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Spell Catalogue
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Current result set: 898 matching canonical spell rows
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Showing page 26 of 36 for 898 matching canonical spell rows.
Page 26 of 36
Advanced Player's Guide
Consuming Darkness
Rank 5 · Focus · Common
Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you Sustain the Spell, the radius increases by 5 feet. Each enemy that enters the area or begins its turn in the area takes 2d6 negative damage and must attempt a Reflex save. Critical Success: The creature is unaffected. Success: The creature sinks partially into the shadow, taking half damage and a -5-foot circumstance penalty to its Speeds for as long it remains in the area. Failure: As success, but the creature takes full damage and a -10-foot circumstance penalty. Critical Failure: The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is immobilized for 1 round or until it Escapes.
Advanced review details
Description snippet: Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time ea
Source lines: 33558 - 33579
Raw text block
SHADOW FOCUS 5 SORCERER Cast [two-actions] somatic, verbal Area 10-foot emanation; Targets enemies in the area Saving Throw Reflex; Duration sustained up to 1 minute Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you Sustain the Spell, the radius increases by 5 feet. Each enemy that enters the area or begins its turn in the area takes 2d6 negative damage and must attempt a Reflex save. Critical Success The creature is unaffected. Success The creature sinks partially into the shadow, taking half damage and a -5-foot circumstance penalty to its Speeds for as long it remains in the area. Failure As success, but the creature takes full damage and a -10-foot circumstance penalty. Critical Failure The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is immobilized for 1 round or until it Escapes. Heightened (+1) The damage increases by 1d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "negative",
"persistent": false
}
]
Effects
{
"description": "Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you Sustain the Spell, the radius increases by 5 feet. Each enemy that enters the area or begins its turn in the area takes 2d6 negative damage and must attempt a Reflex save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature sinks partially into the shadow, taking half damage and a -5-foot circumstance penalty to its Speeds for as long it remains in the area.",
"Failure": "As success, but the creature takes full damage and a -10-foot circumstance penalty.",
"Critical Failure": "The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is immobilized for 1 round or until it Escapes."
}
}
Full schema_data
{
"id": "consuming-darkness",
"name": "Consuming Darkness",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "none",
"rarity": "common",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "10-foot emanation",
"targets": "enemies in the area",
"duration": "sustained up to 1 minute",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you Sustain the Spell, the radius increases by 5 feet. Each enemy that enters the area or begins its turn in the area takes 2d6 negative damage and must attempt a Reflex save. Critical Success: The creature is unaffected. Success: The creature sinks partially into the shadow, taking half damage and a -5-foot circumstance penalty to its Speeds for as long it remains in the area. Failure: As success, but the creature takes full damage and a -10-foot circumstance penalty. Critical Failure: The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is immobilized for 1 round or until it Escapes.",
"description_snippet": "Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time ea",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6."
}
],
"damage": [
{
"formula": "2d6",
"type": "negative",
"persistent": false
}
],
"damage_type": [
"negative"
],
"effects": {
"description": "Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you Sustain the Spell, the radius increases by 5 feet. Each enemy that enters the area or begins its turn in the area takes 2d6 negative damage and must attempt a Reflex save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature sinks partially into the shadow, taking half damage and a -5-foot circumstance penalty to its Speeds for as long it remains in the area.",
"Failure": "As success, but the creature takes full damage and a -10-foot circumstance penalty.",
"Critical Failure": "The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is immobilized for 1 round or until it Escapes."
}
},
"conditions_caused": [
"immobilized"
],
"focus_class": "sorcerer",
"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": 33558,
"source_line_end": 33579,
"raw_text_block": "SHADOW\nFOCUS 5\nSORCERER\nCast [two-actions] somatic, verbal\nArea 10-foot emanation; Targets enemies in the area\nSaving Throw Reflex; Duration sustained up to 1 minute\nYour shadow wriggles before spreading out from you, forming\na gateway of clinging, consuming shadow through which the\nhorrors of another plane can barely be seen. The first time\neach turn you Sustain the Spell, the radius increases by 5 feet.\nEach enemy that enters the area or begins its turn in the area\ntakes 2d6 negative damage and must attempt a Reflex save.\nCritical Success The creature is unaffected.\nSuccess The creature sinks partially into the shadow, taking\nhalf damage and a -5-foot circumstance penalty to its\nSpeeds for as long it remains in the area.\nFailure As success, but the creature takes full damage and a\n-10-foot circumstance penalty.\nCritical Failure The creature is absorbed into the shadows,\nwhere it can be seen below the surface; it takes double\ndamage and is immobilized for 1 round or until it Escapes.\nHeightened (+1) The damage increases by 1d6.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "consuming-darkness",
"content_id": "consuming-darkness",
"level": 5
}
Core Rulebook (Fourth Printing)
Control Water
Rank 5 · Spell · Common
By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow.
Advanced review details
Description snippet: By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow.
Source lines: 50690 - 50699
Raw text block
CONTROL WATER EVOCATION SPELL 5 WATER Traditions arcane, primal Cast [two-actions] somatic, verbal Range 500 feet; Area 50 feet long by 50 feet wide By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow.",
"outcomes": []
}
Full schema_data
{
"id": "control-water",
"name": "Control Water",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"water"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "500 feet",
"area": "50 feet long by 50 feet wide",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow.",
"description_snippet": "By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow.",
"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": "By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow.",
"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": 50690,
"source_line_end": 50699,
"raw_text_block": "CONTROL WATER\nEVOCATION\nSPELL 5\nWATER\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 500 feet; Area 50 feet long by 50 feet wide\nBy imposing your will upon the water, you can raise or\nlower the level of water in the chosen area by 10 feet. Water\ncreatures in the area are subjected to the effects of slow.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "control-water",
"content_id": "control-water",
"level": 5
}
Core Rulebook (Fourth Printing)
Crushing Despair
Rank 5 · Spell · Common
You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. Critical Success: The creature is unaffected. Success: For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably. Failure: As success, but the duration is 1 minute. Critical Failure: As failure, and the creature is automatically slowed 1 for 1 minute.
Advanced review details
Description snippet: You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.
Source lines: 50838 - 50859
Raw text block
CRUSHING DESPAIR EMOTION ENCHANTMENT SPELL 5 MENTAL Traditions arcane, occult Cast [two-actions] somatic, verbal Area 30-foot cone Saving Throw Will; Duration 1 or more rounds You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. Critical Success The creature is unaffected. Success For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably. Failure As success, but the duration is 1 minute. Critical Failure As failure, and the creature is automatically slowed 1 for 1 minute. Heightened (7th) The area increases to a 60-foot cone. DANCING LIGHTS CANTRIP EVOCATION
Heightened
[
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The area increases to a 60-foot cone. DANCING LIGHTS CANTRIP EVOCATION"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably.",
"Failure": "As success, but the duration is 1 minute.",
"Critical Failure": "As failure, and the creature is automatically slowed 1 for 1 minute."
}
}
Full schema_data
{
"id": "crushing-despair",
"name": "Crushing Despair",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"emotion",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "30-foot cone",
"targets": "none",
"duration": "1 or more rounds",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. Critical Success: The creature is unaffected. Success: For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably. Failure: As success, but the duration is 1 minute. Critical Failure: As failure, and the creature is automatically slowed 1 for 1 minute.",
"description_snippet": "You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.",
"heightened": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The area increases to a 60-foot cone. DANCING LIGHTS CANTRIP EVOCATION"
}
],
"heightened_scaling": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The area increases to a 60-foot cone. DANCING LIGHTS CANTRIP EVOCATION"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably.",
"Failure": "As success, but the duration is 1 minute.",
"Critical Failure": "As failure, and the creature is automatically slowed 1 for 1 minute."
}
},
"conditions_caused": [
"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": 50838,
"source_line_end": 50859,
"raw_text_block": "CRUSHING DESPAIR\nEMOTION\nENCHANTMENT\nSPELL 5\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nArea 30-foot cone\nSaving Throw Will; Duration 1 or more rounds\nYou inflict despair on creatures in the area. The effects for\neach creature are determined by its Will save.\nCritical Success The creature is unaffected.\nSuccess For 1 round, the creature can't use reactions and must\nattempt another save at the start of its turn; on a failure, it\nis slowed 1 for that turn as it sobs uncontrollably.\nFailure As success, but the duration is 1 minute.\nCritical Failure As failure, and the creature is automatically\nslowed 1 for 1 minute.\nHeightened (7th) The area increases to a 60-foot cone.\nDANCING LIGHTS\nCANTRIP\nEVOCATION",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "crushing-despair",
"content_id": "crushing-despair",
"level": 5
}
Advanced Player's Guide
Curse Of Death
Rank 5 · Focus · Uncommon
You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day. Critical Success: The target is unaffected. Success: The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1. Failure: The target is afflicted with the curse of death at stage 1. Critical Failure: The target is afflicted with the curse of death at stage 2. Curse of Death (curse) This curse ends immediately when the spell ends; Stage 1 4d6 negative damage and fatigued (1 round); Stage 2 8d6 negative damage and fatigued (1 round); Stage 3 12d6 negative damage and fatigued (1 round); Stage 4 death
Advanced review details
Description snippet: You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is tempora
Source lines: 33953 - 33980
Raw text block
CURSE OF DEATH UNCOMMON CURSE DEATH FOCUS 5 HEX NECROMANCY WITCH Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day. Critical Success The target is unaffected. Success The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1. Failure The target is afflicted with the curse of death at stage 1. Critical Failure The target is afflicted with the curse of death at stage 2. Curse of Death (curse) This curse ends immediately when the spell ends; Stage 1 4d6 negative damage and fatigued (1 round); Stage 2 8d6 negative damage and fatigued (1 round); Stage 3 12d6 negative damage and fatigued (1 round); Stage 4 death Heightened (+1) Increase the negative damage taken on a success and during the first three stages of the curse by 1d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the negative damage taken on a success and during the first three stages of the curse by 1d6."
