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Spell Catalogue

Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.

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Showing page 25 of 36 for 898 matching canonical spell rows.

Page 25 of 36

Core Rulebook (4th Printing)

Veil

Rank 4 · Spell · Common

Registry ID
veil
SpellCommonillusionarcaneoccult

Disguise many creatures as

Description snippet: Disguise many creatures as

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 4,
    "school": "illusion",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Disguise many creatures as",
    "content_id": "veil",
    "type": "spell",
    "description": "Disguise many creatures as"
}

Core Rulebook (Fourth Printing)

Vigilant Eye

Rank 4 · Focus · Uncommon

Registry ID
vigilant-eye
FocusUncommondivinationarcane

You create an invisible eye sensor, as clairvoyance (page 324). When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.

Description snippet: You create an invisible eye sensor, as clairvoyance (page 324). When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as

Source lines: 64914 - 64927

Raw text block

VIGILANT EYE
UNCOMMON
FOCUS 4
DIVINATION
WIZARD
Cast [one-action] somatic
Range 500 feet
Duration 1 hour
You create an invisible eye sensor, as clairvoyance (page 324).
When created, this eye must be in your line of sight.
When the spell's duration ends, you can spend 1 Focus
Point as a free action to extend the duration for another hour,
though as normal, it ends immediately during your next daily
preparations.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You create an invisible eye sensor, as clairvoyance (page 324). When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.",
    "outcomes": []
}

Full schema_data

{
    "id": "vigilant-eye",
    "name": "Vigilant Eye",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "500 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": "You create an invisible eye sensor, as clairvoyance (page 324). When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.",
    "description_snippet": "You create an invisible eye sensor, as clairvoyance (page 324). When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create an invisible eye sensor, as clairvoyance (page 324). When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "wizard",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 64914,
    "source_line_end": 64927,
    "raw_text_block": "VIGILANT EYE\nUNCOMMON\nFOCUS 4\nDIVINATION\nWIZARD\nCast [one-action] somatic\nRange 500 feet\nDuration 1 hour\nYou create an invisible eye sensor, as clairvoyance (page 324).\nWhen created, this eye must be in your line of sight.\nWhen the spell's duration ends, you can spend 1 Focus\nPoint as a free action to extend the duration for another hour,\nthough as normal, it ends immediately during your next daily\npreparations.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "vigilant-eye",
    "content_id": "vigilant-eye",
    "level": 4
}

Core Rulebook (Fourth Printing)

Vital Beacon

Rank 4 · Spell · Common

Registry ID
vital-beacon
SpellCommonnecromancydivineprimal

Vitality radiates from you as a healing beacon that allies can supplicate to for diminishing bursts of restorative energy.

Description snippet: Radiate vitality that heals creatures that touch you.

Source lines: 60674 - 60693

Raw text block

VITAL BEACON
HEALING
POSITIVE
SPELL 4
NECROMANCY
Traditions divine, primal
Cast 1 minute (somatic, verbal)
Duration until your next daily preparations
Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to regain Hit Points. Each time the beacon heals someone, it decreases in strength, restoring 4d10, then 4d8, then 4d6, then 4d4 Hit Points, after which the spell ends.
Heightened (+1) The beacon restores one additional die of Hit Points each time it heals.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step."
    }
]

Damage clauses

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

Effects

{
    "description": "Vitality radiates from you as a healing beacon that allies can supplicate to for diminishing bursts of restorative energy.",
    "outcomes": []
}

Full schema_data

{
    "id": "vital-beacon",
    "name": "Vital Beacon",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "healing",
        "positive"
    ],
    "cast": "1 minute (somatic, verbal)",
    "cast_actions": "1_minute",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "self",
    "duration": "until your next daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Vitality radiates from you as a healing beacon that allies can supplicate to for diminishing bursts of restorative energy.",
    "description_snippet": "Radiate vitality that heals creatures that touch you.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Vitality radiates from you as a healing beacon that allies can supplicate to for diminishing bursts of restorative energy.",
        "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": 60674,
    "source_line_end": 60693,
    "raw_text_block": "VITAL BEACON\nHEALING\nPOSITIVE\nSPELL 4\nNECROMANCY\nTraditions divine, primal\nCast 1 minute (somatic, verbal)\nDuration until your next daily preparations\nVitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to regain Hit Points. Each time the beacon heals someone, it decreases in strength, restoring 4d10, then 4d8, then 4d6, then 4d4 Hit Points, after which the spell ends.\nHeightened (+1) The beacon restores one additional die of Hit Points each time it heals.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "vital-beacon",
    "content_id": "vital-beacon",
    "level": 4
}

Core Rulebook (Fourth Printing)

Wall Of Fire

Rank 4 · Spell · Common

Registry ID
wall-of-fire
SpellCommonevocationarcaneprimal

You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.

Description snippet: You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot

Source lines: 59994 - 60011

Raw text block

WALL OF FIRE
EVOCATION
SPELL 4
FIRE
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 1 minute
You raise a blazing wall that burns creatures passing through
it. You create either a 5-foot-thick wall of flame in a straight
line up to 60 feet long and 10 feet high, or a 5-foot-thick,
10-foot-radius ring of flame with the same height. The wall
stands vertically in either form; if you wish, the wall can be of
a shorter length or height. Everything on each side of the wall
is concealed from creatures on the opposite side. Any creature
that crosses the wall or is occupying the wall's area at the
start of its turn takes 4d6 fire damage.
Heightened (+1) The fire damage increases by 1d6.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "wall-of-fire",
    "name": "Wall Of Fire",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "fire"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "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 raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.",
    "description_snippet": "You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The fire damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The fire damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "4d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.",
        "outcomes": []
    },
    "conditions_caused": [
        "concealed"
    ],
    "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": 59994,
    "source_line_end": 60011,
    "raw_text_block": "WALL OF FIRE\nEVOCATION\nSPELL 4\nFIRE\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration 1 minute\nYou raise a blazing wall that burns creatures passing through\nit. You create either a 5-foot-thick wall of flame in a straight\nline up to 60 feet long and 10 feet high, or a 5-foot-thick,\n10-foot-radius ring of flame with the same height. The wall\nstands vertically in either form; if you wish, the wall can be of\na shorter length or height. Everything on each side of the wall\nis concealed from creatures on the opposite side. Any creature\nthat crosses the wall or is occupying the wall's area at the\nstart of its turn takes 4d6 fire damage.\nHeightened (+1) The fire damage increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wall-of-fire",
    "content_id": "wall-of-fire",
    "level": 4
}

Core Rulebook (Fourth Printing)

Weapon Storm

Rank 4 · Spell · Common

Registry ID
weapon-storm
SpellCommonevocationarcaneprimal

You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Critical Success: The creature is unaffected. Success: The target takes half damage. Failure: The target takes full damage. Critical Failure: The target takes double damage and is subject to the weapon's critical specialization effect.

Description snippet: You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of

Source lines: 60357 - 60377

Raw text block

WEAPON STORM
SPELL 4
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 30-foot cone or 10-foot emanation
Saving Throw Reflex
You swing a weapon you're holding, and the weapon magically
multiplies into duplicates that swipe at all creatures in either
a cone or an emanation. This flurry deals four dice of damage
to creatures in the area. This damage has the same type as
the weapon and uses the same die size. Determine the die size
as if you were attacking with the weapon; for instance, if you
were wielding a two-hand weapon in both hands, you'd use its
two-hand damage die.
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage.
Critical Failure The target takes double damage and is subject
to the weapon's critical specialization effect.
Heightened (+1) Add another damage die.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "Add another damage die."
    }
]

Damage clauses

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

Effects

{
    "description": "You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The target takes half damage.",
        "Failure": "The target takes full damage.",
        "Critical Failure": "The target takes double damage and is subject to the weapon's critical specialization effect."
    }
}

Full schema_data

{
    "id": "weapon-storm",
    "name": "Weapon Storm",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot cone or 10-foot emanation",
    "targets": "none",
    "duration": "none",
    "save": "Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Critical Success: The creature is unaffected. Success: The target takes half damage. Failure: The target takes full damage. Critical Failure: The target takes double damage and is subject to the weapon's critical specialization effect.",
    "description_snippet": "You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Add another damage die."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Add another damage die."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The target takes half damage.",
            "Failure": "The target takes full damage.",
            "Critical Failure": "The target takes double damage and is subject to the weapon's critical specialization effect."
        }
    },
    "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": 60357,
    "source_line_end": 60377,
    "raw_text_block": "WEAPON STORM\nSPELL 4\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 30-foot cone or 10-foot emanation\nSaving Throw Reflex\nYou swing a weapon you're holding, and the weapon magically\nmultiplies into duplicates that swipe at all creatures in either\na cone or an emanation. This flurry deals four dice of damage\nto creatures in the area. This damage has the same type as\nthe weapon and uses the same die size. Determine the die size\nas if you were attacking with the weapon; for instance, if you\nwere wielding a two-hand weapon in both hands, you'd use its\ntwo-hand damage die.\nCritical Success The creature is unaffected.\nSuccess The target takes half damage.\nFailure The target takes full damage.\nCritical Failure The target takes double damage and is subject\nto the weapon's critical specialization effect.\nHeightened (+1) Add another damage die.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "weapon-storm",
    "content_id": "weapon-storm",
    "level": 4
}

Secrets of Magic

Winning Streak

Rank 4 · Spell · Common

Registry ID
winning-streak
SpellCommondivinationarcaneoccult

You quicken a creature with contagious good fortune; as long as its side keeps landing critical successes against meaningful foes, the quickness spreads and the streak continues.

Description snippet: Quicken a target and make its critical hits spread the quickness.

