if you\nsucceed at your Thievery check. When you cast umbral\ngraft, any spells you stole with a previous umbral graft\nend even if their duration hasn't elapsed. If you're affected\nby both umbral graft and umbral extraction, you make the\nchoice whether to steal a spell slot, an active spell, or an\nitem each time you Steal.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "umbral-graft",
    "content_id": "umbral-graft",
    "level": 4
}

Core Rulebook (Fourth Printing)

Unity

Rank 4 · Focus · Uncommon

Registry ID
unity
FocusUncommonabjurationdivine

You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.

Description snippet: You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.

Source lines: 63027 - 63039

Raw text block

UNITY
UNCOMMON
FOCUS 4
ABJURATION
CLERIC
FORTUNE
Domain family
Cast [reaction] verbal; Trigger You and 1 or more allies within range
are targeted by a spell or ability that allows a saving throw.
Range 30 feet; Targets each ally targeted by the triggering spell
You put up a united defense. Each ally can use your saving
throw modifier instead of its own against the triggering spell.
Each ally decides individually which modifier to use.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.",
    "outcomes": []
}

Full schema_data

{
    "id": "unity",
    "name": "Unity",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fortune"
    ],
    "cast": "[reaction] verbal",
    "cast_actions": "reaction",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "each ally targeted by the triggering spell",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.",
    "description_snippet": "You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.",
    "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 put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "family",
    "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": 63027,
    "source_line_end": 63039,
    "raw_text_block": "UNITY\nUNCOMMON\nFOCUS 4\nABJURATION\nCLERIC\nFORTUNE\nDomain family\nCast [reaction] verbal; Trigger You and 1 or more allies within range\nare targeted by a spell or ability that allows a saving throw.\nRange 30 feet; Targets each ally targeted by the triggering spell\nYou put up a united defense. Each ally can use your saving\nthrow modifier instead of its own against the triggering spell.\nEach ally decides individually which modifier to use.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "unity",
    "content_id": "unity",
    "level": 4
}

Advanced Player's Guide

Vampiric Maiden

Rank 4 · Spell · Common

Registry ID
vampiric-maiden
SpellCommonnecromancyarcanedivineoccult

A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target is briefly trapped within the vampiric maiden. The target takes full damage and is immobilized by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first. Critical Failure: The target takes double damage and is immobilized by the vampiric maiden for 1 round or until it Escapes (the DC is your spell DC), whichever comes first.

Description snippet: A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitud

Source lines: 31894 - 31918

Raw text block

VAMPIRIC MAIDEN
NECROMANCY
SPELL 4
NEGATIVE
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
A ghostly iron maiden snaps shut on the target and drains
its vitality for your gain. This deals 4d4 piercing damage and
4d4 negative damage, and the target must attempt a Fortitude
save. You gain temporary HP equal to the negative damage
the target takes (after applying resistances, weaknesses, and
the like). You lose any remaining temporary HP after 1 minute.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target is briefly trapped within the vampiric
maiden. The target takes full damage and is immobilized by
the iron maiden for 1 round or until it uses an Interact action
to extricate itself, whichever comes first.
Critical Failure The target takes double damage and is
immobilized by the vampiric maiden for 1 round or until it
Escapes (the DC is your spell DC), whichever comes first.
Heightened (+1) The piercing and negative damage increase
by 1d4 each.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The piercing and negative damage increase by 1d4 each."
    }
]

Damage clauses

[
    {
        "formula": "4d4",
        "type": "piercing",
        "persistent": false
    },
    {
        "formula": "4d4",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes half damage.",
        "Failure": "The target is briefly trapped within the vampiric maiden. The target takes full damage and is immobilized by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first.",
        "Critical Failure": "The target takes double damage and is immobilized by the vampiric maiden for 1 round or until it Escapes (the DC is your spell DC), whichever comes first."
    }
}

Full schema_data

{
    "id": "vampiric-maiden",
    "name": "Vampiric Maiden",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target is briefly trapped within the vampiric maiden. The target takes full damage and is immobilized by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first. Critical Failure: The target takes double damage and is immobilized by the vampiric maiden for 1 round or until it Escapes (the DC is your spell DC), whichever comes first.",
    "description_snippet": "A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitud",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The piercing and negative damage increase by 1d4 each."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The piercing and negative damage increase by 1d4 each."
        }
    ],
    "damage": [
        {
            "formula": "4d4",
            "type": "piercing",
            "persistent": false
        },
        {
            "formula": "4d4",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative",
        "piercing"
    ],
    "effects": {
        "description": "A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes half damage.",
            "Failure": "The target is briefly trapped within the vampiric maiden. The target takes full damage and is immobilized by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first.",
            "Critical Failure": "The target takes double damage and is immobilized by the vampiric maiden for 1 round or until it Escapes (the DC is your spell DC), whichever comes first."
        }
    },
    "conditions_caused": [
        "immobilized"
    ],
    "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": 31894,
    "source_line_end": 31918,
    "raw_text_block": "VAMPIRIC MAIDEN\nNECROMANCY\nSPELL 4\nNEGATIVE\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude\nA ghostly iron maiden snaps shut on the target and drains\nits vitality for your gain. This deals 4d4 piercing damage and\n4d4 negative damage, and the target must attempt a Fortitude\nsave. You gain temporary HP equal to the negative damage\nthe target takes (after applying resistances, weaknesses, and\nthe like). You lose any remaining temporary HP after 1 minute.\nCritical Success The target is unaffected.\nSuccess The target takes half damage.\nFailure The target is briefly trapped within the vampiric\nmaiden. The target takes full damage and is immobilized by\nthe iron maiden for 1 round or until it uses an Interact action\nto extricate itself, whichever comes first.\nCritical Failure The target takes double damage and is\nimmobilized by the vampiric maiden for 1 round or until it\nEscapes (the DC is your spell DC), whichever comes first.\nHeightened (+1) The piercing and negative damage increase\nby 1d4 each.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "vampiric-maiden",
    "content_id": "vampiric-maiden",
    "level": 4
}