}
]
Damage clauses
[
{
"formula": "4d6",
"type": "negative",
"persistent": false
},
{
"formula": "8d6",
"type": "negative",
"persistent": false
},
{
"formula": "12d6",
"type": "negative",
"persistent": false
}
]
Effects
{
"description": "You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1.",
"Failure": "The target is afflicted with the curse of death at stage 1.",
"Critical Failure": "The target is afflicted with the curse of death at stage 2. Curse of Death (curse) This curse ends immediately when the spell ends; Stage 1 4d6 negative damage and fatigued (1 round); Stage 2 8d6 negative damage and fatigued (1 round); Stage 3 12d6 negative damage and fatigued (1 round); Stage 4 death"
}
}
Full schema_data
{
"id": "curse-of-death",
"name": "Curse Of Death",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"curse",
"death",
"hex"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "sustained up to 1 minute",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day. Critical Success: The target is unaffected. Success: The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1. Failure: The target is afflicted with the curse of death at stage 1. Critical Failure: The target is afflicted with the curse of death at stage 2. Curse of Death (curse) This curse ends immediately when the spell ends; Stage 1 4d6 negative damage and fatigued (1 round); Stage 2 8d6 negative damage and fatigued (1 round); Stage 3 12d6 negative damage and fatigued (1 round); Stage 4 death",
"description_snippet": "You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is tempora",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the negative damage taken on a success and during the first three stages of the curse by 1d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the negative damage taken on a success and during the first three stages of the curse by 1d6."
}
],
"damage": [
{
"formula": "4d6",
"type": "negative",
"persistent": false
},
{
"formula": "8d6",
"type": "negative",
"persistent": false
},
{
"formula": "12d6",
"type": "negative",
"persistent": false
}
],
"damage_type": [
"negative"
],
"effects": {
"description": "You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1.",
"Failure": "The target is afflicted with the curse of death at stage 1.",
"Critical Failure": "The target is afflicted with the curse of death at stage 2. Curse of Death (curse) This curse ends immediately when the spell ends; Stage 1 4d6 negative damage and fatigued (1 round); Stage 2 8d6 negative damage and fatigued (1 round); Stage 3 12d6 negative damage and fatigued (1 round); Stage 4 death"
}
},
"conditions_caused": [
"fatigued"
],
"focus_class": "witch",
"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": 33953,
"source_line_end": 33980,
"raw_text_block": "CURSE OF DEATH\nUNCOMMON\nCURSE\nDEATH\nFOCUS 5\nHEX\nNECROMANCY\nWITCH\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude; Duration sustained up to 1 minute\nYou focus your malevolent gaze on a target, causing their heart\nto seize in dread. The target must attempt a Fortitude saving\nthrow. Regardless of the result, the target is temporarily\nimmune to further castings of curse of death for 1 day.\nCritical Success The target is unaffected.\nSuccess The target is afflicted with the curse of death at stage\n1, and the stage of the curse can't increase beyond stage 1.\nFailure The target is afflicted with the curse of death at stage 1.\nCritical Failure The target is afflicted with the curse of death\nat stage 2.\nCurse of Death (curse) This curse ends immediately when the\nspell ends; Stage 1 4d6 negative damage and fatigued (1\nround); Stage 2 8d6 negative damage and fatigued (1 round);\nStage 3 12d6 negative damage and fatigued (1 round); Stage\n4 death\nHeightened (+1) Increase the negative damage taken on a\nsuccess and during the first three stages of the curse by 1d6.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "curse-of-death",
"content_id": "curse-of-death",
"level": 5
}
Core Rulebook (Fourth Printing)
Death Ward
Rank 5 · Spell · Common
You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition. DETECT ALIGNMENT UNCOMMON DETECTION DETECT MAGIC CANTRIP Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 living creature that has 0 HP Saving Throw Will You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. Critical Success: The target is unaffected. Success: The target's dying value increases by 1. Failure: The target dies.
Advanced review details
Description snippet: You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses t
Source lines: 50997 - 51023
Raw text block
DEATH WARD SPELL 5 ABJURATION Traditions divine, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 living creature touched Duration 10 minutes You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition. DETECT ALIGNMENT UNCOMMON DETECTION DETECT MAGIC CANTRIP Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 living creature that has 0 HP Saving Throw Will You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. Critical Success The target is unaffected. Success The target's dying value increases by 1. Failure The target dies.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition. DETECT ALIGNMENT UNCOMMON DETECTION DETECT MAGIC CANTRIP Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 living creature that has 0 HP Saving Throw Will You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target's dying value increases by 1.",
"Failure": "The target dies."
}
}
Full schema_data
{
"id": "death-ward",
"name": "Death Ward",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 living creature touched",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition. DETECT ALIGNMENT UNCOMMON DETECTION DETECT MAGIC CANTRIP Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 living creature that has 0 HP Saving Throw Will You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. Critical Success: The target is unaffected. Success: The target's dying value increases by 1. Failure: The target dies.",
"description_snippet": "You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses t",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition. DETECT ALIGNMENT UNCOMMON DETECTION DETECT MAGIC CANTRIP Traditions divine, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 living creature that has 0 HP Saving Throw Will You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target's dying value increases by 1.",
"Failure": "The target dies."
}
},
"conditions_caused": [
"doomed",
"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": 50997,
"source_line_end": 51023,
"raw_text_block": "DEATH WARD\nSPELL 5\nABJURATION\nTraditions divine, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living creature touched\nDuration 10 minutes\nYou shield a creature from the ravages of negative energy.\nIt receives a +4 status bonus to saves against death and\nnegative effects, gains negative resistance 10, and suppresses\nthe effects of the doomed condition.\nDETECT ALIGNMENT\nUNCOMMON\nDETECTION\nDETECT MAGIC\nCANTRIP\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 living creature that has 0 HP\nSaving Throw Will\nYou snuff the life out of a creature on the brink of death. The\ntarget must attempt a Will save. If this kills it, you gain 10\ntemporary HP and a +1 status bonus to attack and damage rolls\nfor 10 minutes.\nCritical Success The target is unaffected.\nSuccess The target's dying value increases by 1.\nFailure The target dies.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "death-ward",
"content_id": "death-ward",
"level": 5
}
Secrets of Magic
Deity's Strike
Rank 5 · Spell · Common
A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave.
Advanced review details
Description snippet: A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or
Source lines: 11282 - 11304
Raw text block
DEITY'S STRIKE EVOCATION SPELL 7 FORCE Traditions divine Cast [two-actions] somatic, verbal; Requirements You have a deity. Range 500 feet; Targets 1 creature (see text) A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave. Heightened (9th) The force damage increases by 1d12 and the alignment damage increases by 1d6.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The force damage increases by 1d12 and the alignment damage increases by 1d6."
}
]
Damage clauses
[
{
"formula": "7d12",
"type": "force",
"persistent": false
}
]
Effects
{
"description": "A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave.",
"outcomes": []
}
Full schema_data
{
"id": "deitys-strike",
"name": "Deity's Strike",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"force"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "500 feet",
"area": "none",
"targets": "1 creature (see text)",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "You have a deity.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave.",
"description_snippet": "A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The force damage increases by 1d12 and the alignment damage increases by 1d6."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The force damage increases by 1d12 and the alignment damage increases by 1d6."
}
],
"damage": [
{
"formula": "7d12",
"type": "force",
"persistent": false
}
],
"damage_type": [
"force"
],
"effects": {
"description": "A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit. After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave.",
"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": 11282,
"source_line_end": 11304,
"raw_text_block": "DEITY'S STRIKE\nEVOCATION\nSPELL 7\nFORCE\nTraditions divine\nCast [two-actions] somatic, verbal; Requirements You have a deity.\nRange 500 feet; Targets 1 creature (see text)\nA manifested version of your deity's favored weapon\nappears in the air above and attacks the target, using your\nspell attack roll. On a hit, the weapon deals 7d12 force\ndamage, or double damage on a critical hit.\nAfter the attack, whether it succeeds or fails, divine\nenergy bursts from the weapon in a shock wave. It emits\nin a 10-foot-wide, 30-foot-long line starting from the\ntarget and continuing in a direction you choose. Choose\nan alignment your deity has (chaotic, evil, good, or lawful).\nYour target and any other creatures within the area of\nthe spell take 5d6 damage of the chosen alignment type,\nwith a basic Reflex save. The spell gains the trait of the\nalignment you choose. If your deity is true neutral, the\nweapon doesn't create a shock wave.\nHeightened (9th) The force damage increases by 1d12 and\nthe alignment damage increases by 1d6.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "deitys-strike",
"content_id": "deitys-strike",
"level": 5
}
Core Rulebook (Fourth Printing)
Dreaming Potential
Rank 5 · Spell · Common
You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream.
Advanced review details
Description snippet: You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full
Source lines: 51897 - 51910
Raw text block
DREAMING POTENTIAL ENCHANTMENT SPELL 5 MENTAL Traditions occult Cast 10 minutes (material, somatic, verbal) Range touch; Targets 1 willing sleeping creature Duration 8 hours You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream.",
"outcomes": []
}
Full schema_data
{
"id": "dreaming-potential",
"name": "Dreaming Potential",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"mental"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 willing sleeping creature",
"duration": "8 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream.",
"description_snippet": "You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full",
"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 draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream.",
"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": 51897,
"source_line_end": 51910,
"raw_text_block": "DREAMING POTENTIAL\nENCHANTMENT\nSPELL 5\nMENTAL\nTraditions occult\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets 1 willing sleeping creature\nDuration 8 hours\nYou draw the target into a lucid dream where it can explore\nthe endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours\nuninterrupted, when it wakes, it counts as having spent a day\nof downtime retraining, though it can't use dreaming potential\nfor any retraining that would require either an instructor or\nspecialized knowledge it can't access within the dream.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "dreaming-potential",
"content_id": "dreaming-potential",
"level": 5
}
Core Rulebook (Fourth Printing)
Drop Dead
Rank 5 · Spell · Uncommon
The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too. Critical Success: You fail to create a duplicate. Success: The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. Failure: The duplicate works as described.