Source lines: 16586 - 16601

Raw text block

WINNING STREAK
SPELL 4
DIVINATION
Traditions arcane, occult
Cast [one-action] verbal
Range 20 feet; Targets 1 creature
Duration 1 round (see text)
The target is energized by its good fortune as it spreads to others—as long as they keep winning. It gains the quickened condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes quickened if they weren't already, and the duration of the winning streak is extended by another round. Creatures quickened by the spell can use the extra action to Strike, Step, or Stride.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You quicken a creature with contagious good fortune; as long as its side keeps landing critical successes against meaningful foes, the quickness spreads and the streak continues.",
    "outcomes": []
}

Full schema_data

{
    "id": "winning-streak",
    "name": "Winning Streak",
    "rank": 4,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "fortune"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "20 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 round (see text)",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You quicken a creature with contagious good fortune; as long as its side keeps landing critical successes against meaningful foes, the quickness spreads and the streak continues.",
    "description_snippet": "Quicken a target and make its critical hits spread the quickness.",
    "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 quicken a creature with contagious good fortune; as long as its side keeps landing critical successes against meaningful foes, the quickness spreads and the streak continues.",
        "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": 16586,
    "source_line_end": 16601,
    "raw_text_block": "WINNING STREAK\nSPELL 4\nDIVINATION\nTraditions arcane, occult\nCast [one-action] verbal\nRange 20 feet; Targets 1 creature\nDuration 1 round (see text)\nThe target is energized by its good fortune as it spreads to others—as long as they keep winning. It gains the quickened condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes quickened if they weren't already, and the duration of the winning streak is extended by another round. Creatures quickened by the spell can use the extra action to Strike, Step, or Stride.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "winning-streak",
    "content_id": "winning-streak",
    "level": 4
}

Secrets of Magic

Aberrant Form

Rank 5 · Spell · Common

Registry ID
aberrant-form
SpellCommontransmutationoccult

Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 13 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +20, unless your own modifier is higher. You also gain specific abilities based on the type of aberration you choose: • Chuul Speed 30 feet, swim 25 feet; Melee [one-action] claw (reach 10 feet), Damage 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target. • Gogiteth Speed 40 feet, climb 30 feet; Melee [one-action] jaws, Damage 2d10+8 piercing, and you can spend an action after a hit to Grab the target; Melee [one-action] leg (agile, reach 10 feet), Damage 2d6+8 piercing. • Gug Speed 40 feet, climb 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+8 piercing; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8+8 slashing; your multiple joints allow you to fit through tight spaces as if you were a Medium creature. • Otyugh +2 circumstance bonus on saves against disease; Speed 20 feet; Melee [one-action] jaws, Damage 3d6+8 piercing; Melee [one-action] tentacle (agile, reach 10 feet), Damage 2d6+8 bludgeoning.

Description snippet: Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, cho

Source lines: 10066 - 10115

Raw text block

ABERRANT FORM
POLYMORPH
SPELL 5
TRANSMUTATION
Traditions occult
Cast [two-actions] somatic, verbal
Duration 1 minute
Harnessing the power of vile entities, you transform yourself
into a Large aberration. You must have enough space to
expand into or the spell is lost. When you cast this spell,
choose chuul, gogiteth, gug, or otyugh. While in this form,
you gain the aberration trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless
of which battle form you choose:
• AC = 18 + your level. Ignore your armor's check
penalty and Speed reduction.
• 13 temporary Hit Points.
• Darkvision.
• One or more unarmed melee attacks specific to the
battle form you choose, which are the only attacks
you can use. You're trained with them. Your attack
modifier is +18, and you use the listed damage. These
attacks are Strength based (for the purpose of the
enfeebled condition, for example). If your unarmed
attack modifier is higher, you can use it instead.
• Athletics modifier of +20, unless your own modifier is
higher.
You also gain specific abilities based on the type of
aberration you choose:
• Chuul Speed 30 feet, swim 25 feet; Melee [one-action] claw
(reach 10 feet), Damage 2d8+8 bludgeoning, and you
can spend an action after a hit to Grab the target.
• Gogiteth Speed 40 feet, climb 30 feet; Melee [one-action]
jaws, Damage 2d10+8 piercing, and you can spend
an action after a hit to Grab the target; Melee [one-action] leg
(agile, reach 10 feet), Damage 2d6+8 piercing.
• Gug Speed 40 feet, climb 20 feet; Melee [one-action] jaws
(reach 10 feet), Damage 2d12+8 piercing; Melee [one-action]
claw (agile, reach 10 feet), Damage 2d8+8 slashing;
your multiple joints allow you to fit through tight
spaces as if you were a Medium creature.
• Otyugh +2 circumstance bonus on saves against
disease; Speed 20 feet; Melee [one-action] jaws, Damage
3d6+8 piercing; Melee [one-action] tentacle (agile, reach 10
feet), Damage 2d6+8 bludgeoning.
Heightened (6th) Your battle form is Huge, and the reach
of your attacks increases by 5 feet. You must have space
to expand, or the spell is lost. You instead gain AC = 21
+ your level, 26 temporary HP, attack modifier +22,
damage bonus +13, and Athletics +23.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You must have space to expand, or the spell is lost. You instead gain AC = 21 + your level, 26 temporary HP, attack modifier +22, damage bonus +13, and Athletics +23."
    }
]

Damage clauses

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

Effects

{
    "description": "Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 13 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +20, unless your own modifier is higher. You also gain specific abilities based on the type of aberration you choose: • Chuul Speed 30 feet, swim 25 feet; Melee [one-action] claw (reach 10 feet), Damage 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target. • Gogiteth Speed 40 feet, climb 30 feet; Melee [one-action] jaws, Damage 2d10+8 piercing, and you can spend an action after a hit to Grab the target; Melee [one-action] leg (agile, reach 10 feet), Damage 2d6+8 piercing. • Gug Speed 40 feet, climb 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+8 piercing; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8+8 slashing; your multiple joints allow you to fit through tight spaces as if you were a Medium creature. • Otyugh +2 circumstance bonus on saves against disease; Speed 20 feet; Melee [one-action] jaws, Damage 3d6+8 piercing; Melee [one-action] tentacle (agile, reach 10 feet), Damage 2d6+8 bludgeoning.",
    "outcomes": []
}

Full schema_data

{
    "id": "aberrant-form",
    "name": "Aberrant Form",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 13 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +20, unless your own modifier is higher. You also gain specific abilities based on the type of aberration you choose: • Chuul Speed 30 feet, swim 25 feet; Melee [one-action] claw (reach 10 feet), Damage 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target. • Gogiteth Speed 40 feet, climb 30 feet; Melee [one-action] jaws, Damage 2d10+8 piercing, and you can spend an action after a hit to Grab the target; Melee [one-action] leg (agile, reach 10 feet), Damage 2d6+8 piercing. • Gug Speed 40 feet, climb 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+8 piercing; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8+8 slashing; your multiple joints allow you to fit through tight spaces as if you were a Medium creature. • Otyugh +2 circumstance bonus on saves against disease; Speed 20 feet; Melee [one-action] jaws, Damage 3d6+8 piercing; Melee [one-action] tentacle (agile, reach 10 feet), Damage 2d6+8 bludgeoning.",
    "description_snippet": "Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, cho",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You must have space to expand, or the spell is lost. You instead gain AC = 21 + your level, 26 temporary HP, attack modifier +22, damage bonus +13, and Athletics +23."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You must have space to expand, or the spell is lost. You instead gain AC = 21 + your level, 26 temporary HP, attack modifier +22, damage bonus +13, and Athletics +23."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the aberration trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 13 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +20, unless your own modifier is higher. You also gain specific abilities based on the type of aberration you choose: • Chuul Speed 30 feet, swim 25 feet; Melee [one-action] claw (reach 10 feet), Damage 2d8+8 bludgeoning, and you can spend an action after a hit to Grab the target. • Gogiteth Speed 40 feet, climb 30 feet; Melee [one-action] jaws, Damage 2d10+8 piercing, and you can spend an action after a hit to Grab the target; Melee [one-action] leg (agile, reach 10 feet), Damage 2d6+8 piercing. • Gug Speed 40 feet, climb 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+8 piercing; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8+8 slashing; your multiple joints allow you to fit through tight spaces as if you were a Medium creature. • Otyugh +2 circumstance bonus on saves against disease; Speed 20 feet; Melee [one-action] jaws, Damage 3d6+8 piercing; Melee [one-action] tentacle (agile, reach 10 feet), Damage 2d6+8 bludgeoning.",
        "outcomes": []
    },
    "conditions_caused": [
        "enfeebled"
    ],
    "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": 10066,
    "source_line_end": 10115,
    "raw_text_block": "ABERRANT FORM\nPOLYMORPH\nSPELL 5\nTRANSMUTATION\nTraditions occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nHarnessing the power of vile entities, you transform yourself\ninto a Large aberration. You must have enough space to\nexpand into or the spell is lost. When you cast this spell,\nchoose chuul, gogiteth, gug, or otyugh. While in this form,\nyou gain the aberration trait. You can Dismiss the spell.\nYou gain the following statistics and abilities regardless\nof which battle form you choose:\n• AC = 18 + your level. Ignore your armor's check\npenalty and Speed reduction.\n• 13 temporary Hit Points.\n• Darkvision.\n• One or more unarmed melee attacks specific to the\nbattle form you choose, which are the only attacks\nyou can use. You're trained with them. Your attack\nmodifier is +18, and you use the listed damage. These\nattacks are Strength based (for the purpose of the\nenfeebled condition, for example). If your unarmed\nattack modifier is higher, you can use it instead.\n• Athletics modifier of +20, unless your own modifier is\nhigher.\nYou also gain specific abilities based on the type of\naberration you choose:\n• Chuul Speed 30 feet, swim 25 feet; Melee [one-action] claw\n(reach 10 feet), Damage 2d8+8 bludgeoning, and you\ncan spend an action after a hit to Grab the target.\n• Gogiteth Speed 40 feet, climb 30 feet; Melee [one-action]\njaws, Damage 2d10+8 piercing, and you can spend\nan action after a hit to Grab the target; Melee [one-action] leg\n(agile, reach 10 feet), Damage 2d6+8 piercing.\n• Gug Speed 40 feet, climb 20 feet; Melee [one-action] jaws\n(reach 10 feet), Damage 2d12+8 piercing; Melee [one-action]\nclaw (agile, reach 10 feet), Damage 2d8+8 slashing;\nyour multiple joints allow you to fit through tight\nspaces as if you were a Medium creature.\n• Otyugh +2 circumstance bonus on saves against\ndisease; Speed 20 feet; Melee [one-action] jaws, Damage\n3d6+8 piercing; Melee [one-action] tentacle (agile, reach 10\nfeet), Damage 2d6+8 bludgeoning.\nHeightened (6th) Your battle form is Huge, and the reach\nof your attacks increases by 5 feet. You must have space\nto expand, or the spell is lost. You instead gain AC = 21\n+ your level, 26 temporary HP, attack modifier +22,\ndamage bonus +13, and Athletics +23.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "aberrant-form",
    "content_id": "aberrant-form",
    "level": 5
}

Core Rulebook (Fourth Printing)

Abyssal Plague

Rank 5 · Spell · Common

Registry ID
abyssal-plague
SpellCommonnecromancydivineoccult

Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save. Critical Success: The target is unaffected. Success: The target takes 2 evil damage per spell level, and takes a -2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first. Failure: The target is afflicted with Abyssal plague at stage 1. Critical Failure: The target is afflicted with Abyssal plague at stage 2. Abyssal Plague (disease) Level 9; The target can't recover from the drained condition from Abyssal plague until the disease is cured; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day)

Description snippet: Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save.