Secrets of Magic

Variable Gravity

Rank 4 · Spell · Common

Registry ID
variable-gravity
SpellCommontransmutationarcaneoccult

You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the concentrate trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. • Low Gravity You can jump double the normal distance when you Long Jump or Leap, though still to a maximum of your Speed. When you High Jump, you can use the calculation for a Long Jump but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. • High Gravity You become encumbered. You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you prone. You reduce the distance forced movement moves you by half or 10 feet, whichever is more. You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. Abilities that adjust how much falling damage you take still apply.

Description snippet: You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While t

Source lines: 16256 - 16299

Raw text block

VARIABLE GRAVITY
SPELL 4
TRANSMUTATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 5 minutes
You can adjust how strongly gravity grips you, changing
between low gravity, normal gravity, and high gravity
with ease. Choose one type of gravity when you cast the
spell. While the spell lasts, you can change the type of
gravity with a single action, which has the concentrate
trait. The spell doesn't alter your physical appearance, so
it's impossible to what type of gravity you're subjected to
by casual observation.
• Low Gravity You can jump double the normal
distance when you Long Jump or Leap, though still
to a maximum of your Speed. When you High Jump,
you can use the calculation for a Long Jump but
don't double the distance. Rather than the normal
calculation for falling damage, when you fall, you
take no damage for the first 10 feet and then take
bludgeoning damage equal to a quarter of the
remaining distance you fell. Abilities that adjust how
much falling damage you take still apply.
• High Gravity You become encumbered. You gain a
+2 status bonus to your saving throws and DCs to
resist forced movement and attempts to knock you
prone. You reduce the distance forced movement
moves you by half or 10 feet, whichever is more.
You can only jump half as high and far. Rather than
the normal calculation for falling damage, you take
bludgeoning damage equal to the distance you fall.
Abilities that adjust how much falling damage you
take still apply.
Heightened (6th) The duration increases to 1 hour.
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "The duration increases to 1 hour. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
    }
]

Damage clauses

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

Effects

{
    "description": "You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the concentrate trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. • Low Gravity You can jump double the normal distance when you Long Jump or Leap, though still to a maximum of your Speed. When you High Jump, you can use the calculation for a Long Jump but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. • High Gravity You become encumbered. You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you prone. You reduce the distance forced movement moves you by half or 10 feet, whichever is more. You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. Abilities that adjust how much falling damage you take still apply.",
    "outcomes": []
}

Full schema_data

{
    "id": "variable-gravity",
    "name": "Variable Gravity",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "5 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the concentrate trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. • Low Gravity You can jump double the normal distance when you Long Jump or Leap, though still to a maximum of your Speed. When you High Jump, you can use the calculation for a Long Jump but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. • High Gravity You become encumbered. You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you prone. You reduce the distance forced movement moves you by half or 10 feet, whichever is more. You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. Abilities that adjust how much falling damage you take still apply.",
    "description_snippet": "You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While t",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The duration increases to 1 hour. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The duration increases to 1 hour. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the concentrate trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. • Low Gravity You can jump double the normal distance when you Long Jump or Leap, though still to a maximum of your Speed. When you High Jump, you can use the calculation for a Long Jump but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. • High Gravity You become encumbered. You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you prone. You reduce the distance forced movement moves you by half or 10 feet, whichever is more. You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. Abilities that adjust how much falling damage you take still apply.",
        "outcomes": []
    },
    "conditions_caused": [
        "prone"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 16256,
    "source_line_end": 16299,
    "raw_text_block": "VARIABLE GRAVITY\nSPELL 4\nTRANSMUTATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 5 minutes\nYou can adjust how strongly gravity grips you, changing\nbetween low gravity, normal gravity, and high gravity\nwith ease. Choose one type of gravity when you cast the\nspell. While the spell lasts, you can change the type of\ngravity with a single action, which has the concentrate\ntrait. The spell doesn't alter your physical appearance, so\nit's impossible to what type of gravity you're subjected to\nby casual observation.\n• Low Gravity You can jump double the normal\ndistance when you Long Jump or Leap, though still\nto a maximum of your Speed. When you High Jump,\nyou can use the calculation for a Long Jump but\ndon't double the distance. Rather than the normal\ncalculation for falling damage, when you fall, you\ntake no damage for the first 10 feet and then take\nbludgeoning damage equal to a quarter of the\nremaining distance you fell. Abilities that adjust how\nmuch falling damage you take still apply.\n• High Gravity You become encumbered. You gain a\n+2 status bonus to your saving throws and DCs to\nresist forced movement and attempts to knock you\nprone. You reduce the distance forced movement\nmoves you by half or 10 feet, whichever is more.\nYou can only jump half as high and far. Rather than\nthe normal calculation for falling damage, you take\nbludgeoning damage equal to the distance you fall.\nAbilities that adjust how much falling damage you\ntake still apply.\nHeightened (6th) The duration increases to 1 hour.\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "variable-gravity",
    "content_id": "variable-gravity",
    "level": 4
}

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