Advanced review details
Description snippet: The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and
Source lines: 51937 - 51989
Raw text block
DROP DEAD SPELL 5 ILLUSION VISUAL Traditions arcane, divine Cast [reaction] somatic; Trigger A creature within range is hit by an attack from an enemy. Range 120 feet; Targets 1 creature Duration sustained up to 1 minute The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too. Heightened (7th) The spell doesn't end if the target uses hostile actions. DUPLICATE FOE Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 30 feet; Targets 1 enemy of level 15 or lower Saving Throw Fortitude; Duration sustained up to 1 minute You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. Critical Success You fail to create a duplicate. Success The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. Failure The duplicate works as described. Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP.
Heightened
[
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The spell doesn't end if the target uses hostile actions. DUPLICATE FOE Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 30 feet; Targets 1 enemy of level 15 or lower Saving Throw Fortitude; Duration sustained up to 1 minute You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The level of creature you can target increases by 2. The duplicate has 10 more HP."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.",
"outcomes": {
"Critical Success": "You fail to create a duplicate.",
"Success": "The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.",
"Failure": "The duplicate works as described."
}
}
Full schema_data
{
"id": "drop-dead",
"name": "Drop Dead",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"arcane",
"divine"
],
"traits": [
"visual"
],
"cast": "[reaction] somatic",
"cast_actions": "reaction",
"components": [
"somatic"
],
"range": "120 feet",
"area": "none",
"targets": "1 creature",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "A creature within range is hit by an attack from an enemy.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too. Critical Success: You fail to create a duplicate. Success: The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. Failure: The duplicate works as described.",
"description_snippet": "The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and",
"heightened": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The spell doesn't end if the target uses hostile actions. DUPLICATE FOE Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 30 feet; Targets 1 enemy of level 15 or lower Saving Throw Fortitude; Duration sustained up to 1 minute You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The level of creature you can target increases by 2. The duplicate has 10 more HP."
}
],
"heightened_scaling": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The spell doesn't end if the target uses hostile actions. DUPLICATE FOE Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 30 feet; Targets 1 enemy of level 15 or lower Saving Throw Fortitude; Duration sustained up to 1 minute You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The level of creature you can target increases by 2. The duplicate has 10 more HP."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.",
"outcomes": {
"Critical Success": "You fail to create a duplicate.",
"Success": "The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.",
"Failure": "The duplicate works as described."
}
},
"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": 51937,
"source_line_end": 51989,
"raw_text_block": "DROP DEAD\nSPELL 5\nILLUSION\nVISUAL\nTraditions arcane, divine\nCast [reaction] somatic; Trigger A creature within range is hit by an\nattack from an enemy.\nRange 120 feet; Targets 1 creature\nDuration sustained up to 1 minute\nThe target appears to fall down dead, though it actually turns\ninvisible. Its illusory corpse remains where it fell, complete with\na believable fatal wound. This illusion looks and feels like a\ndead body. If the target's death seems absurd—for instance, a\nbarbarian at full health appears to be slain by 2 damage—the\nGM can grant the attacker an immediate Perception check to\ndisbelieve the illusion. If the target uses hostile actions, the\nspell ends. This ends the entire spell, so the illusory corpse\ndisappears too.\nHeightened (7th) The spell doesn't end if the target uses\nhostile actions.\nDUPLICATE FOE\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet; Targets 1 enemy of level 15 or lower\nSaving Throw Fortitude; Duration sustained up to 1 minute\nYou try to create a temporary duplicate of an enemy to fight\non your behalf. The target can attempt a Fortitude save to\ndisrupt the spell. The duplicate appears in an unoccupied space\nadjacent to the target and has the target's attack modifier, AC,\nsaving throw modifiers, Perception, and skill modifiers, but it\nhas only 70 Hit Points and lacks the target's special abilities,\nincluding immunities, resistances, and weaknesses. It has no\nmagic items except weapon potency runes.\nThe duplicate gains the minion trait, and it can only Stride\nand Strike. Its Strikes deal the target's normal damage but\ndon't apply added effects, since it doesn't have special abilities.\nThe spell automatically ends if the duplicate's Hit Points drop\nto 0.\nThe duplicate attacks your enemies to the best of its\nabilities. You can also try to give it additional instructions;\nwhen you Sustain the Spell, you can also Command a Minion\nas part of your action, but the GM determines whether the\nduplicate follows your command.\nThe duplicate is unstable, so each turn after it takes its\nactions, it loses 4d6 Hit Points. It's not a living creature, and it\ncan never regain its lost Hit Points in any way.\nCritical Success You fail to create a duplicate.\nSuccess The duplicate deals half damage with its Strikes and\nthe duration is reduced to a maximum of 2 rounds.\nFailure The duplicate works as described.\nHeightened (+1) The level of creature you can target increases\nby 2. The duplicate has 10 more HP.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
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"spell_id": "drop-dead",
"content_id": "drop-dead",
"level": 5
}
Core Rulebook (Fourth Printing)
Elemental Form
Rank 5 · Spell · Common
You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead. • Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air fly Speed 80 feet, movement doesn't trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning. • Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action] fist, Damage 2d10 bludgeoning. • Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire. • Water Speed 20 feet, swim Speed 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.
Advanced review details
Description snippet: You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain th
Source lines: 52147 - 52200
Raw text block
ELEMENTAL FORM POLYMORPH SPELL 5 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead. • Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air fly Speed 80 feet, movement doesn't trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning. • Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action] fist, Damage 2d10 bludgeoning. • Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire. • Water Speed 20 feet, swim Speed 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove. Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23. Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead. • Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air fly Speed 80 feet, movement doesn't trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning. • Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action] fist, Damage 2d10 bludgeoning. • Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire. • Water Speed 20 feet, swim Speed 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.",
"outcomes": []
}
Full schema_data
{
"id": "elemental-form",
"name": "Elemental Form",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead. • Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air fly Speed 80 feet, movement doesn't trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning. • Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action] fist, Damage 2d10 bludgeoning. • Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire. • Water Speed 20 feet, swim Speed 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.",
"description_snippet": "You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain th",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead. • Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air fly Speed 80 feet, movement doesn't trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning. • Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action] fist, Damage 2d10 bludgeoning. • Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire. • Water Speed 20 feet, swim Speed 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.",
"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": 52147,
"source_line_end": 52200,
"raw_text_block": "ELEMENTAL FORM\nPOLYMORPH\nSPELL 5\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou call upon the power of the planes to transform into a\nMedium elemental battle form. When you cast this spell,\nchoose air, earth, fire, or water. While in this form, you gain\nthe corresponding trait and the elemental trait. You have\nhands in this battle form and can take manipulate actions.\nYou can Dismiss the spell.\nYou gain the following statistics and abilities regardless of\nwhich battle form you choose:\n• AC = 19 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 10 temporary Hit Points.\n• Darkvision.\n• One or more unarmed melee attacks specific to the\nbattle form you choose, which are the only attacks you\ncan Strike with. You're trained with them. Your attack\nmodifier is +18, and your damage bonus is +9. These\nare Dexterity based (air or fire) or Strength based\n(earth or water). If your corresponding unarmed attack\nmodifier is higher, you can use it instead.\n• Acrobatics (air or fire) or Athletics (earth or water)\nmodifier of +20; ignore this change if your own\nmodifier is higher.\nYou also gain specific abilities based on the type of\nelemental you choose:\n• Air fly Speed 80 feet, movement doesn't trigger\nreactions; Melee [one-action] gust, Damage 1d4 bludgeoning.\n• Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action]\nfist, Damage 2d10 bludgeoning.\n• Fire Speed 50 feet; fire resistance 10, weakness 5 to\ncold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire\nplus 1d4 persistent fire.\n• Water Speed 20 feet, swim Speed 60 feet; fire\nresistance 5; Melee [one-action] wave, Damage 1d12\nbludgeoning, and you can spend an action immediately\nafter a hit to push the target 5 feet with the effects of\na successful Shove.\nHeightened (6th) Your battle form is Large and your attacks\nhave 10-foot reach. You must have space to expand or\nthe spell is lost. You instead gain AC = 22 + your level,\n15 temporary HP, an attack modifier of +23, a damage\nbonus of +13, and Acrobatics or Athletics +23.\nHeightened (7th) Your battle form is Huge and your attacks\nhave 15-foot reach. You must have space to expand or\nthe spell is lost. You instead gain AC = 22 + your level,\n20 temporary HP, an attack modifier of +25, a damage\nbonus of +11, double the number of damage dice (including\npersistent damage), and Acrobatics or Athletics +25.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
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"spell_id": "elemental-form",
"content_id": "elemental-form",
"level": 5
}
Advanced Player's Guide
Establish Ward
Rank 5 · Focus · Uncommon
You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath Strikes by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee Strikes that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to 2d8 plus your spellcasting ability modifier. Upon Casting the Spell, you can immediately make a single nature's wrath Strike. You are quickened while inside the ward, and can use the additional action only to make nature's wrath Strikes. You are slowed 1 while outside the area.