Source lines: 49022 - 49044

Raw text block

ABYSSAL PLAGUE
CHAOTIC
SPELL 5
EVIL
NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
Your touch afflicts the target with Abyssal plague, which
siphons fragments of their soul away to empower the Abyss.
The effect is based on the target's Fortitude save.
Critical Success The target is unaffected.
Success The target takes 2 evil damage per spell level, and
takes a -2 status penalty to saves against Abyssal plague for
1 day or until the target contracts it, whichever comes first.
Failure The target is afflicted with Abyssal plague at stage 1.
Critical Failure The target is afflicted with Abyssal plague at
stage 2.
Abyssal Plague (disease) Level 9; The target can't recover from
the drained condition from Abyssal plague until the disease
is cured; Stage 1 drained 1 (1 day); Stage 2 drained increases
by 2 (1 day)

Heightened

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

Damage clauses

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

Effects

{
    "description": "Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes 2 evil damage per spell level, and takes a -2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first.",
        "Failure": "The target is afflicted with Abyssal plague at stage 1.",
        "Critical Failure": "The target is afflicted with Abyssal plague at stage 2. Abyssal Plague (disease) Level 9; The target can't recover from the drained condition from Abyssal plague until the disease is cured; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day)"
    }
}

Full schema_data

{
    "id": "abyssal-plague",
    "name": "Abyssal Plague",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "chaotic",
        "evil"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "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": "Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save. Critical Success: The target is unaffected. Success: The target takes 2 evil damage per spell level, and takes a -2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first. Failure: The target is afflicted with Abyssal plague at stage 1. Critical Failure: The target is afflicted with Abyssal plague at stage 2. Abyssal Plague (disease) Level 9; The target can't recover from the drained condition from Abyssal plague until the disease is cured; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day)",
    "description_snippet": "Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude 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": "Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes 2 evil damage per spell level, and takes a -2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first.",
            "Failure": "The target is afflicted with Abyssal plague at stage 1.",
            "Critical Failure": "The target is afflicted with Abyssal plague at stage 2. Abyssal Plague (disease) Level 9; The target can't recover from the drained condition from Abyssal plague until the disease is cured; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day)"
        }
    },
    "conditions_caused": [
        "drained"
    ],
    "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": 49022,
    "source_line_end": 49044,
    "raw_text_block": "ABYSSAL PLAGUE\nCHAOTIC\nSPELL 5\nEVIL\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Fortitude\nYour touch afflicts the target with Abyssal plague, which\nsiphons fragments of their soul away to empower the Abyss.\nThe effect is based on the target's Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target takes 2 evil damage per spell level, and\ntakes a -2 status penalty to saves against Abyssal plague for\n1 day or until the target contracts it, whichever comes first.\nFailure The target is afflicted with Abyssal plague at stage 1.\nCritical Failure The target is afflicted with Abyssal plague at\nstage 2.\nAbyssal Plague (disease) Level 9; The target can't recover from\nthe drained condition from Abyssal plague until the disease\nis cured; Stage 1 drained 1 (1 day); Stage 2 drained increases\nby 2 (1 day)",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "abyssal-plague",
    "content_id": "abyssal-plague",
    "level": 5
}

Core Rulebook (Fourth Printing)

Abyssal Wrath

Rank 5 · Focus · Uncommon

Registry ID
abyssal-wrath
FocusUncommonevocationdivine

You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. 1d4 Realm Skies 2 Depths 3 Frozen 4 Volcanic Manifestation Bolts of lightning and flying debris Acid and demonic shells Frigid air and ice Jagged volcanic rocks and magma Damage Type Bludgeoning and electricity Acid and slashing Bludgeoning and cold Fire and piercing You deal 4d6 damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).

Description snippet: You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. 1d4 Realm Skies 2 Depth

Source lines: 63809 - 63841

Raw text block

ABYSSAL WRATH
UNCOMMON
EVOCATION
FOCUS 5
SORCERER
Cast [two-actions] somatic, verbal
Area 60-foot cone
Saving Throw basic Reflex
You evoke the energy of an Abyssal realm. The damage types
of the spell (one energy and one physical) are based on the
result of rolling on the table below.
1d4 Realm
Skies
2 Depths
3 Frozen
4 Volcanic
Manifestation
Bolts of lightning
and flying debris
Acid and demonic
shells
Frigid air and ice
Jagged volcanic rocks
and magma
Damage Type
Bludgeoning
and electricity
Acid and slashing
Bludgeoning and cold
Fire and piercing
You deal 4d6 damage of each of the corresponding damage
types to each creature in the cone (8d6 total damage).
Heightened (+1) The damage for each type increases by 1d6.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. 1d4 Realm Skies 2 Depths 3 Frozen 4 Volcanic Manifestation Bolts of lightning and flying debris Acid and demonic shells Frigid air and ice Jagged volcanic rocks and magma Damage Type Bludgeoning and electricity Acid and slashing Bludgeoning and cold Fire and piercing You deal 4d6 damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).",
    "outcomes": []
}

Full schema_data

{
    "id": "abyssal-wrath",
    "name": "Abyssal Wrath",
    "rank": 5,
    "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": "60-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. 1d4 Realm Skies 2 Depths 3 Frozen 4 Volcanic Manifestation Bolts of lightning and flying debris Acid and demonic shells Frigid air and ice Jagged volcanic rocks and magma Damage Type Bludgeoning and electricity Acid and slashing Bludgeoning and cold Fire and piercing You deal 4d6 damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).",
    "description_snippet": "You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. 1d4 Realm Skies 2 Depth",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage for each type increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage for each type increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "8d6",
            "type": "total",
            "persistent": false
        }
    ],
    "damage_type": [
        "total"
    ],
    "effects": {
        "description": "You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. 1d4 Realm Skies 2 Depths 3 Frozen 4 Volcanic Manifestation Bolts of lightning and flying debris Acid and demonic shells Frigid air and ice Jagged volcanic rocks and magma Damage Type Bludgeoning and electricity Acid and slashing Bludgeoning and cold Fire and piercing You deal 4d6 damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "sorcerer",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63809,
    "source_line_end": 63841,
    "raw_text_block": "ABYSSAL WRATH\nUNCOMMON\nEVOCATION\nFOCUS 5\nSORCERER\nCast [two-actions] somatic, verbal\nArea 60-foot cone\nSaving Throw basic Reflex\nYou evoke the energy of an Abyssal realm. The damage types\nof the spell (one energy and one physical) are based on the\nresult of rolling on the table below.\n1d4 Realm\nSkies\n2 Depths\n3 Frozen\n4 Volcanic\nManifestation\nBolts of lightning\nand flying debris\nAcid and demonic\nshells\nFrigid air and ice\nJagged volcanic rocks\nand magma\nDamage Type\nBludgeoning\nand electricity\nAcid and slashing\nBludgeoning and cold\nFire and piercing\nYou deal 4d6 damage of each of the corresponding damage\ntypes to each creature in the cone (8d6 total damage).\nHeightened (+1) The damage for each type increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "abyssal-wrath",
    "content_id": "abyssal-wrath",
    "level": 5
}

Core Rulebook (Fourth Printing)

Arcane Countermeasure

Rank 5 · Focus · Uncommon

Registry ID
arcane-countermeasure
FocusUncommonabjurationarcane

You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. You can't reduce the spell's level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level.

Description snippet: You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill c

Source lines: 63931 - 63945

Raw text block

ARCANE COUNTERMEASURE
UNCOMMON ABJURATION
FOCUS 5
SORCERER
Cast [reaction] somatic; Trigger A creature within range that you can
see Casts a Spell.
Range 120 feet; Targets the spell cast by the triggering creature
You undermine the target spell, making it easier to defend
against. You reduce the spell's level by 1, and targets of the
spell gain a +2 status bonus to any saving throws, skill checks,
AC, or DC against it.
You can't reduce the spell's level below its minimum. For
example, a 5th-level cone of cold would remain 5th-level, but
a 5th-level fireball would become 4th-level. Targets still gain
all the other benefits, even if you don't reduce the spell's level.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. You can't reduce the spell's level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level.",
    "outcomes": []
}

Full schema_data

{
    "id": "arcane-countermeasure",
    "name": "Arcane Countermeasure",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "none"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "the spell cast by the triggering creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "A creature within range that you can see Casts a Spell.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. You can't reduce the spell's level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level.",
    "description_snippet": "You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill c",
    "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 undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. You can't reduce the spell's level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "sorcerer",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63931,
    "source_line_end": 63945,
    "raw_text_block": "ARCANE COUNTERMEASURE\nUNCOMMON ABJURATION\nFOCUS 5\nSORCERER\nCast [reaction] somatic; Trigger A creature within range that you can\nsee Casts a Spell.\nRange 120 feet; Targets the spell cast by the triggering creature\nYou undermine the target spell, making it easier to defend\nagainst. You reduce the spell's level by 1, and targets of the\nspell gain a +2 status bonus to any saving throws, skill checks,\nAC, or DC against it.\nYou can't reduce the spell's level below its minimum. For\nexample, a 5th-level cone of cold would remain 5th-level, but\na 5th-level fireball would become 4th-level. Targets still gain\nall the other benefits, even if you don't reduce the spell's level.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "arcane-countermeasure",
    "content_id": "arcane-countermeasure",
    "level": 5
}

Advanced Player's Guide

Astral Projection

Rank 5 · Ritual · Uncommon

Registry ID
astral-projection
RitualUncommondivinationNone

Checks Arcana or Occultism (whichever isn't used for the primary check), Survival Range touch; Targets yourself and up to 5 willing creatures Duration see text You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters. A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish. A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit Level Heartbond Reincarnate Unseen custodians Rest eternal Simulacrum Astral projection Heroes' feast Ward domain Teleportation circle Word of recall Create demiplane Clone Fantastic facade and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as dispel magic being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become clumsy 2, drained 2, doomed 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes. This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as plane shift. Critical Success: All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to their Fortitude save to avoid dying if their astral form dies. Success: You successfully project the targets. Failure: You fail to project the targets. Critical Failure: The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become doomed 1, are immediately reduced to 0 Hit Points, and begin dying.