Advanced review details
Description snippet: You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make natu
Source lines: 33613 - 33635
Raw text block
ESTABLISH WARD UNCOMMON ABJURATION FOCUS 5 SORCERER Cast [two-actions] somatic, verbal Area 30-foot burst Duration 1 minute You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath Strikes by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee Strikes that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to 2d8 plus your spellcasting ability modifier. Upon Casting the Spell, you can immediately make a single nature's wrath Strike. You are quickened while inside the ward, and can use the additional action only to make nature's wrath Strikes. You are slowed 1 while outside the area. Heightened (+2) The area increases by 5 feet, and the Strikes deal an additional 1d8 damage. DARKNESS
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The area increases by 5 feet, and the Strikes deal an additional 1d8 damage. DARKNESS"
}
]
Damage clauses
[
{
"formula": "2d8 + your spellcasting ability modifier",
"type": "slashing",
"persistent": false
}
]
Effects
{
"description": "You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath Strikes by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee Strikes that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to 2d8 plus your spellcasting ability modifier. Upon Casting the Spell, you can immediately make a single nature's wrath Strike. You are quickened while inside the ward, and can use the additional action only to make nature's wrath Strikes. You are slowed 1 while outside the area.",
"outcomes": []
}
Full schema_data
{
"id": "establish-ward",
"name": "Establish Ward",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "30-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath Strikes by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee Strikes that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to 2d8 plus your spellcasting ability modifier. Upon Casting the Spell, you can immediately make a single nature's wrath Strike. You are quickened while inside the ward, and can use the additional action only to make nature's wrath Strikes. You are slowed 1 while outside the area.",
"description_snippet": "You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make natu",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The area increases by 5 feet, and the Strikes deal an additional 1d8 damage. DARKNESS"
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The area increases by 5 feet, and the Strikes deal an additional 1d8 damage. DARKNESS"
}
],
"damage": [
{
"formula": "2d8 + your spellcasting ability modifier",
"type": "slashing",
"persistent": false
}
],
"damage_type": [
"slashing"
],
"effects": {
"description": "You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath Strikes by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee Strikes that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to 2d8 plus your spellcasting ability modifier. Upon Casting the Spell, you can immediately make a single nature's wrath Strike. You are quickened while inside the ward, and can use the additional action only to make nature's wrath Strikes. You are slowed 1 while outside the area.",
"outcomes": []
},
"conditions_caused": [
"quickened",
"slowed"
],
"focus_class": "sorcerer",
"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": 33613,
"source_line_end": 33635,
"raw_text_block": "ESTABLISH WARD\nUNCOMMON\nABJURATION\nFOCUS 5\nSORCERER\nCast [two-actions] somatic, verbal\nArea 30-foot burst\nDuration 1 minute\nYou bind a part of your essence to your surroundings, creating\na warded area that grants you power within it, but drains you\noutside of it. While within the area, you can make nature's\nwrath Strikes by commanding plants, wind, rocks, and other\nnatural features to attack enemies. These are melee Strikes\nthat use your spell attack modifier, can target any creature\nwithin the ward, and deal bludgeoning, piercing, or slashing\ndamage equal to 2d8 plus your spellcasting ability modifier.\nUpon Casting the Spell, you can immediately make a single\nnature's wrath Strike. You are quickened while inside the\nward, and can use the additional action only to make nature's\nwrath Strikes. You are slowed 1 while outside the area.\nHeightened (+2) The area increases by 5 feet, and the Strikes\ndeal an additional 1d8 damage.\nDARKNESS",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "establish-ward",
"content_id": "establish-ward",
"level": 5
}
Core Rulebook (Fourth Printing)
False Vision
Rank 5 · Spell · Uncommon
You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.
Advanced review details
Description snippet: You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than wha
Source lines: 52487 - 52503
Raw text block
FALSE VISION UNCOMMON SPELL 5 ILLUSION Traditions arcane, occult Cast 10 minutes (material, somatic, verbal) Range touch; Area 100-foot burst Duration until the next time you make your daily preparations You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.",
"outcomes": []
}
Full schema_data
{
"id": "false-vision",
"name": "False Vision",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "100-foot burst",
"targets": "none",
"duration": "until the next time you make your daily preparations",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.",
"description_snippet": "You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than wha",
"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 a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on 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": 52487,
"source_line_end": 52503,
"raw_text_block": "FALSE VISION\nUNCOMMON\nSPELL 5\nILLUSION\nTraditions arcane, occult\nCast 10 minutes (material, somatic, verbal)\nRange touch; Area 100-foot burst\nDuration until the next time you make your daily preparations\nYou create a false image that fools any attempts to scry on\nan area. Any scrying spell sees, hears, smells, and otherwise\ndetects whatever you wish within the area, rather than what\nis actually in the area. You can Sustain the Spell each round\nto change the illusion as you desire, including playing out a\ncomplex scene. If the scrying spell is of a higher level than\nfalse vision, the scryer can attempt a Perception check to\ndisbelieve the illusion, though even if they're successful,\nthey can't learn what's truly going on in the area.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "false-vision",
"content_id": "false-vision",
"level": 5
}
Core Rulebook (Fourth Printing)
Fey Glamour
Rank 5 · Focus · Uncommon
You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. Casting [one-action] verbal Duration 1 minute Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage.
Advanced review details
Description snippet: You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a lev
Source lines: 64247 - 64276
Raw text block
FEY GLAMOUR UNCOMMON FOCUS 5 ILLUSION SORCERER Cast [two-actions] somatic, verbal Range 30 feet; Area 30-foot burst or Targets up to 10 creatures Duration 10 minutes You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. Casting [one-action] verbal Duration 1 minute Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage. Heightened (+2) The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5. Cast [one-action] somatic, verbal Duration 1 minute Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points. Heightened (+2) The temporary Hit Points increase by 1d6. EXTEND SPELL
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5. Cast [one-action] somatic, verbal Duration 1 minute Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points."
},
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The temporary Hit Points increase by 1d6. EXTEND SPELL"
}
]
Damage clauses
[
{
"formula": "1d8",
"type": "piercing",
"persistent": false
}
]
Effects
{
"description": "You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. Casting [one-action] verbal Duration 1 minute Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage.",
"outcomes": []
}
Full schema_data
{
"id": "fey-glamour",
"name": "Fey Glamour",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "illusion",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "30-foot burst or Targets up to 10 creatures",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. Casting [one-action] verbal Duration 1 minute Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage.",
"description_snippet": "You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a lev",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5. Cast [one-action] somatic, verbal Duration 1 minute Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points."
},
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The temporary Hit Points increase by 1d6. EXTEND SPELL"
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5. Cast [one-action] somatic, verbal Duration 1 minute Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points."
},
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The temporary Hit Points increase by 1d6. EXTEND SPELL"
}
],
"damage": [
{
"formula": "1d8",
"type": "piercing",
"persistent": false
}
],
"damage_type": [
"piercing"
],
"effects": {
"description": "You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. Casting [one-action] verbal Duration 1 minute Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good 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": 64247,
"source_line_end": 64276,
"raw_text_block": "FEY GLAMOUR\nUNCOMMON\nFOCUS 5\nILLUSION\nSORCERER\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 30-foot burst or Targets up to 10 creatures\nDuration 10 minutes\nYou call upon fey glamours to cloak an area or the targets in\nillusion. This has the effect of either illusory scene on the area\nor veil on the creatures, as if heightened to a level 1 level lower\nthan fey glamour, using fey glamour's range and duration.\nCasting [one-action] verbal\nDuration 1 minute\nDevil horns grow from your skull, and your skin takes on\nfeatures of the devil responsible for your diabolic bloodline.\nYou gain resistance 5 to evil, fire, and poison, and resistance 1\nto physical damage (except silver). You can take good damage,\neven if you aren't evil, and you gain weakness 5 to good damage.\nHeightened (+2) The resistance to evil, fire, and poison increases\nby 5, the resistance to physical damage (except silver) by 2,\nand the weakness to good damage by 5.\nCast [one-action] somatic, verbal\nDuration 1 minute\nYour mouth transforms into a shadowy maw bristling with\npointed teeth. These jaws are an unarmed attack with the\nforceful trait dealing 1d8 piercing damage. If you hit with your\njaws and deal damage, you gain 1d6 temporary Hit Points.\nHeightened (+2) The temporary Hit Points increase by 1d6.\nEXTEND SPELL",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fey-glamour",
"content_id": "fey-glamour",
"level": 5
}
Core Rulebook (Fourth Printing)
Flame Strike
Rank 5 · Spell · Common
You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.
Advanced review details
Description snippet: You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their
Source lines: 52761 - 52775
Raw text block
FLAME STRIKE EVOCATION SPELL 5 FIRE Traditions divine Cast [two-actions] somatic, verbal Range 120 feet; Area 10-foot radius, 40-foot-tall cylinder Saving Throw basic Reflex You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better. Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "8d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.",
"outcomes": []
}
Full schema_data
{
"id": "flame-strike",
"name": "Flame Strike",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"fire"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "10-foot radius, 40-foot-tall cylinder",
"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 call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.",
"description_snippet": "You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"damage": [
{
"formula": "8d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.",
"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": 52761,
"source_line_end": 52775,
"raw_text_block": "FLAME STRIKE\nEVOCATION\nSPELL 5\nFIRE\nTraditions divine\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 10-foot radius, 40-foot-tall cylinder\nSaving Throw basic Reflex\nYou call a rain of divine fire that plummets down from above,\ndealing 8d6 fire damage. Because the flame is infused with\ndivine energy, creatures in the area apply only half their usual\nfire resistance. Creatures that are immune to fire, instead of\ngaining the usual benefit of immunity, treat the results of their\nsaving throws as one degree of success better.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "flame-strike",
"content_id": "flame-strike",
"level": 5
}
Secrets of Magic
Flammable Fumes
Rank 5 · Spell · Common
Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends.
Advanced review details
Description snippet: Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check aga
Source lines: 12158 - 12182
Raw text block
FLAMMABLE FUMES CONJURATION SPELL 5 POISON Traditions arcane, primal Cast [three-actions] material, somatic, verbal Range 120 feet; Area 20-foot burst Duration 1 minute Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends. Heightened (+2) The poison damage increases by 1d6 and the fire damage on an explosion increases by 2d6.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The poison damage increases by 1d6 and the fire damage on an explosion increases by 2d6."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "poison",
"persistent": false
},
{
"formula": "10d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "flammable-fumes",
"name": "Flammable Fumes",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"poison"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "20-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends.",
"description_snippet": "Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check aga",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The poison damage increases by 1d6 and the fire damage on an explosion increases by 2d6."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The poison damage increases by 1d6 and the fire damage on an explosion increases by 2d6."