Description snippet: Checks Arcana or Occultism (whichever isn't used for the primary check), Survival Range touch; Targets yourself and up to 5 willing creatures Duration see text You project the targ

Source lines: 34452 - 34529

Raw text block

ASTRAL PROJECTION
RITUAL 5
UNCOMMON
DIVINATION
Cast 1 hour; Cost one jacinth worth a total value of the target's
level (minimum 1) × 5 gp, for each target; Secondary Casters 2
Primary Check Arcana or Occultism (master); Secondary
Checks Arcana or Occultism (whichever isn't used for the
primary check), Survival
Range touch; Targets yourself and up to 5 willing creatures
Duration see text
You project the targets' spiritual essences into the Astral Plane,
leaving their inanimate physical forms behind. These astral
forms can be used to explore the Astral Plane indefinitely, while
the targets' bodies remain safely in stasis on the plane where
the ritual was cast (where they remain unconscious and can't
be awoken normally). The casters must be in physical contact
with one another in a circle for the duration of the casting, and
all targets must be selected from these casters.
A target's astral form is a duplicate of the target and everything
they're carrying; anything that happens to a duplicate item
happens to the original as well. For instance, if you use, spend,
destroy, lose, or give away an item's duplicate, the original vanishes
from your possession. For the duration of the ritual, any of the
targets can spend a single action to Dismiss their astral form and
immediately return to their physical body. As the primary caster,
when you Dismiss your astral form, you can also Dismiss all the
other targets' astral forms as part of the same action, returning
all targets to their physical forms simultaneously. While in the
Astral Plane, the other targets are unable to navigate without
you, and if they become separated from you, they must wait for
your return or Dismiss their own astral forms. When the ritual
ends, the targets' astral forms vanish.
A target's astral form and corresponding physical form are
linked by an incorporeal silver cord, which is visible only in the
Astral Plane. This nearly unbreakable cord serves as a conduit
Level
Heartbond
Reincarnate
Unseen custodians
Rest eternal
Simulacrum
Astral projection
Heroes' feast
Ward domain
Teleportation circle
Word of recall
Create demiplane
Clone
Fantastic facade
and safety line; if it is severed, the target's astral and physical
forms are both immediately slain. If the ritual is interrupted by
an external force, such as dispel magic being cast on a target's
physical or astral form, the target is immediately and harmlessly
returned to their physical body. If a target's astral form is slain,
the silver cord immediately rips them back to their physical
body; the strain requires them to attempt a Fortitude save with
the same DC as the ritual's primary check. On a failure, the
creature dies; on a success, they become clumsy 2, drained 2,
doomed 2, and enfeebled 2 for 1 week; these conditions can't be
removed or reduced by any means until the week has passed. A
target's physical body remains in suspended animation for the
duration of the ritual, but if it is destroyed, they die and their
astral form also vanishes.
This ritual only projects a portion of the targets'
consciousnesses onto the Astral Plane. To travel physically
to the Astral Plane (to reach the Outer Planes, for example)
requires spells such as plane shift.
Critical Success All targets are able to navigate independently
in the Astral Plane. Each target's silver cord is stronger than
usual, providing them a +4 circumstance bonus to their
Fortitude save to avoid dying if their astral form dies.
Success You successfully project the targets.
Failure You fail to project the targets.
Critical Failure The process of separating the targets' spirits
from their bodies is complicated, and something goes
catastrophically wrong. All casters become doomed 1, are
immediately reduced to 0 Hit Points, and begin dying.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Checks Arcana or Occultism (whichever isn't used for the primary check), Survival Range touch; Targets yourself and up to 5 willing creatures Duration see text You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters. A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish. A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit Level Heartbond Reincarnate Unseen custodians Rest eternal Simulacrum Astral projection Heroes' feast Ward domain Teleportation circle Word of recall Create demiplane Clone Fantastic facade and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as dispel magic being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become clumsy 2, drained 2, doomed 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes. This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as plane shift.",
    "outcomes": {
        "Critical Success": "All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to their Fortitude save to avoid dying if their astral form dies.",
        "Success": "You successfully project the targets.",
        "Failure": "You fail to project the targets.",
        "Critical Failure": "The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become doomed 1, are immediately reduced to 0 Hit Points, and begin dying."
    }
}

Full schema_data

{
    "id": "astral-projection",
    "name": "Astral Projection",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 hour",
    "cast_actions": "one_hour",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "one jacinth worth a total value of the target's level (minimum 1) × 5 gp, for each target",
    "primary_check": "Arcana or Occultism (master) Secondary",
    "secondary_casters": "2",
    "description": "Checks Arcana or Occultism (whichever isn't used for the primary check), Survival Range touch; Targets yourself and up to 5 willing creatures Duration see text You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters. A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish. A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit Level Heartbond Reincarnate Unseen custodians Rest eternal Simulacrum Astral projection Heroes' feast Ward domain Teleportation circle Word of recall Create demiplane Clone Fantastic facade and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as dispel magic being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become clumsy 2, drained 2, doomed 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes. This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as plane shift. Critical Success: All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to their Fortitude save to avoid dying if their astral form dies. Success: You successfully project the targets. Failure: You fail to project the targets. Critical Failure: The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become doomed 1, are immediately reduced to 0 Hit Points, and begin dying.",
    "description_snippet": "Checks Arcana or Occultism (whichever isn't used for the primary check), Survival Range touch; Targets yourself and up to 5 willing creatures Duration see text You project the targ",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Checks Arcana or Occultism (whichever isn't used for the primary check), Survival Range touch; Targets yourself and up to 5 willing creatures Duration see text You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters. A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish. A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit Level Heartbond Reincarnate Unseen custodians Rest eternal Simulacrum Astral projection Heroes' feast Ward domain Teleportation circle Word of recall Create demiplane Clone Fantastic facade and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as dispel magic being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become clumsy 2, drained 2, doomed 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes. This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as plane shift.",
        "outcomes": {
            "Critical Success": "All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to their Fortitude save to avoid dying if their astral form dies.",
            "Success": "You successfully project the targets.",
            "Failure": "You fail to project the targets.",
            "Critical Failure": "The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become doomed 1, are immediately reduced to 0 Hit Points, and begin dying."
        }
    },
    "conditions_caused": [
        "clumsy",
        "doomed",
        "drained",
        "dying",
        "enfeebled",
        "unconscious"
    ],
    "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": 34452,
    "source_line_end": 34529,
    "raw_text_block": "ASTRAL PROJECTION\nRITUAL 5\nUNCOMMON\nDIVINATION\nCast 1 hour; Cost one jacinth worth a total value of the target's\nlevel (minimum 1) × 5 gp, for each target; Secondary Casters 2\nPrimary Check Arcana or Occultism (master); Secondary\nChecks Arcana or Occultism (whichever isn't used for the\nprimary check), Survival\nRange touch; Targets yourself and up to 5 willing creatures\nDuration see text\nYou project the targets' spiritual essences into the Astral Plane,\nleaving their inanimate physical forms behind. These astral\nforms can be used to explore the Astral Plane indefinitely, while\nthe targets' bodies remain safely in stasis on the plane where\nthe ritual was cast (where they remain unconscious and can't\nbe awoken normally). The casters must be in physical contact\nwith one another in a circle for the duration of the casting, and\nall targets must be selected from these casters.\nA target's astral form is a duplicate of the target and everything\nthey're carrying; anything that happens to a duplicate item\nhappens to the original as well. For instance, if you use, spend,\ndestroy, lose, or give away an item's duplicate, the original vanishes\nfrom your possession. For the duration of the ritual, any of the\ntargets can spend a single action to Dismiss their astral form and\nimmediately return to their physical body. As the primary caster,\nwhen you Dismiss your astral form, you can also Dismiss all the\nother targets' astral forms as part of the same action, returning\nall targets to their physical forms simultaneously. While in the\nAstral Plane, the other targets are unable to navigate without\nyou, and if they become separated from you, they must wait for\nyour return or Dismiss their own astral forms. When the ritual\nends, the targets' astral forms vanish.\nA target's astral form and corresponding physical form are\nlinked by an incorporeal silver cord, which is visible only in the\nAstral Plane. This nearly unbreakable cord serves as a conduit\nLevel\nHeartbond\nReincarnate\nUnseen custodians\nRest eternal\nSimulacrum\nAstral projection\nHeroes' feast\nWard domain\nTeleportation circle\nWord of recall\nCreate demiplane\nClone\nFantastic facade\nand safety line; if it is severed, the target's astral and physical\nforms are both immediately slain. If the ritual is interrupted by\nan external force, such as dispel magic being cast on a target's\nphysical or astral form, the target is immediately and harmlessly\nreturned to their physical body. If a target's astral form is slain,\nthe silver cord immediately rips them back to their physical\nbody; the strain requires them to attempt a Fortitude save with\nthe same DC as the ritual's primary check. On a failure, the\ncreature dies; on a success, they become clumsy 2, drained 2,\ndoomed 2, and enfeebled 2 for 1 week; these conditions can't be\nremoved or reduced by any means until the week has passed. A\ntarget's physical body remains in suspended animation for the\nduration of the ritual, but if it is destroyed, they die and their\nastral form also vanishes.\nThis ritual only projects a portion of the targets'\nconsciousnesses onto the Astral Plane. To travel physically\nto the Astral Plane (to reach the Outer Planes, for example)\nrequires spells such as plane shift.\nCritical Success All targets are able to navigate independently\nin the Astral Plane. Each target's silver cord is stronger than\nusual, providing them a +4 circumstance bonus to their\nFortitude save to avoid dying if their astral form dies.\nSuccess You successfully project the targets.\nFailure You fail to project the targets.\nCritical Failure The process of separating the targets' spirits\nfrom their bodies is complicated, and something goes\ncatastrophically wrong. All casters become doomed 1, are\nimmediately reduced to 0 Hit Points, and begin dying.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "astral-projection",
    "content_id": "astral-projection",
    "level": 5
}

Secrets of Magic

Bandit's Doom

Rank 5 · Spell · Common

Registry ID
bandits-doom
SpellCommonabjurationarcanedivineoccult

You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. Critical Success: The creature is unaffected. Success: The creature takes half damage and is doomed 1. Failure: The creature takes full damage and is doomed 2. Critical Failure: The creature takes double damage and is doomed 3.