}
],
"damage": [
{
"formula": "2d6",
"type": "poison",
"persistent": false
},
{
"formula": "10d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire",
"poison"
],
"effects": {
"description": "Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Perception check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 poison damage. A creature can take the poison damage from flammable fumes only once per round. One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a fire effect, the cloud detonates in a massive blaze that deals 10d6 fire damage to all creatures within it, and the spell ends.",
"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": 12158,
"source_line_end": 12182,
"raw_text_block": "FLAMMABLE FUMES\nCONJURATION\nSPELL 5\nPOISON\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 20-foot burst\nDuration 1 minute\nSending magic deep underground, you conjure a cloud of\ntoxic gases that swiftly degenerate into volatile fumes.\nThe gases are invisible, requiring a successful Perception\ncheck against your spell DC to detect visually, though their\nacrid smell and toxic effects are clear once a creature has\nentered the cloud. A creature that enters the cloud or is\nwithin the cloud at the start of its turn takes 2d6 poison\ndamage. A creature can take the poison damage from\nflammable fumes only once per round.\nOne round after you conjure the cloud, the gases loses\nstability and become flammable. If an open flame is\nbrought into the cloud, or if anyone within the area uses\na fire effect, the cloud detonates in a massive blaze that\ndeals 10d6 fire damage to all creatures within it, and the\nspell ends.\nHeightened (+2) The poison damage increases by 1d6 and\nthe fire damage on an explosion increases by 2d6.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "flammable-fumes",
"content_id": "flammable-fumes",
"level": 5
}
Secrets of Magic
Flowing Strike
Rank 5 · Spell · Common
A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice.
Advanced review details
Description snippet: A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reacti
Source lines: 12190 - 12202
Raw text block
FLOWING STRIKE EVOCATION SPELL 5 WATER Traditions arcane, primal Cast [three-actions] material, somatic, verbal A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "2d10",
"type": "bludgeoning",
"persistent": false
}
]
Effects
{
"description": "A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice.",
"outcomes": []
}
Full schema_data
{
"id": "flowing-strike",
"name": "Flowing Strike",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"water"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice.",
"description_snippet": "A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reacti",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "2d10",
"type": "bludgeoning",
"persistent": false
}
],
"damage_type": [
"bludgeoning"
],
"effects": {
"description": "A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. You Stride up to 50 feet. This movement doesn't trigger reactions. You can make a Strike at any point during your Stride. If your Strike hits, the wave flows after you to batter the target of your Strike as well, dealing 2d10 bludgeoning damage and pushing it 10 feet in a direction of your choice.",
"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": 12190,
"source_line_end": 12202,
"raw_text_block": "FLOWING STRIKE\nEVOCATION\nSPELL 5\nWATER\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nA wave of flowing water rushes behind you like an elegant\nriver, pushing you across the battlefield with fluid grace.\nYou Stride up to 50 feet. This movement doesn't trigger\nreactions. You can make a Strike at any point during your\nStride. If your Strike hits, the wave flows after you to batter\nthe target of your Strike as well, dealing 2d10 bludgeoning\ndamage and pushing it 10 feet in a direction of your choice.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "flowing-strike",
"content_id": "flowing-strike",
"level": 5
}
Secrets of Magic
Forceful Hand
Rank 5 · Spell · Common
A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. Success: ful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a disintegrate spell or similar effect destroys the hand. The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you Step, Stride, and Sustain the Spell, you use the entry for move actions, so the hand provides standard cover. • Manipulate or Attack The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. • Move The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic • Concentrate The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square.
Advanced review details
Description snippet: A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' atta
Source lines: 12207 - 12372
Raw text block
FORCEFUL HAND EVOCATION SPELL 5 FORCE Traditions arcane, occult Cast [two-actions] somatic, verbal Range 60 feet Duration sustained up to 1 minute A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. Successful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a disintegrate spell or similar effect destroys the hand. The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you Step, Stride, and Sustain the Spell, you use the entry for move actions, so the hand provides standard cover. • Manipulate or Attack The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. • Move The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic • Concentrate The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. Heightened (6th) The hand has AC 27 and 60 Hit Points. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Swat. • Swat The hand Flies to an enemy of your choice within range and attempts to Push that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Push. Heightened (7th) The hand has AC 30 and 70 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. • Grasp The hand Flies to an enemy of your choice within range and attempts to Grapple that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Grapple. Heightened (8th) The hand has AC 32 and 80 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. • Punch The hand Flies to an enemy of your choice within range and attempts to Strike that enemy with crushing force. The hand's Strikes use your melee spell attack modifiers and deal 7d8 force damage. The hand's Strikes don't use or contribute to your multiple attack penalty. Heightened (9th) The hand has AC 35 and 90 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. • Crush If the hand doesn't have a target grabbed, it Flies to an enemy of your choice within range and attempts to Strike that enemy with deadly crushing force. The hand's Strikes are melee spell attacks that deal 6d8 force damage. The hand's Strikes don't take or contribute to your multiple attack penalty. On a successful Strike, the target is grabbed by the hand until the end of your next turn, unless the hand moves or the target successfully Escapes against your spell DC. However, if the hand has a target grabbed when it uses Crush, it instead Constricts the target, dealing 6d8 force damage with a basic Fortitude save. Study Abroad Rova 10, 4687 n myself Ever since that mysterious “dream,” I've throw only for not es shelv back into research, scouring the to my clues new spells and potion recipes, but for more conviction patron's identity. I can't shake this fervent if only I h, mplis acco to ion that I have a crucial miss uce introd ly plain ns can identify it. (Why can't patro themselves instead of all this mystery?) the My cauldron skills have much improved since exhausted first attempts (just a small explosion), and I merchant l smal a my library's resources, so I've joined to access er caravan as an apothecary and book couri s see me libraries in other cities. The other merchant all birds as an oddity; I can speak with Pepper and raucous, bit a ter's now, and even my mundane laugh offer. I can but they're grateful for the protection we I certainly see why many witches keep to themselves. more after don't walk through the air around them any now.) fine she's , spooking that caravan guard. (Look lead to will I'm hopeful that our next destination there with further insight; my friend Myra is studying and I sent a scholar of the Elemental Planes. Pepper arrange an can she her a dream about our arrival so ers. introduction and hopefully get us some answ
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The hand has AC 27 and 60 Hit Points. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Swat. • Swat The hand Flies to an enemy of your choice within range and attempts to Push that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Push."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The hand has AC 30 and 70 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. • Grasp The hand Flies to an enemy of your choice within range and attempts to Grapple that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Grapple."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The hand has AC 32 and 80 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. • Punch The hand Flies to an enemy of your choice within range and attempts to Strike that enemy with crushing force. The hand's Strikes use your melee spell attack modifiers and deal 7d8 force damage. The hand's Strikes don't use or contribute to your multiple attack penalty."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The hand has AC 35 and 90 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. • Crush If the hand doesn't have a target grabbed, it Flies to an enemy of your choice within range and attempts to Strike that enemy with deadly crushing force. The hand's Strikes are melee spell attacks that deal 6d8 force damage. The hand's Strikes don't take or contribute to your multiple attack penalty. On a successful Strike, the target is grabbed by the hand until the end of your next turn, unless the hand moves or the target successfully Escapes against your spell DC. However, if the hand has a target grabbed when it uses Crush, it instead Constricts the target, dealing 6d8 force damage with a basic Fortitude save. Study Abroad Rova 10, 4687 n myself Ever since that mysterious “dream,” I've throw only for not es shelv back into research, scouring the to my clues new spells and potion recipes, but for more conviction patron's identity. I can't shake this fervent if only I h, mplis acco to ion that I have a crucial miss uce introd ly plain ns can identify it. (Why can't patro themselves instead of all this mystery?) the My cauldron skills have much improved since exhausted first attempts (just a small explosion), and I merchant l smal a my library's resources, so I've joined to access er caravan as an apothecary and book couri s see me libraries in other cities. The other merchant all birds as an oddity; I can speak with Pepper and raucous, bit a ter's now, and even my mundane laugh offer. I can but they're grateful for the protection we I certainly see why many witches keep to themselves. more after don't walk through the air around them any now.) fine she's , spooking that caravan guard. (Look lead to will I'm hopeful that our next destination there with further insight; my friend Myra is studying and I sent a scholar of the Elemental Planes. Pepper arrange an can she her a dream about our arrival so ers. introduction and hopefully get us some answ"
}
]
Damage clauses
[
{
"formula": "7d8",
"type": "force",
"persistent": false
},
{
"formula": "6d8",
"type": "force",
"persistent": false
}
]
Effects
{
"description": "A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement.",
"outcomes": {
"Success": "ful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a disintegrate spell or similar effect destroys the hand. The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you Step, Stride, and Sustain the Spell, you use the entry for move actions, so the hand provides standard cover. • Manipulate or Attack The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. • Move The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic • Concentrate The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square."