Description snippet: You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on t

Source lines: 10320 - 10342

Raw text block

BANDIT'S DOOM
ABJURATION
SPELL 5
CURSE
Traditions arcane, divine, occult
Cast 30 minutes (material, somatic, verbal)
Targets 1 item of 2 Bulk or less
Duration 1 month
You ward the target item against those who would steal
it. When a creature attempts to take the target into its
possession, it takes 8d8 mental damage and is doomed,
depending on the result of its Will save. The spell then
ends. You can choose up to 10 creatures when you cast
this spell; if you do, those creatures can take the target
item without triggering the ward. You can only have one
bandit's doom active at a time. If you cast the spell again,
the newer casting supersedes the older.
Critical Success The creature is unaffected.
Success The creature takes half damage and is doomed 1.
Failure The creature takes full damage and is doomed 2.
Critical Failure The creature takes double damage and is
doomed 3.
Heightened (+2) The damage increases by 2d8.

Heightened

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

Damage clauses

[
    {
        "formula": "8d8",
        "type": "mental",
        "persistent": false
    }
]

Effects

{
    "description": "You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes half damage and is doomed 1.",
        "Failure": "The creature takes full damage and is doomed 2.",
        "Critical Failure": "The creature takes double damage and is doomed 3."
    }
}

Full schema_data

{
    "id": "bandits-doom",
    "name": "Bandit's Doom",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "curse"
    ],
    "cast": "30 minutes (material, somatic, verbal)",
    "cast_actions": "none",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "1 item of 2 Bulk or less",
    "duration": "1 month",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. Critical Success: The creature is unaffected. Success: The creature takes half damage and is doomed 1. Failure: The creature takes full damage and is doomed 2. Critical Failure: The creature takes double damage and is doomed 3.",
    "description_snippet": "You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on t",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 2d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 2d8."
        }
    ],
    "damage": [
        {
            "formula": "8d8",
            "type": "mental",
            "persistent": false
        }
    ],
    "damage_type": [
        "mental"
    ],
    "effects": {
        "description": "You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes half damage and is doomed 1.",
            "Failure": "The creature takes full damage and is doomed 2.",
            "Critical Failure": "The creature takes double damage and is doomed 3."
        }
    },
    "conditions_caused": [
        "doomed"
    ],
    "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": 10320,
    "source_line_end": 10342,
    "raw_text_block": "BANDIT'S DOOM\nABJURATION\nSPELL 5\nCURSE\nTraditions arcane, divine, occult\nCast 30 minutes (material, somatic, verbal)\nTargets 1 item of 2 Bulk or less\nDuration 1 month\nYou ward the target item against those who would steal\nit. When a creature attempts to take the target into its\npossession, it takes 8d8 mental damage and is doomed,\ndepending on the result of its Will save. The spell then\nends. You can choose up to 10 creatures when you cast\nthis spell; if you do, those creatures can take the target\nitem without triggering the ward. You can only have one\nbandit's doom active at a time. If you cast the spell again,\nthe newer casting supersedes the older.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage and is doomed 1.\nFailure The creature takes full damage and is doomed 2.\nCritical Failure The creature takes double damage and is\ndoomed 3.\nHeightened (+2) The damage increases by 2d8.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "bandits-doom",
    "content_id": "bandits-doom",
    "level": 5
}

Core Rulebook (4th Printing)

Banishment

Rank 5 · Spell · Common

Registry ID
banishment
SpellCommonabjurationarcanedivineoccult

Send a creature

Description snippet: Send a creature

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 5,
    "school": "abjuration",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Send a creature",
    "content_id": "banishment",
    "type": "spell",
    "description": "Send a creature"
}

Core Rulebook (Fourth Printing)

Black Tentacles

Rank 5 · Spell · Common

Registry ID
black-tentacles
SpellCommonconjurationarcaneoccult

Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed against is grabbed by a tentacle and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed. The tentacles' Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.

Description snippet: Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed a

Source lines: 49840 - 49859

Raw text block

BLACK TENTACLES
SPELL 5
CONJURATION
Traditions arcane, occult
Cast [three-actions] material, somatic, verbal
Range 120 feet; Area 20-foot burst adjacent to a flat surface
Duration 1 minute
Oily black tentacles rise up and attempt to capture creatures
in the area. Make spell attack rolls against the Fortitude DC of
each creature in the area. Any creature you succeed against
is grabbed by a tentacle and takes 3d6 bludgeoning damage.
Whenever a creature ends its turn in the area, the tentacles
attempt to grab that creature if they haven't already, and they
deal 1d6 bludgeoning damage to any creature already grabbed.
The tentacles' Escape DC is equal to your spell DC. A creature
can attack a tentacle in an attempt to release its grip. Its AC
is equal to your spell DC, and it is destroyed if it takes 12 or
more damage. Even if destroyed, additional tentacles continue
to grow in the area until the duration ends. You can Dismiss
the spell.

Heightened

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

Damage clauses

[
    {
        "formula": "3d6",
        "type": "bludgeoning",
        "persistent": false
    },
    {
        "formula": "1d6",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed against is grabbed by a tentacle and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed. The tentacles' Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "black-tentacles",
    "name": "Black Tentacles",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "20-foot burst adjacent to a flat surface",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed against is grabbed by a tentacle and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed. The tentacles' Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.",
    "description_snippet": "Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed a",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "3d6",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "1d6",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning"
    ],
    "effects": {
        "description": "Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed against is grabbed by a tentacle and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed. The tentacles' Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "grabbed"
    ],
    "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": 49840,
    "source_line_end": 49859,
    "raw_text_block": "BLACK TENTACLES\nSPELL 5\nCONJURATION\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 20-foot burst adjacent to a flat surface\nDuration 1 minute\nOily black tentacles rise up and attempt to capture creatures\nin the area. Make spell attack rolls against the Fortitude DC of\neach creature in the area. Any creature you succeed against\nis grabbed by a tentacle and takes 3d6 bludgeoning damage.\nWhenever a creature ends its turn in the area, the tentacles\nattempt to grab that creature if they haven't already, and they\ndeal 1d6 bludgeoning damage to any creature already grabbed.\nThe tentacles' Escape DC is equal to your spell DC. A creature\ncan attack a tentacle in an attempt to release its grip. Its AC\nis equal to your spell DC, and it is destroyed if it takes 12 or\nmore damage. Even if destroyed, additional tentacles continue\nto grow in the area until the duration ends. You can Dismiss\nthe spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "black-tentacles",
    "content_id": "black-tentacles",
    "level": 5
}

Secrets of Magic

Blazing Fissure

Rank 5 · Spell · Common

Registry ID
blazing-fissure
SpellCommonevocationarcaneprimal

A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage with a Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage, and it falls prone. Critical Failure: The target takes double damage, and it falls prone.

Description snippet: A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage w

Source lines: 10437 - 10456

Raw text block

BLAZING FISSURE
EARTH
EVOCATION
SPELL 5
FIRE
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 120-foot line
Saving Throw Reflex
A thin crack rips through the earth, erupting with magma,
then swiftly seals up. Each creature along the line and on
solid ground takes 4d6 bludgeoning damage and 6d6 fire
damage with a Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage, and it falls prone.
Critical Failure The target takes double damage, and it
falls prone.
Heightened (+1) The damage increases by 1d6 bludgeoning
and 1d6 fire.

Heightened

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

Damage clauses

[
    {
        "formula": "4d6",
        "type": "bludgeoning",
        "persistent": false
    },
    {
        "formula": "6d6",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage with a Reflex save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes half damage.",
        "Failure": "The creature takes full damage, and it falls prone.",
        "Critical Failure": "The target takes double damage, and it falls prone."
    }
}

Full schema_data

{
    "id": "blazing-fissure",
    "name": "Blazing Fissure",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "earth",
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "120-foot line",
    "targets": "none",
    "duration": "none",
    "save": "Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage with a Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage, and it falls prone. Critical Failure: The target takes double damage, and it falls prone.",
    "description_snippet": "A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage w",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6 bludgeoning and 1d6 fire."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d6 bludgeoning and 1d6 fire."
        }
    ],
    "damage": [
        {
            "formula": "4d6",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "6d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "fire"
    ],
    "effects": {
        "description": "A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes 4d6 bludgeoning damage and 6d6 fire damage with a Reflex save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes half damage.",
            "Failure": "The creature takes full damage, and it falls prone.",
            "Critical Failure": "The target takes double damage, and it falls prone."
        }
    },
    "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": 10437,
    "source_line_end": 10456,
    "raw_text_block": "BLAZING FISSURE\nEARTH\nEVOCATION\nSPELL 5\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 120-foot line\nSaving Throw Reflex\nA thin crack rips through the earth, erupting with magma,\nthen swiftly seals up. Each creature along the line and on\nsolid ground takes 4d6 bludgeoning damage and 6d6 fire\ndamage with a Reflex save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage, and it falls prone.\nCritical Failure The target takes double damage, and it\nfalls prone.\nHeightened (+1) The damage increases by 1d6 bludgeoning\nand 1d6 fire.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blazing-fissure",
    "content_id": "blazing-fissure",
    "level": 5
}

Secrets of Magic

Blessing Of Defiance

Rank 5 · Spell · Common

Registry ID
blessing-of-defiance
SpellCommonabjurationdivineprimal

Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets you or one willing ally within range. [two-actions] (verbal) The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. [three-actions] (verbal) The spell targets you and all willing allies within 30 feet.

Description snippet: Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or

Source lines: 10462 - 10485

Raw text block

BLESSING OF DEFIANCE
SPELL 5
ABJURATION
Traditions divine, primal
Cast [one-action] to [three-actions]
Range 30 feet; Targets varies
Duration 1 round
Channeling forth the power to persevere in the face of
adversity, you grant the target the means to deny danger
and avoid dire harm. Choose one saving throw: Fortitude,
Reflex, or Will. The target gets a +4 status bonus to that
saving throw for 1 round. The potency and number of
targets of this blessing depend on how many actions you
spend when Casting the Spell.
[one-action] (somatic) The spell targets you or one willing ally
within range.
[two-actions] (verbal) The spell targets you or one willing ally
within range. If you choose Fortitude, the target gains
resistance 15 to poison. If you choose Reflex, the target
gains a +15-foot status bonus to its Speeds. If you
choose Will, the target gains resistance 15 to mental
damage.
[three-actions] (verbal) The spell targets you and all willing allies
within 30 feet.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets you or one willing ally within range. [two-actions] (verbal) The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. [three-actions] (verbal) The spell targets you and all willing allies within 30 feet.",
    "outcomes": []
}

Full schema_data

{
    "id": "blessing-of-defiance",
    "name": "Blessing Of Defiance",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] to [three-actions]",
    "cast_actions": "1_action_to_3_actions",
    "components": [
        "none"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "varies",
    "duration": "1 round",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets you or one willing ally within range. [two-actions] (verbal) The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. [three-actions] (verbal) The spell targets you and all willing allies within 30 feet.",
    "description_snippet": "Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or",
    "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": "Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets you or one willing ally within range. [two-actions] (verbal) The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. [three-actions] (verbal) The spell targets you and all willing allies within 30 feet.",
        "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": 10462,
    "source_line_end": 10485,
    "raw_text_block": "BLESSING OF DEFIANCE\nSPELL 5\nABJURATION\nTraditions divine, primal\nCast [one-action] to [three-actions]\nRange 30 feet; Targets varies\nDuration 1 round\nChanneling forth the power to persevere in the face of\nadversity, you grant the target the means to deny danger\nand avoid dire harm. Choose one saving throw: Fortitude,\nReflex, or Will. The target gets a +4 status bonus to that\nsaving throw for 1 round. The potency and number of\ntargets of this blessing depend on how many actions you\nspend when Casting the Spell.\n[one-action] (somatic) The spell targets you or one willing ally\nwithin range.\n[two-actions] (verbal) The spell targets you or one willing ally\nwithin range. If you choose Fortitude, the target gains\nresistance 15 to poison. If you choose Reflex, the target\ngains a +15-foot status bonus to its Speeds. If you\nchoose Will, the target gains resistance 15 to mental\ndamage.\n[three-actions] (verbal) The spell targets you and all willing allies\nwithin 30 feet.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blessing-of-defiance",
    "content_id": "blessing-of-defiance",
    "level": 5
}

Secrets of Magic

Blink Charge

Rank 5 · Spell · Common

Registry ID
blink-charge
SpellCommonconjurationarcanedivineoccult

You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a Strike against the creature with a weapon you're wielding. The Strike deals damage, plus an extra 2d8 force damage, depending on the result of your Strike. Critical Success: Double damage, plus after the Strike, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on. Success: The Strike deals full damage. Failure: The Strike deals no damage, but the target takes 1d8 force damage. Critical Failure: The Strike deals no damage, and you take 1d8 force damage.

Description snippet: You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within

Source lines: 10496 - 10521

Raw text block

BLINK CHARGE
CONJURATION
FORCE
SPELL 5
TELEPORTATION
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
You propel yourself through the fabric of space to deal a blow
carrying the momentum of your teleportation. You teleport
to an empty space adjacent to a creature you can see within
range, then make a Strike against the creature with a weapon
you're wielding. The Strike deals damage, plus an extra 2d8
force damage, depending on the result of your Strike.
Critical Success Double damage, plus after the Strike, you
can teleport the target into an empty space up to 5 feet
away from its current position. The new space must be on
the ground if it started on the ground, in the air if it was
flying, and so on.
Success The Strike deals full damage.
Failure The Strike deals no damage, but the target takes 1d8
force damage.
Critical Failure The Strike deals no damage, and you take
1d8 force damage.
Heightened (+2) The spell's range increases by 60 feet, and
any force damage the spell deals is increased by 1d8.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The spell's range increases by 60 feet, and any force damage the spell deals is increased by 1d8."
    }
]

Damage clauses

[
    {
        "formula": "2d8",
        "type": "force",
        "persistent": false
    },
    {
        "formula": "1d8",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a Strike against the creature with a weapon you're wielding. The Strike deals damage, plus an extra 2d8 force damage, depending on the result of your Strike.",
    "outcomes": {
        "Critical Success": "Double damage, plus after the Strike, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on.",
        "Success": "The Strike deals full damage.",
        "Failure": "The Strike deals no damage, but the target takes 1d8 force damage.",
        "Critical Failure": "The Strike deals no damage, and you take 1d8 force damage."
    }
}

Full schema_data

{
    "id": "blink-charge",
    "name": "Blink Charge",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "force",
        "teleportation"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a Strike against the creature with a weapon you're wielding. The Strike deals damage, plus an extra 2d8 force damage, depending on the result of your Strike. Critical Success: Double damage, plus after the Strike, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on. Success: The Strike deals full damage. Failure: The Strike deals no damage, but the target takes 1d8 force damage. Critical Failure: The Strike deals no damage, and you take 1d8 force damage.",
    "description_snippet": "You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The spell's range increases by 60 feet, and any force damage the spell deals is increased by 1d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The spell's range increases by 60 feet, and any force damage the spell deals is increased by 1d8."
        }
    ],
    "damage": [
        {
            "formula": "2d8",
            "type": "force",
            "persistent": false
        },
        {
            "formula": "1d8",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a Strike against the creature with a weapon you're wielding. The Strike deals damage, plus an extra 2d8 force damage, depending on the result of your Strike.",
        "outcomes": {
            "Critical Success": "Double damage, plus after the Strike, you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on.",
            "Success": "The Strike deals full damage.",
            "Failure": "The Strike deals no damage, but the target takes 1d8 force damage.",
            "Critical Failure": "The Strike deals no damage, and you take 1d8 force damage."
        }
    },
    "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": 10496,
    "source_line_end": 10521,
    "raw_text_block": "BLINK CHARGE\nCONJURATION\nFORCE\nSPELL 5\nTELEPORTATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nYou propel yourself through the fabric of space to deal a blow\ncarrying the momentum of your teleportation. You teleport\nto an empty space adjacent to a creature you can see within\nrange, then make a Strike against the creature with a weapon\nyou're wielding. The Strike deals damage, plus an extra 2d8\nforce damage, depending on the result of your Strike.\nCritical Success Double damage, plus after the Strike, you\ncan teleport the target into an empty space up to 5 feet\naway from its current position. The new space must be on\nthe ground if it started on the ground, in the air if it was\nflying, and so on.\nSuccess The Strike deals full damage.\nFailure The Strike deals no damage, but the target takes 1d8\nforce damage.\nCritical Failure The Strike deals no damage, and you take\n1d8 force damage.\nHeightened (+2) The spell's range increases by 60 feet, and\nany force damage the spell deals is increased by 1d8.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blink-charge",
    "content_id": "blink-charge",
    "level": 5
}

Advanced Player's Guide

Blister

Rank 5 · Spell · Common

Registry ID
blister
SpellCommonnecromancyarcaneoccultprimal

Grow large blisters on a

Description snippet: Grow large blisters on a

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 5,
    "school": "necromancy",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "description_snippet": "Grow large blisters on a",
    "content_id": "blister",
    "type": "spell",
    "description": "Grow large blisters on a"
}

Core Rulebook (Fourth Printing)

Breath Of Life

Rank 5 · Spell · Common

Registry ID
breath-of-life
SpellCommonnecromancydivine

Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was disintegrate or a death effect.

Description snippet: Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modi

Source lines: 49993 - 50004

Raw text block

BREATH OF LIFE
SPELL 5
POSITIVE
Traditions divine
Cast [reaction] verbal; Trigger A living creature within range would die.
Range 60 feet; Targets the triggering creature
Your blessing revives a creature at the moment of its death.
You prevent the target from dying and restore Hit Points to the
target equal to 4d8 plus your spellcasting ability modifier. You
can't use breath of life if the triggering effect was disintegrate
or a death effect.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was disintegrate or a death effect.",
    "outcomes": []
}

Full schema_data

{
    "id": "breath-of-life",
    "name": "Breath Of Life",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "positive"
    ],
    "cast": "[reaction] verbal",
    "cast_actions": "reaction",
    "components": [
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "the triggering creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "A living creature within range would die.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was disintegrate or a death effect.",
    "description_snippet": "Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modi",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was disintegrate or a death effect.",
        "outcomes": []
    },
    "conditions_caused": [
        "dying"
    ],
    "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": 49993,
    "source_line_end": 50004,
    "raw_text_block": "BREATH OF LIFE\nSPELL 5\nPOSITIVE\nTraditions divine\nCast [reaction] verbal; Trigger A living creature within range would die.\nRange 60 feet; Targets the triggering creature\nYour blessing revives a creature at the moment of its death.\nYou prevent the target from dying and restore Hit Points to the\ntarget equal to 4d8 plus your spellcasting ability modifier. You\ncan't use breath of life if the triggering effect was disintegrate\nor a death effect.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "breath-of-life",
    "content_id": "breath-of-life",
    "level": 5
}

Core Rulebook (Fourth Printing)

Celestial Brand

Rank 5 · Focus · Uncommon

Registry ID
celestial-brand
FocusUncommonnecromancydivine

A blazing symbol appears on the target, cursing it to face divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional 1d4 good damage. The target is then temporarily immune for 1 minute.

Description snippet: A blazing symbol appears on the target, cursing it to face divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a

Source lines: 63950 - 63962

Raw text block

CELESTIAL BRAND
FOCUS 5
UNCOMMON CURSE NECROMANCY
SORCERER
Cast [one-action] somatic
Range 30 feet; Targets 1 evil creature
Duration 1 round
A blazing symbol appears on the target, cursing it to face divine
justice. You and your allies receive a +1 status bonus to your
attack rolls and skill checks against it. Anytime a good creature
damages it, the good creature deals an additional 1d4 good
damage. The target is then temporarily immune for 1 minute.
Heightened (+2) The good damage increases by 1.

Heightened

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

Damage clauses

[
    {
        "formula": "1d4",
        "type": "good",
        "persistent": false
    }
]

Effects

{
    "description": "A blazing symbol appears on the target, cursing it to face divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional 1d4 good damage. The target is then temporarily immune for 1 minute.",
    "outcomes": []
}

Full schema_data

{
    "id": "celestial-brand",
    "name": "Celestial Brand",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "curse"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 evil creature",
    "duration": "1 round",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A blazing symbol appears on the target, cursing it to face divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional 1d4 good damage. The target is then temporarily immune for 1 minute.",
    "description_snippet": "A blazing symbol appears on the target, cursing it to face divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The good damage increases by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The good damage increases by 1."
        }
    ],
    "damage": [
        {
            "formula": "1d4",
            "type": "good",
            "persistent": false
        }
    ],
    "damage_type": [
        "good"
    ],
    "effects": {
        "description": "A blazing symbol appears on the target, cursing it to face divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional 1d4 good damage. The target is then temporarily immune for 1 minute.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "sorcerer",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63950,
    "source_line_end": 63962,
    "raw_text_block": "CELESTIAL BRAND\nFOCUS 5\nUNCOMMON CURSE NECROMANCY\nSORCERER\nCast [one-action] somatic\nRange 30 feet; Targets 1 evil creature\nDuration 1 round\nA blazing symbol appears on the target, cursing it to face divine\njustice. You and your allies receive a +1 status bonus to your\nattack rolls and skill checks against it. Anytime a good creature\ndamages it, the good creature deals an additional 1d4 good\ndamage. The target is then temporarily immune for 1 minute.\nHeightened (+2) The good damage increases by 1.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "celestial-brand",
    "content_id": "celestial-brand",
    "level": 5
}

Advanced Player's Guide

Chameleon Coat

Rank 5 · Spell · Common

Registry ID
chameleon-coat
SpellCommonillusionprimal

You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature.