}
}
Full schema_data
{
"id": "forceful-hand",
"name": "Forceful Hand",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"force"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. Success: ful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a disintegrate spell or similar effect destroys the hand. The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you Step, Stride, and Sustain the Spell, you use the entry for move actions, so the hand provides standard cover. • Manipulate or Attack The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. • Move The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic • Concentrate The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square.",
"description_snippet": "A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' atta",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The hand has AC 27 and 60 Hit Points. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Swat. • Swat The hand Flies to an enemy of your choice within range and attempts to Push that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Push."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The hand has AC 30 and 70 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. • Grasp The hand Flies to an enemy of your choice within range and attempts to Grapple that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Grapple."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The hand has AC 32 and 80 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. • Punch The hand Flies to an enemy of your choice within range and attempts to Strike that enemy with crushing force. The hand's Strikes use your melee spell attack modifiers and deal 7d8 force damage. The hand's Strikes don't use or contribute to your multiple attack penalty."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The hand has AC 35 and 90 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. • Crush If the hand doesn't have a target grabbed, it Flies to an enemy of your choice within range and attempts to Strike that enemy with deadly crushing force. The hand's Strikes are melee spell attacks that deal 6d8 force damage. The hand's Strikes don't take or contribute to your multiple attack penalty. On a successful Strike, the target is grabbed by the hand until the end of your next turn, unless the hand moves or the target successfully Escapes against your spell DC. However, if the hand has a target grabbed when it uses Crush, it instead Constricts the target, dealing 6d8 force damage with a basic Fortitude save. Study Abroad Rova 10, 4687 n myself Ever since that mysterious “dream,” I've throw only for not es shelv back into research, scouring the to my clues new spells and potion recipes, but for more conviction patron's identity. I can't shake this fervent if only I h, mplis acco to ion that I have a crucial miss uce introd ly plain ns can identify it. (Why can't patro themselves instead of all this mystery?) the My cauldron skills have much improved since exhausted first attempts (just a small explosion), and I merchant l smal a my library's resources, so I've joined to access er caravan as an apothecary and book couri s see me libraries in other cities. The other merchant all birds as an oddity; I can speak with Pepper and raucous, bit a ter's now, and even my mundane laugh offer. I can but they're grateful for the protection we I certainly see why many witches keep to themselves. more after don't walk through the air around them any now.) fine she's , spooking that caravan guard. (Look lead to will I'm hopeful that our next destination there with further insight; my friend Myra is studying and I sent a scholar of the Elemental Planes. Pepper arrange an can she her a dream about our arrival so ers. introduction and hopefully get us some answ"
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The hand has AC 27 and 60 Hit Points. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Swat. • Swat The hand Flies to an enemy of your choice within range and attempts to Push that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Push."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The hand has AC 30 and 70 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. • Grasp The hand Flies to an enemy of your choice within range and attempts to Grapple that enemy, using your spell attack roll instead of an Athletics check to determine the results of the Grapple."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The hand has AC 32 and 80 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. • Punch The hand Flies to an enemy of your choice within range and attempts to Strike that enemy with crushing force. The hand's Strikes use your melee spell attack modifiers and deal 7d8 force damage. The hand's Strikes don't use or contribute to your multiple attack penalty."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The hand has AC 35 and 90 Hit Points, and it is Large. When you Cast this Spell, you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. • Crush If the hand doesn't have a target grabbed, it Flies to an enemy of your choice within range and attempts to Strike that enemy with deadly crushing force. The hand's Strikes are melee spell attacks that deal 6d8 force damage. The hand's Strikes don't take or contribute to your multiple attack penalty. On a successful Strike, the target is grabbed by the hand until the end of your next turn, unless the hand moves or the target successfully Escapes against your spell DC. However, if the hand has a target grabbed when it uses Crush, it instead Constricts the target, dealing 6d8 force damage with a basic Fortitude save. Study Abroad Rova 10, 4687 n myself Ever since that mysterious “dream,” I've throw only for not es shelv back into research, scouring the to my clues new spells and potion recipes, but for more conviction patron's identity. I can't shake this fervent if only I h, mplis acco to ion that I have a crucial miss uce introd ly plain ns can identify it. (Why can't patro themselves instead of all this mystery?) the My cauldron skills have much improved since exhausted first attempts (just a small explosion), and I merchant l smal a my library's resources, so I've joined to access er caravan as an apothecary and book couri s see me libraries in other cities. The other merchant all birds as an oddity; I can speak with Pepper and raucous, bit a ter's now, and even my mundane laugh offer. I can but they're grateful for the protection we I certainly see why many witches keep to themselves. more after don't walk through the air around them any now.) fine she's , spooking that caravan guard. (Look lead to will I'm hopeful that our next destination there with further insight; my friend Myra is studying and I sent a scholar of the Elemental Planes. Pepper arrange an can she her a dream about our arrival so ers. introduction and hopefully get us some answ"
}
],
"damage": [
{
"formula": "7d8",
"type": "force",
"persistent": false
},
{
"formula": "6d8",
"type": "force",
"persistent": false
}
],
"damage_type": [
"force"
],
"effects": {
"description": "A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you Sustain the Spell, the hand moves to an unoccupied space of your choice adjacent to you. When you Sustain the Spell, you can have the hand Fly to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement.",
"outcomes": {
"Success": "ful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a disintegrate spell or similar effect destroys the hand. The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you Step, Stride, and Sustain the Spell, you use the entry for move actions, so the hand provides standard cover. • Manipulate or Attack The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. • Move The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic • Concentrate The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and Stealth checks) against all attacks that pass through the hand's square."
}
},
"conditions_caused": [
"grabbed"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 12207,
"source_line_end": 12372,
"raw_text_block": "FORCEFUL HAND\nEVOCATION\nSPELL 5\nFORCE\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 60 feet\nDuration sustained up to 1 minute\nA Medium floating, disembodied hand made of magical\nforce appears in an unoccupied space adjacent to you,\nfollowing you across the battlefield to shield you against\nyour foes' attacks. Each time you Sustain the Spell, the\nhand moves to an unoccupied space of your choice adjacent\nto you. When you Sustain the Spell, you can have the hand\nFly to an unoccupied space of your choice adjacent to an\nally to protect that ally instead. The hand's movement does\nnot trigger reactions based on creature movement.\nSuccessful attacks against the hand damage it, and\ndamaging effects that can target a creature can target\nthe hand. The hand has an AC of 25, 50 Hit Points, and\ncan't recover HP by any means. A hit by a disintegrate\nspell or similar effect destroys the hand.\nThe hand's actions and the cover it provides depend\non what actions you take during your turn. At the end\nof your turn, what the hand does is determined by the\nfirst entry on this list that matches a trait from any of the\nactions you used on your turn. For instance, if you Step,\nStride, and Sustain the Spell, you use the entry for move\nactions, so the hand provides standard cover.\n• Manipulate or Attack The hand interposes between\nyou and your foes. It provides lesser cover (+1\ncircumstance bonus to AC) against all attacks that\npass through the hand's square.\n• Move The hand provides standard cover (+2\ncircumstance bonus to AC, Reflex, and Stealth\nchecks) against all attacks that pass through the\nhand's square.\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\n• Concentrate The hand provides greater cover (+4\ncircumstance bonus to AC, Reflex, and Stealth\nchecks) against all attacks that pass through the\nhand's square.\nHeightened (6th) The hand has AC 27 and 60 Hit Points.\nWhen you Cast this Spell, you can choose to replace\nthe hand's Manipulate or Attack option with Swat.\n• Swat The hand Flies to an enemy of your choice\nwithin range and attempts to Push that enemy,\nusing your spell attack roll instead of an Athletics\ncheck to determine the results of the Push.\nHeightened (7th) The hand has AC 30 and 70 Hit Points,\nand it is Large. When you Cast this Spell, you can\nchoose to replace the hand's Manipulate or Attack\noption with Grasp or Swat.\n• Grasp The hand Flies to an enemy of your choice\nwithin range and attempts to Grapple that enemy,\nusing your spell attack roll instead of an Athletics\ncheck to determine the results of the Grapple.\nHeightened (8th) The hand has AC 32 and 80 Hit Points,\nand it is Large. When you Cast this Spell, you can\nchoose to replace the hand's Manipulate or Attack\noption with Grasp, Punch, or Swat.\n• Punch The hand Flies to an enemy of your choice\nwithin range and attempts to Strike that enemy with\ncrushing force. The hand's Strikes use your melee\nspell attack modifiers and deal 7d8 force damage.\nThe hand's Strikes don't use or contribute to your\nmultiple attack penalty.\nHeightened (9th) The hand has AC 35 and 90 Hit Points,\nand it is Large. When you Cast this Spell, you can\nchoose to replace the hand's Manipulate or Attack\noption with Crush, Grasp, Punch, or Swat.\n• Crush If the hand doesn't have a target grabbed, it\nFlies to an enemy of your choice within range and\nattempts to Strike that enemy with deadly crushing\nforce. The hand's Strikes are melee spell attacks that\ndeal 6d8 force damage. The hand's Strikes don't\ntake or contribute to your multiple attack penalty.\nOn a successful Strike, the target is grabbed by the\nhand until the end of your next turn, unless the hand\nmoves or the target successfully Escapes against\nyour spell DC. However, if the hand has a target\ngrabbed when it uses Crush, it instead Constricts\nthe target, dealing 6d8 force damage with a basic\nFortitude save.\nStudy Abroad\nRova 10, 4687\nn myself\nEver since that mysterious “dream,” I've throw\nonly for\nnot\nes\nshelv\nback into research, scouring the\nto my\nclues\nnew spells and potion recipes, but for more\nconviction\npatron's identity. I can't shake this fervent\nif only I\nh,\nmplis\nacco\nto\nion\nthat I have a crucial miss\nuce\nintrod\nly\nplain\nns\ncan identify it. (Why can't patro\nthemselves instead of all this mystery?)\nthe\nMy cauldron skills have much improved since\nexhausted\nfirst attempts (just a small explosion), and I\nmerchant\nl\nsmal\na\nmy library's resources, so I've joined\nto access\ner\ncaravan as an apothecary and book couri\ns see me\nlibraries in other cities. The other merchant\nall birds\nas an oddity; I can speak with Pepper and\nraucous,\nbit\na\nter's\nnow, and even my mundane laugh\noffer. I\ncan\nbut they're grateful for the protection we\nI certainly\nsee why many witches keep to themselves.\nmore after\ndon't walk through the air around them any\nnow.)\nfine\nshe's\n,\nspooking that caravan guard. (Look\nlead to\nwill\nI'm hopeful that our next destination\nthere with\nfurther insight; my friend Myra is studying\nand I sent\na scholar of the Elemental Planes. Pepper\narrange an\ncan\nshe\nher a dream about our arrival so\ners.\nintroduction and hopefully get us some answ",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "forceful-hand",
"content_id": "forceful-hand",
"level": 5
}
Secrets of Magic
Geyser
Rank 5 · Spell · Common
Blast foes upward with superheated water,
Advanced review details
Description snippet: Blast foes upward with superheated water,
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 5,
"school": "evocation",
"traditions": [
"arcane",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Blast foes upward with superheated water,",
"content_id": "geyser",
"type": "spell",
"description": "Blast foes upward with superheated water,"
}
Secrets of Magic
Glimmer Of Charm
Rank 5 · Spell · Common
You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. Critical Success: The creature is unaffected and is aware of the aura. Success: The creature's attitude toward you improves by one step. If that improves its attitude to at least indifferent, it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. Failure: The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. Critical Failure: The creature's attitude becomes helpful to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you.