Description snippet: You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status

Source lines: 30307 - 30325

Raw text block

CHAMELEON COAT
SPELL 5
ILLUSION
Traditions primal
Cast [three-actions] material, somatic, verbal
Range 15 feet; Targets up to 8 creatures
Duration 10 minutes
You shift the colors of the targets' outermost layer of clothing
and gear to be closer to their environment when they remain
still. Creatures affected by the spell gain a +3 status bonus to
Stealth checks to Hide. The changed color granted by the spell
always shifts to match the environment, even if there are drastic
changes. If any piece of gear or clothing affected by the spell is
removed from a creature, the spell ends for that creature.
Heightened (6th) If a creature affected by this spell rolls a
critical failure on its Stealth check to Sneak within 30 feet
of a creature that would spot it, it instead only fails its
check, as the spell mildly hypnotizes the spotter.
Heightened (8th) As 6th level, and the status bonus is +4.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "If a creature affected by this spell rolls a critical failure on its Stealth check to Sneak within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter."
    },
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "As 6th level, and the status bonus is +4."
    }
]

Damage clauses

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

Effects

{
    "description": "You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature.",
    "outcomes": []
}

Full schema_data

{
    "id": "chameleon-coat",
    "name": "Chameleon Coat",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "15 feet",
    "area": "none",
    "targets": "up to 8 creatures",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature.",
    "description_snippet": "You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "If a creature affected by this spell rolls a critical failure on its Stealth check to Sneak within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "As 6th level, and the status bonus is +4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "If a creature affected by this spell rolls a critical failure on its Stealth check to Sneak within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "As 6th level, and the status bonus is +4."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature.",
        "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": 30307,
    "source_line_end": 30325,
    "raw_text_block": "CHAMELEON COAT\nSPELL 5\nILLUSION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 15 feet; Targets up to 8 creatures\nDuration 10 minutes\nYou shift the colors of the targets' outermost layer of clothing\nand gear to be closer to their environment when they remain\nstill. Creatures affected by the spell gain a +3 status bonus to\nStealth checks to Hide. The changed color granted by the spell\nalways shifts to match the environment, even if there are drastic\nchanges. If any piece of gear or clothing affected by the spell is\nremoved from a creature, the spell ends for that creature.\nHeightened (6th) If a creature affected by this spell rolls a\ncritical failure on its Stealth check to Sneak within 30 feet\nof a creature that would spot it, it instead only fails its\ncheck, as the spell mildly hypnotizes the spotter.\nHeightened (8th) As 6th level, and the status bonus is +4.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chameleon-coat",
    "content_id": "chameleon-coat",
    "level": 5
}

Core Rulebook (Fourth Printing)

Chromatic Wall

Rank 5 · Spell · Common

Registry ID
chromatic-wall
SpellCommonabjurationarcaneoccult

You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each MAGIC AND MORALITY While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome. Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player character's alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM. Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. Players and GMs should work to prevent these situations so everyone can focus on having fun at the table. side, and dim light for the next 20 feet. You can ignore the wall's effects. Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall. 1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic wall. 2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of wind can counteract an orange chromatic wall. 3. Yellow The wall stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall. 4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

Description snippet: You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature

Source lines: 50237 - 50338

Raw text block

CHROMATIC WALL
SPELL 5
ABJURATION
Traditions arcane, occult
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 10 minutes
You create an opaque wall of light in a single vibrant color.
The wall is straight and vertical, stretching 60 feet long and
30 feet high. If the wall would pass through a creature, the
spell is lost. The wall sheds bright light for 20 feet on each
MAGIC AND MORALITY
While magic allows you to perform wondrous acts in
the game, it can be used for terrible purposes. While
some spells are obviously vile or have the evil trait and a
direct connection to the profane, other spells can be used
for good or ill. Using magic does not free you from the
morality of the outcome.
Nowhere is this more true than when it comes to
enchantment spells, especially those used to compel a
character to do something. These spells can remove the
power of choice from a character and can very easily
be used in ways that are evil. Dominating an ogre and
forcing him to abandon his guard post is not necessarily
evil, but using that same spell to force a merchant to give
you all of his wares certainly is. Using a spell for an evil
purpose can cause a player character's alignment to shift
to evil, with the ultimate judgment of whether a player is
using a spell for an evil purpose left up to the GM.
Regardless of in-game effects, all players should take
care when using such spells. These effects can negatively
affect people at the table, as they might create situations
that echo truly awful experiences players might have
had, creating uncomfortable or hostile environments.
Players and GMs should work to prevent these situations
so everyone can focus on having fun at the table.
side, and dim light for the next 20 feet. You can ignore the
wall's effects.
Roll 1d4 to determine the color of the wall. Each color has a
particular effect on items, effects, or creatures that attempt to
pass through. Chromatic wall can't be counteracted normally;
rather, each color is automatically counteracted when targeted
by a specific spell, even if that spell's level is lower than that
of chromatic wall.
1. Red The wall destroys ranged weapon ammunition
(such as arrows and crossbow bolts) that would pass
through, and it deals 20 fire damage to anyone
passing through, with a basic Reflex save. Cone of
cold can counteract a red chromatic wall.
2. Orange The wall destroys thrown weapons that would
pass through, and it deals 25 acid damage to anyone
passing through, with a basic Reflex save. Gust of wind
can counteract an orange chromatic wall.
3. Yellow The wall stops acid, cold, electricity, fire, force,
negative, positive, and sonic effects from passing
through, and it deals 30 electricity damage to anyone
passing through, with a basic Reflex save. Disintegrate
can counteract a yellow chromatic wall.
4. Green The wall stops toxins, gases, and breath
weapons from passing through. It deals 10 poison
damage to anyone passing through and makes
them enfeebled 1 for 1 minute. A basic Fortitude
save reduces the damage and negates the enfeebled
condition on a success. Passwall can counteract a
green chromatic wall.
Heightened (7th) The spell's duration increases to 1 hour. Roll 1d8
to determine the wall's color; the results for 5-8 are below. A
red, orange, yellow, or green wall deals an extra 10 damage.
5. Blue The wall stops auditory, petrification, sonic, and
visual effects from passing through, and creatures
passing through are subject to the effects of flesh to
stone. Magic missile can counteract a blue chromatic wall.
6. Indigo The wall stops divination and mental effects
from passing through, and those passing through are
subject to the effects of warp mind. Searing light can
counteract an indigo chromatic wall.
7. Violet The wall prevents spells from targeting the other
side (area effects still cross as normal). Creatures passing
through must succeed at a Will save or they are slowed
1 for 1 minute; on a critical failure, the creature is instead
sent to another plane, with the effect of plane shift. Dispel
magic can counteract a violet chromatic wall.
8. Reroll, and creatures that pass through the wall take a
-2 circumstance penalty to their saves.
CIRCLE OF PROTECTION
UNCOMMON
Traditions divine, occult
Cast [three-actions] material, somatic, verbal
Range touch; Area 10-foot emanation centered on the touched
creature
Duration 1 minute
You ward a creature and those nearby against a specified
alignment. Choose chaotic, evil, good, or lawful; this spell gains
the opposing trait. Creatures in the area gain a +1 status bonus
to AC against attacks by creatures of the chosen alignment
and to saves against effects from such creatures. This bonus
increases to +3 against effects from such creatures that directly
control the target and attacks made by summoned creatures
of the chosen alignment. Summoned creatures of the chosen
alignment can't willingly enter the area without succeeding at a
Will save; repeated attempts use the first save result.
Heightened (4th) The duration increases to 1 hour.

Heightened

[
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color; the results for 5-8 are below. A red, orange, yellow, or green wall deals an extra 10 damage. 5. Blue The wall stops auditory, petrification, sonic, and visual effects from passing through, and creatures passing through are subject to the effects of flesh to stone. Magic missile can counteract a blue chromatic wall. 6. Indigo The wall stops divination and mental effects from passing through, and those passing through are subject to the effects of warp mind. Searing light can counteract an indigo chromatic wall. 7. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of plane shift. Dispel magic can counteract a violet chromatic wall. 8. Reroll, and creatures that pass through the wall take a -2 circumstance penalty to their saves. CIRCLE OF PROTECTION UNCOMMON Traditions divine, occult Cast [three-actions] material, somatic, verbal Range touch; Area 10-foot emanation centered on the touched creature Duration 1 minute You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result."
    },
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The duration increases to 1 hour."
    }
]

Damage clauses

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

Effects

{
    "description": "You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each MAGIC AND MORALITY While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome. Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player character's alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM. Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. Players and GMs should work to prevent these situations so everyone can focus on having fun at the table. side, and dim light for the next 20 feet. You can ignore the wall's effects. Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall. 1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic wall. 2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of wind can counteract an orange chromatic wall. 3. Yellow The wall stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall. 4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.",
    "outcomes": []
}

Full schema_data

{
    "id": "chromatic-wall",
    "name": "Chromatic Wall",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "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 create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each MAGIC AND MORALITY While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome. Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player character's alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM. Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. Players and GMs should work to prevent these situations so everyone can focus on having fun at the table. side, and dim light for the next 20 feet. You can ignore the wall's effects. Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall. 1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic wall. 2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of wind can counteract an orange chromatic wall. 3. Yellow The wall stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall. 4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.",
    "description_snippet": "You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature",
    "heightened": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color; the results for 5-8 are below. A red, orange, yellow, or green wall deals an extra 10 damage. 5. Blue The wall stops auditory, petrification, sonic, and visual effects from passing through, and creatures passing through are subject to the effects of flesh to stone. Magic missile can counteract a blue chromatic wall. 6. Indigo The wall stops divination and mental effects from passing through, and those passing through are subject to the effects of warp mind. Searing light can counteract an indigo chromatic wall. 7. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of plane shift. Dispel magic can counteract a violet chromatic wall. 8. Reroll, and creatures that pass through the wall take a -2 circumstance penalty to their saves. CIRCLE OF PROTECTION UNCOMMON Traditions divine, occult Cast [three-actions] material, somatic, verbal Range touch; Area 10-foot emanation centered on the touched creature Duration 1 minute You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to 1 hour."
        }
    ],
    "heightened_scaling": [
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color; the results for 5-8 are below. A red, orange, yellow, or green wall deals an extra 10 damage. 5. Blue The wall stops auditory, petrification, sonic, and visual effects from passing through, and creatures passing through are subject to the effects of flesh to stone. Magic missile can counteract a blue chromatic wall. 6. Indigo The wall stops divination and mental effects from passing through, and those passing through are subject to the effects of warp mind. Searing light can counteract an indigo chromatic wall. 7. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of plane shift. Dispel magic can counteract a violet chromatic wall. 8. Reroll, and creatures that pass through the wall take a -2 circumstance penalty to their saves. CIRCLE OF PROTECTION UNCOMMON Traditions divine, occult Cast [three-actions] material, somatic, verbal Range touch; Area 10-foot emanation centered on the touched creature Duration 1 minute You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result."
        },
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The duration increases to 1 hour."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each MAGIC AND MORALITY While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome. Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player character's alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM. Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. Players and GMs should work to prevent these situations so everyone can focus on having fun at the table. side, and dim light for the next 20 feet. You can ignore the wall's effects. Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall. 1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic wall. 2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of wind can counteract an orange chromatic wall. 3. Yellow The wall stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall. 4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.",
        "outcomes": []
    },
    "conditions_caused": [
        "enfeebled",
        "slowed"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 50237,
    "source_line_end": 50338,
    "raw_text_block": "CHROMATIC WALL\nSPELL 5\nABJURATION\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration 10 minutes\nYou create an opaque wall of light in a single vibrant color.\nThe wall is straight and vertical, stretching 60 feet long and\n30 feet high. If the wall would pass through a creature, the\nspell is lost. The wall sheds bright light for 20 feet on each\nMAGIC AND MORALITY\nWhile magic allows you to perform wondrous acts in\nthe game, it can be used for terrible purposes. While\nsome spells are obviously vile or have the evil trait and a\ndirect connection to the profane, other spells can be used\nfor good or ill. Using magic does not free you from the\nmorality of the outcome.\nNowhere is this more true than when it comes to\nenchantment spells, especially those used to compel a\ncharacter to do something. These spells can remove the\npower of choice from a character and can very easily\nbe used in ways that are evil. Dominating an ogre and\nforcing him to abandon his guard post is not necessarily\nevil, but using that same spell to force a merchant to give\nyou all of his wares certainly is. Using a spell for an evil\npurpose can cause a player character's alignment to shift\nto evil, with the ultimate judgment of whether a player is\nusing a spell for an evil purpose left up to the GM.\nRegardless of in-game effects, all players should take\ncare when using such spells. These effects can negatively\naffect people at the table, as they might create situations\nthat echo truly awful experiences players might have\nhad, creating uncomfortable or hostile environments.\nPlayers and GMs should work to prevent these situations\nso everyone can focus on having fun at the table.\nside, and dim light for the next 20 feet. You can ignore the\nwall's effects.\nRoll 1d4 to determine the color of the wall. Each color has a\nparticular effect on items, effects, or creatures that attempt to\npass through. Chromatic wall can't be counteracted normally;\nrather, each color is automatically counteracted when targeted\nby a specific spell, even if that spell's level is lower than that\nof chromatic wall.\n1. Red The wall destroys ranged weapon ammunition\n(such as arrows and crossbow bolts) that would pass\nthrough, and it deals 20 fire damage to anyone\npassing through, with a basic Reflex save. Cone of\ncold can counteract a red chromatic wall.\n2. Orange The wall destroys thrown weapons that would\npass through, and it deals 25 acid damage to anyone\npassing through, with a basic Reflex save. Gust of wind\ncan counteract an orange chromatic wall.\n3. Yellow The wall stops acid, cold, electricity, fire, force,\nnegative, positive, and sonic effects from passing\nthrough, and it deals 30 electricity damage to anyone\npassing through, with a basic Reflex save. Disintegrate\ncan counteract a yellow chromatic wall.\n4. Green The wall stops toxins, gases, and breath\nweapons from passing through. It deals 10 poison\ndamage to anyone passing through and makes\nthem enfeebled 1 for 1 minute. A basic Fortitude\nsave reduces the damage and negates the enfeebled\ncondition on a success. Passwall can counteract a\ngreen chromatic wall.\nHeightened (7th) The spell's duration increases to 1 hour. Roll 1d8\nto determine the wall's color; the results for 5-8 are below. A\nred, orange, yellow, or green wall deals an extra 10 damage.\n5. Blue The wall stops auditory, petrification, sonic, and\nvisual effects from passing through, and creatures\npassing through are subject to the effects of flesh to\nstone. Magic missile can counteract a blue chromatic wall.\n6. Indigo The wall stops divination and mental effects\nfrom passing through, and those passing through are\nsubject to the effects of warp mind. Searing light can\ncounteract an indigo chromatic wall.\n7. Violet The wall prevents spells from targeting the other\nside (area effects still cross as normal). Creatures passing\nthrough must succeed at a Will save or they are slowed\n1 for 1 minute; on a critical failure, the creature is instead\nsent to another plane, with the effect of plane shift. Dispel\nmagic can counteract a violet chromatic wall.\n8. Reroll, and creatures that pass through the wall take a\n-2 circumstance penalty to their saves.\nCIRCLE OF PROTECTION\nUNCOMMON\nTraditions divine, occult\nCast [three-actions] material, somatic, verbal\nRange touch; Area 10-foot emanation centered on the touched\ncreature\nDuration 1 minute\nYou ward a creature and those nearby against a specified\nalignment. Choose chaotic, evil, good, or lawful; this spell gains\nthe opposing trait. Creatures in the area gain a +1 status bonus\nto AC against attacks by creatures of the chosen alignment\nand to saves against effects from such creatures. This bonus\nincreases to +3 against effects from such creatures that directly\ncontrol the target and attacks made by summoned creatures\nof the chosen alignment. Summoned creatures of the chosen\nalignment can't willingly enter the area without succeeding at a\nWill save; repeated attempts use the first save result.\nHeightened (4th) The duration increases to 1 hour.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chromatic-wall",
    "content_id": "chromatic-wall",
    "level": 5
}

Core Rulebook (Fourth Printing)

Cloak Of Colors

Rank 5 · Spell · Common

Registry ID
cloak-of-colors
SpellCommonillusionarcaneoccult

A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save. Success: The attacker is unaffected. Failure: The attacker is blinded for 1 round. Critical Failure: The attacker is stunned for 1 round. The creature is temporarily immune until the end of its turn; this effect has the incapacitation trait.

Description snippet: A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the targ

Source lines: 50423 - 50439

Raw text block

CLOAK OF COLORS
ILLUSION
SPELL 5
VISUAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 minute
A cloak of swirling colors shrouds the target. Creatures are
dazzled while adjacent to it, and attacking the target causes
a brilliant flash of light. A creature that hits the target with a
melee attack must attempt a Will save.
Success The attacker is unaffected.
Failure The attacker is blinded for 1 round.
Critical Failure The attacker is stunned for 1 round.
The creature is temporarily immune until the end of its turn;
this effect has the incapacitation trait.

Heightened

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

Damage clauses

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

Effects

{
    "description": "A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save.",
    "outcomes": {
        "Success": "The attacker is unaffected.",
        "Failure": "The attacker is blinded for 1 round.",
        "Critical Failure": "The attacker is stunned for 1 round. The creature is temporarily immune until the end of its turn; this effect has the incapacitation trait."
    }
}

Full schema_data

{
    "id": "cloak-of-colors",
    "name": "Cloak Of Colors",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "visual"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save. Success: The attacker is unaffected. Failure: The attacker is blinded for 1 round. Critical Failure: The attacker is stunned for 1 round. The creature is temporarily immune until the end of its turn; this effect has the incapacitation trait.",
    "description_snippet": "A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the targ",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save.",
        "outcomes": {
            "Success": "The attacker is unaffected.",
            "Failure": "The attacker is blinded for 1 round.",
            "Critical Failure": "The attacker is stunned for 1 round. The creature is temporarily immune until the end of its turn; this effect has the incapacitation trait."
        }
    },
    "conditions_caused": [
        "blinded",
        "stunned"
    ],
    "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": 50423,
    "source_line_end": 50439,
    "raw_text_block": "CLOAK OF COLORS\nILLUSION\nSPELL 5\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nDuration 1 minute\nA cloak of swirling colors shrouds the target. Creatures are\ndazzled while adjacent to it, and attacking the target causes\na brilliant flash of light. A creature that hits the target with a\nmelee attack must attempt a Will save.\nSuccess The attacker is unaffected.\nFailure The attacker is blinded for 1 round.\nCritical Failure The attacker is stunned for 1 round.\nThe creature is temporarily immune until the end of its turn;\nthis effect has the incapacitation trait.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cloak-of-colors",
    "content_id": "cloak-of-colors",
    "level": 5
}

Core Rulebook (4th Printing)

Cloudkill

Rank 5 · Spell · Common

Registry ID
cloudkill
SpellCommonnecromancyarcaneprimal

Poison creatures in a

Description snippet: Poison creatures in a

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 5,
    "school": "necromancy",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Poison creatures in a",
    "content_id": "cloudkill",
    "type": "spell",
    "description": "Poison creatures in a"
}

Core Rulebook (Fourth Printing)

Cone Of Cold

Rank 5 · Spell · Common

Registry ID
cone-of-cold
SpellCommonevocationarcaneprimal

Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.

Description snippet: Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.

Source lines: 50584 - 50594

Raw text block

CONE OF COLD
COLD
SPELL 5
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 60-foot cone
Saving Throw basic Reflex
Icy cold rushes forth from your hands. You deal 12d6 cold
damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.

Heightened

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

Damage clauses

[
    {
        "formula": "12d6",
        "type": "cold",
        "persistent": false
    }
]

Effects

{
    "description": "Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.",
    "outcomes": []
}

Full schema_data

{
    "id": "cone-of-cold",
    "name": "Cone Of Cold",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "cold"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "60-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.",
    "description_snippet": "Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "12d6",
            "type": "cold",
            "persistent": false
        }
    ],
    "damage_type": [
        "cold"
    ],
    "effects": {
        "description": "Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 50584,
    "source_line_end": 50594,
    "raw_text_block": "CONE OF COLD\nCOLD\nSPELL 5\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 60-foot cone\nSaving Throw basic Reflex\nIcy cold rushes forth from your hands. You deal 12d6 cold\ndamage to creatures in the area.\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cone-of-cold",
    "content_id": "cone-of-cold",
    "level": 5
}

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