Advanced review details
Description snippet: You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with th
Source lines: 12476 - 12507
Raw text block
GLIMMER OF CHARM AURA EMOTION ENCHANTMENT SPELL 5 INCAPACITATION MENTAL Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Area 20-foot emanation centered on you Saving Throw Will; Duration sustained up to 1 minute You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. Critical Success The creature is unaffected and is aware of the aura. Success The creature's attitude toward you improves by one step. If that improves its attitude to at least indifferent, it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. Failure The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. Critical Failure The creature's attitude becomes helpful to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura.",
"outcomes": {
"Critical Success": "The creature is unaffected and is aware of the aura.",
"Success": "The creature's attitude toward you improves by one step. If that improves its attitude to at least indifferent, it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies.",
"Failure": "The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies.",
"Critical Failure": "The creature's attitude becomes helpful to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you."
}
}
Full schema_data
{
"id": "glimmer-of-charm",
"name": "Glimmer Of Charm",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"occult",
"primal"
],
"traits": [
"aura",
"emotion",
"incapacitation",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "20-foot emanation centered on you",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. Critical Success: The creature is unaffected and is aware of the aura. Success: The creature's attitude toward you improves by one step. If that improves its attitude to at least indifferent, it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. Failure: The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies. Critical Failure: The creature's attitude becomes helpful to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you.",
"description_snippet": "You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with th",
"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're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura.",
"outcomes": {
"Critical Success": "The creature is unaffected and is aware of the aura.",
"Success": "The creature's attitude toward you improves by one step. If that improves its attitude to at least indifferent, it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies.",
"Failure": "The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies.",
"Critical Failure": "The creature's attitude becomes helpful to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you."
}
},
"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": 12476,
"source_line_end": 12507,
"raw_text_block": "GLIMMER OF CHARM\nAURA\nEMOTION\nENCHANTMENT\nSPELL 5\nINCAPACITATION\nMENTAL\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nArea 20-foot emanation centered on you\nSaving Throw Will; Duration sustained up to 1 minute\nYou're bathed in a smooth, almost glittering aura that\nimproves the attitude of those near you. Any creature that\nends its turn in the aura must attempt a Will saving throw\nwith the following effects. No matter the result, it's then\ntemporarily immune for 24 hours. The effect lasts until the\nspell ends, even after the creature leaves the aura.\nCritical Success The creature is unaffected and is aware\nof the aura.\nSuccess The creature's attitude toward you improves\nby one step. If that improves its attitude to at least\nindifferent, it can't take hostile actions against you,\nthough the effect ends as soon as you take a hostile\naction against the creature or its allies.\nFailure The creature's attitude toward you improves by\ntwo steps. It can't take hostile actions against you,\nthough the effect ends as soon as you take a hostile\naction against the creature or its allies.\nCritical Failure The creature's attitude becomes helpful to\nyou, though the effect ends as soon as you take a hostile\naction against the creature or its allies. While the creature\nis helpful, it can't take hostile actions against you.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "glimmer-of-charm",
"content_id": "glimmer-of-charm",
"level": 5
}
Advanced Player's Guide
Grisly Growths
Rank 5 · Spell · Common
This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt.
Advanced review details
Description snippet: A creature grows excess limbs and organs.
Source lines: 31127 - 31137
Raw text block
GRISLY GROWTHS SPELL 5 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 corporeal creature Saving Throw basic Fortitude This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt.",
"outcomes": []
}
Full schema_data
{
"id": "grisly-growths",
"name": "Grisly Growths",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 corporeal creature",
"duration": "none",
"save": "basic Fortitude",
"save_type": "basic_fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt.",
"description_snippet": "A creature grows excess limbs and organs.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt.",
"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": 31127,
"source_line_end": 31137,
"raw_text_block": "GRISLY GROWTHS\nSPELL 5\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 corporeal creature\nSaving Throw basic Fortitude\nThis gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "grisly-growths",
"content_id": "grisly-growths",
"level": 5
}
Core Rulebook (4th Printing)
Hallucination
Rank 5 · Spell · Common
A creature believes
Advanced review details
Description snippet: A creature believes
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 5,
"school": "illusion",
"traditions": [
"arcane",
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "A creature believes",
"content_id": "hallucination",
"type": "spell",
"description": "A creature believes"
}
Secrets of Magic
Healing Well
Rank 5 · Spell · Common
You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well.
Advanced review details
Description snippet: You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time durin
Source lines: 12669 - 12691
Raw text block
HEALING WELL HEALING NECROMANCY SPELL 5 POSITIVE EVOCATION Traditions divine, primal Cast [three-actions] material, somatic, verbal Range 30 feet Duration 1 minute You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well. Heightened (+1) The healing increases by 3.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The healing increases by 3."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well.",
"outcomes": []
}
Full schema_data
{
"id": "healing-well",
"name": "Healing Well",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"healing",
"positive"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 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 call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well.",
"description_snippet": "You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time durin",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The healing increases by 3."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The healing increases by 3."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well's power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well.",
"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": 12669,
"source_line_end": 12691,
"raw_text_block": "HEALING WELL\nHEALING\nNECROMANCY\nSPELL 5\nPOSITIVE\nEVOCATION\nTraditions divine, primal\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration 1 minute\nYou call forth a well of healing that you and your allies can\ndraw from later. The well appears as a disc of shimmering\nlight on the ground in a square you touch. At any time\nduring the duration, if you or an ally are adjacent to the\nwell, that character can Interact to tap into the well's\npower, recovering 4d8 Hit Points. When the well has\nbeen tapped five times, the spell ends. The well is made of\ninsubstantial energy, allowing creatures to move through\nit and even end their turn in its space.\nIf you use an ability that increases the amount of healing\nthis spell grants, that increase applies only to the first time\nsomeone taps the well.\nHeightened (+1) The healing increases by 3.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "healing-well",
"content_id": "healing-well",
"level": 5
}
Core Rulebook (Fourth Printing)
Hellfire Plume
Rank 5 · Focus · Uncommon
You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.
Advanced review details
Description snippet: You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.
Source lines: 64349 - 64362
Raw text block
HELLFIRE PLUME UNCOMMON EVIL FOCUS 5 EVOCATION FIRE SORCERER Casting [two-actions] somatic, verbal Range 60 feet; Area 10-foot radius, 60-foot-tall cylinder Saving Throw basic Reflex You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage. Heightened (+1) The fire damage increases by 1d6, and the evil damage increases by 1d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The fire damage increases by 1d6, and the evil damage increases by 1d6."
}
]
Damage clauses
[
{
"formula": "4d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "evil",
"persistent": false
}
]
Effects
{
"description": "You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.",
"outcomes": []
}
Full schema_data
{
"id": "hellfire-plume",
"name": "Hellfire Plume",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"evil",
"fire"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "10-foot radius, 60-foot-tall cylinder",
"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 call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.",
"description_snippet": "You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The fire damage increases by 1d6, and the evil damage increases by 1d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The fire damage increases by 1d6, and the evil damage increases by 1d6."
}
],
"damage": [
{
"formula": "4d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "evil",
"persistent": false
}
],
"damage_type": [
"evil",
"fire"
],
"effects": {
"description": "You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil 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": 64349,
"source_line_end": 64362,
"raw_text_block": "HELLFIRE PLUME\nUNCOMMON\nEVIL\nFOCUS 5\nEVOCATION\nFIRE\nSORCERER\nCasting [two-actions] somatic, verbal\nRange 60 feet; Area 10-foot radius, 60-foot-tall cylinder\nSaving Throw basic Reflex\nYou call forth a plume of hellfire that erupts from below,\ndealing 4d6 fire damage and 4d6 evil damage.\nHeightened (+1) The fire damage increases by 1d6, and the evil\ndamage increases by 1d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "hellfire-plume",
"content_id": "hellfire-plume",
"level": 5
}
Advanced Player's Guide
Heroes' Feast
Rank 5 · Ritual · Uncommon
Secondary Checks Diplomacy or Society Range 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted. Critical Success: The feast is nourishing and revitalizing. The magical food casts neutralize poison, remove disease, and remove fear on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against disease, fear, and poison effects for the next 12 hours. Success: As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves. Failure: You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance. Critical Failure: The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become sickened 4 and can't reduce the condition for 12 hours.
Advanced review details
Description snippet: Secondary Checks Diplomacy or Society Range 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings ma
Source lines: 34812 - 34855
Raw text block
HEROES' FEAST UNCOMMON RITUAL 5 CONJURATION Cast 4 hours; Cost 25 gp; Secondary Casters 1 Primary Check Nature, Religion, or Occultism (expert); Secondary Checks Diplomacy or Society Range 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted. Critical Success The feast is nourishing and revitalizing. The magical food casts neutralize poison, remove disease, and remove fear on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against disease, fear, and poison effects for the next 12 hours. Success As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves. Failure You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance. Critical Failure The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become sickened 4 and can't reduce the condition for 12 hours. Heightened (+1) Increase the Hit Points recovered by 10 and the temporary Hit Points by 2 (or twice each amount on a critical success).
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the Hit Points recovered by 10 and the temporary Hit Points by 2 (or twice each amount on a critical success)."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Secondary Checks Diplomacy or Society Range 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted.",
"outcomes": {
"Critical Success": "The feast is nourishing and revitalizing. The magical food casts neutralize poison, remove disease, and remove fear on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against disease, fear, and poison effects for the next 12 hours.",
"Success": "As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves.",
"Failure": "You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance.",
"Critical Failure": "The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become sickened 4 and can't reduce the condition for 12 hours."
}
}
Full schema_data
{
"id": "heroes-feast",
"name": "Heroes' Feast",
"rank": 5,
"is_cantrip": false,
"spell_type": "ritual",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "4 hours",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "25 gp",
"primary_check": "Nature, Religion, or Occultism (expert)",
"secondary_casters": "1",
"description": "Secondary Checks Diplomacy or Society Range 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted. Critical Success: The feast is nourishing and revitalizing. The magical food casts neutralize poison, remove disease, and remove fear on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against disease, fear, and poison effects for the next 12 hours. Success: As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves. Failure: You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance. Critical Failure: The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become sickened 4 and can't reduce the condition for 12 hours.",
"description_snippet": "Secondary Checks Diplomacy or Society Range 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings ma",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the Hit Points recovered by 10 and the temporary Hit Points by 2 (or twice each amount on a critical success)."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the Hit Points recovered by 10 and the temporary Hit Points by 2 (or twice each amount on a critical success)."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Secondary Checks Diplomacy or Society Range 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted.",
"outcomes": {
"Critical Success": "The feast is nourishing and revitalizing. The magical food casts neutralize poison, remove disease, and remove fear on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against disease, fear, and poison effects for the next 12 hours.",
"Success": "As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves.",
"Failure": "You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance.",
"Critical Failure": "The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become sickened 4 and can't reduce the condition for 12 hours."
}
},
"conditions_caused": [
"sickened"
],
"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": 34812,
"source_line_end": 34855,
"raw_text_block": "HEROES' FEAST\nUNCOMMON\nRITUAL 5\nCONJURATION\nCast 4 hours; Cost 25 gp; Secondary Casters 1\nPrimary Check Nature, Religion, or Occultism (expert);\nSecondary Checks Diplomacy or Society\nRange 40 feet\nYou conjure otherworldly beings to serve you and your companions\na feast with restorative properties. These mysterious beings may\nbe fey, divine, or other supernatural servitors, as appropriate\nfor the primary check. After the first hour of the ritual, these\nservants appear and serve a massive feast, complete with an\nexquisite table and up to 10 place settings. The bounteous spread\nconsists of all manner of dishes, including the guests' childhood\ncomfort foods, modern delicacies, and preferred drinks. The\nsummoned servants spend the next 3 hours waiting on you and\nthe other guests, fetching additional food, pouring drinks, and\nso forth. During this time, you and the other guests must strive\nto be as polite and gracious as possible to avoid offending your\nmysterious hosts. At the feast's end, the ritual is completed and\nyou and the secondary caster attempt your checks as normal. If\nthe feast is interrupted at any point, the servants immediately\nvanish with their provisions and the ritual is disrupted.\nCritical Success The feast is nourishing and revitalizing. The\nmagical food casts neutralize poison, remove disease, and\nremove fear on each guest for each relevant affliction, using\nyour modifier for the primary skill check as the counteract\nmodifier. Each guest also recovers 100 Hit Points and gains\n20 temporary Hit Points for the next 12 hours. Guests also\ngain a +2 status bonus to saves against disease, fear, and\npoison effects for the next 12 hours.\nSuccess As critical success, except guests recover only 50 Hit\nPoints, gain only 10 temporary Hit Points, and don't gain the\nstatus bonus to saves.\nFailure You and the other guests taste ash in your mouths\nand realize that the feast contained nothing of sustenance.\nCritical Failure The otherworldly servants were offended by\nyour behavior or the hubris you demonstrated in summoning\nthem and poisoned the feast. You and your guests become\nsickened 4 and can't reduce the condition for 12 hours.\nHeightened (+1) Increase the Hit Points recovered by 10 and\nthe temporary Hit Points by 2 (or twice each amount on a\ncritical success).",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "heroes-feast",
"content_id": "heroes-feast",
"level": 5
}
Advanced Player's Guide
Hunter's Vision
Rank 5 · Focus · Uncommon
Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn't normally be due to lighting or the concealed or invisible conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the concealed condition, and the target isn't automatically hidden from you due to darkness or being invisible.
Advanced review details
Description snippet: Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn
Source lines: 33380 - 33395
Raw text block
HUNTER'S VISION UNCOMMON FOCUS 5 DIVINATION RANGER Cast [one-action] verbal Range 30 feet; Targets 1 hunted prey Duration 10 minutes Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn't normally be due to lighting or the concealed or invisible conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the concealed condition, and the target isn't automatically hidden from you due to darkness or being invisible.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn't normally be due to lighting or the concealed or invisible conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the concealed condition, and the target isn't automatically hidden from you due to darkness or being invisible.",
"outcomes": []
}
Full schema_data
{
"id": "hunters-vision",
"name": "Hunter's Vision",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 hunted prey",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn't normally be due to lighting or the concealed or invisible conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the concealed condition, and the target isn't automatically hidden from you due to darkness or being invisible.",
"description_snippet": "Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn",
"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 target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn't normally be due to lighting or the concealed or invisible conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the concealed condition, and the target isn't automatically hidden from you due to darkness or being invisible.",
"outcomes": []
},
"conditions_caused": [
"concealed",
"hidden"
],
"focus_class": "ranger",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 33380,
"source_line_end": 33395,
"raw_text_block": "HUNTER'S VISION\nUNCOMMON\nFOCUS 5\nDIVINATION\nRANGER\nCast [one-action] verbal\nRange 30 feet; Targets 1 hunted prey\nDuration 10 minutes\nYour target glows with a magical aura visible only to you and\nthose who follow your lead. Your target is visible to you and\nothers sharing your Hunt Prey benefits even if it wouldn't\nnormally be due to lighting or the concealed or invisible\nconditions, though cover from opaque objects still blocks your\nsight. You ignore the flat check against the target due to the\nconcealed condition, and the target isn't automatically hidden\nfrom you due to darkness or being invisible.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "hunters-vision",
"content_id": "hunters-vision",
"level": 5
}
Core Rulebook (Fourth Printing)
Illusory Scene
Rank 5 · Spell · Common
You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell. When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.
Advanced review details
Description snippet: You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate
Source lines: 53931 - 53971
Raw text block
ILLUSORY SCENE AUDITORY ILLUSION SPELL 5 OLFACTORY VISUAL Traditions arcane, occult Cast 10 minutes (somatic, verbal) Range 500 feet; Area 30-foot burst Duration 1 hour You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell. When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success. Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor. Heightened (8th) As the 6th-level version, and the duration is unlimited.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "As the 6th-level version, and the duration is unlimited."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell. When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.",
"outcomes": []
}
Full schema_data
{
"id": "illusory-scene",
"name": "Illusory Scene",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"auditory",
"olfactory",
"visual"
],
"cast": "10 minutes (somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"somatic",
"verbal"
],
"range": "500 feet",
"area": "30-foot burst",
"targets": "none",
"duration": "1 hour",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell. When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.",
"description_snippet": "You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "As the 6th-level version, and the duration is unlimited."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "As the 6th-level version, and the duration is unlimited."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell. When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.",
"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": 53931,
"source_line_end": 53971,
"raw_text_block": "ILLUSORY SCENE\nAUDITORY\nILLUSION\nSPELL 5\nOLFACTORY\nVISUAL\nTraditions arcane, occult\nCast 10 minutes (somatic, verbal)\nRange 500 feet; Area 30-foot burst\nDuration 1 hour\nYou form an imaginary scene that includes up to 10 discrete\ncreatures or objects of various sizes, all of which must be\nwithin the spell's area. These elements generate appropriate\nsounds and smells, and they feel right to the touch. Elements\nof an illusory scene are incapable of speech. Unlike with the\nillusory creature spell, creatures in your scene lack combat\nabilities and statistics. Your scene doesn't include changes to\nthe environment around it, though you can place your scene\nwithin the illusory environment of a hallucinatory terrain spell.\nWhen you create the scene, you can choose to have it be\nstatic or follow a program. Though a static scene is stationary, it\nincludes basic natural movement. For example, wind blowing on\nan illusory piece of paper would rustle it. A program can be up to\n1 minute long and repeats when finished. For instance, you could\ncreate a scene of two orcs fighting each other, and the fight would\ngo the same way for each repetition. If you create a loop, the two\nfighters end up in the same place at the start of the scene and at\nthe end of it, but you can smooth the program so it's hard to tell\nwhen the loop ends and begins. Anyone observing the scene for\nmore than a few minutes almost always notices it looping. You're\nunable to alter the program after you create the illusion.\nAny creature that touches any part of the image or uses\nthe Seek action to examine it can attempt to disbelieve your\nillusion. If they interact with a portion of the illusion, they\ndisbelieve only that portion. They disbelieve the entire scene\nonly on a critical success.\nHeightened (6th) Creatures or objects in your scene can speak.\nYou must speak the specific lines for each actor when creating\nyour program. The spell disguises your voice for each actor.\nHeightened (8th) As the 6th-level version, and the duration\nis unlimited.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "illusory-scene",
"content_id": "illusory-scene",
"level": 5
}
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