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Spell Catalogue
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Showing page 27 of 36 for 898 matching canonical spell rows.
Page 27 of 36
Advanced Player's Guide
Impaling Spike
Rank 5 · Spell · Common
You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save. Critical Success: The target dodges the spike and is unaffected. Success: The target is struck by the spike and takes half damage. Failure: The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. Critical Failure: As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is flat-footed as long as it's impaled.
Advanced review details
Description snippet: You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must
Source lines: 30982 - 31004
Raw text block
IMPALING SPIKE SPELL 5 CONJURATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Reflex; Duration 1 minute You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save. Critical Success The target dodges the spike and is unaffected. Success The target is struck by the spike and takes half damage. Failure The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. Critical Failure As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is flat-footed as long as it's impaled. 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": "piercing",
"persistent": false
}
]
Effects
{
"description": "You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save.",
"outcomes": {
"Critical Success": "The target dodges the spike and is unaffected.",
"Success": "The target is struck by the spike and takes half damage.",
"Failure": "The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns.",
"Critical Failure": "As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is flat-footed as long as it's impaled."
}
}
Full schema_data
{
"id": "impaling-spike",
"name": "Impaling Spike",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "1 minute",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save. Critical Success: The target dodges the spike and is unaffected. Success: The target is struck by the spike and takes half damage. Failure: The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. Critical Failure: As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is flat-footed as long as it's impaled.",
"description_snippet": "You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must",
"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": "piercing",
"persistent": false
}
],
"damage_type": [
"piercing"
],
"effects": {
"description": "You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save.",
"outcomes": {
"Critical Success": "The target dodges the spike and is unaffected.",
"Success": "The target is struck by the spike and takes half damage.",
"Failure": "The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns.",
"Critical Failure": "As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is flat-footed as long as it's impaled."
}
},
"conditions_caused": [
"flat-footed",
"immobilized"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 30982,
"source_line_end": 31004,
"raw_text_block": "IMPALING SPIKE\nSPELL 5\nCONJURATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Reflex; Duration 1 minute\nYou conjure a spike that thrusts up from the earth beneath\na target creature, potentially impaling it. The spike is made\nof cold iron and deals 8d6 piercing damage. The target must\nattempt a Reflex save.\nCritical Success The target dodges the spike and is unaffected.\nSuccess The target is struck by the spike and takes half damage.\nFailure The target is impaled through a leg or another\nnon-vital body part. The creature takes full damage and,\nif it's standing on solid ground, becomes immobilized. It\ncan attempt to Escape (the DC is your spell DC). While it\nremains impaled, it takes damage from any weakness to\ncold iron it has at the end of each of its turns.\nCritical Failure As failure, but the creature is impaled through\na vital organ or its center of mass, taking double damage,\nand it is flat-footed as long as it's impaled.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "impaling-spike",
"content_id": "impaling-spike",
"level": 5
}
Secrets of Magic
Inevitable Disaster
Rank 5 · Spell · Common
You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs 1d4 rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments.
Advanced review details
Description snippet: You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how
Source lines: 12827 - 12852
Raw text block
INEVITABLE DISASTER CURSE DIVINATION SPELL 5 PREDICTION Traditions divine, occult Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Saving Throw Fortitude You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs 1d4 rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments. Heightened (+1) The damage increases by 10.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs 1d4 rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments.",
"outcomes": []
}
Full schema_data
{
"id": "inevitable-disaster",
"name": "Inevitable Disaster",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"curse",
"prediction"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs 1d4 rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments.",
"description_snippet": "You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs 1d4 rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments.",
"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": 12827,
"source_line_end": 12852,
"raw_text_block": "INEVITABLE DISASTER\nCURSE\nDIVINATION\nSPELL 5\nPREDICTION\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Fortitude\nYou briefly glimpse cause and effect, putting into motion\na chain of events that will visit doom on your enemy at\nsome point in the future, though you're not quite sure\nwhen or how the doom will occur. Some kind of strange\naccident occurs 1d4 rounds later, dealing 55 damage to\nthe creature, with a basic Fortitude save. This happens\nregardless of where the target is located at the time,\neven if it travels to another plane. The GM should roll\nto determine when the damage occurs secretly and\ndetermine the form of the accident as well as the type\nof damage it deals; generally, the accident should be one\nthat deals physical damage of some type (for instance, a\ntree branch might fall on the foe and deal bludgeoning\ndamage, or a window might break and fling sharp slashing\nglass at them), though other damage types might be\nappropriate in more unusual environments.\nHeightened (+1) The damage increases by 10.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "inevitable-disaster",
"content_id": "inevitable-disaster",
"level": 5
}
Secrets of Magic
Invoke Spirits
Rank 5 · Spell · Common
Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round. On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell. critical_failure: The creature is frightened 2 and fleeing for 1 round.
Advanced review details
Description snippet: Call a group of ghostly apparitions to attack your foes.
Source lines: 12944 - 12969
Raw text block
INVOKE SPIRITS EMOTION FEAR MENTAL SPELL 5 NECROMANCY Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range 120 feet; Area 10-foot burst Saving Throw Will; Duration sustained up to 1 minute Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round. On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell. Heightened (+2) The mental damage and negative damage each increase by 1d4.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The mental damage and negative damage each increase by 1d4."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round. On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell.",
"outcomes": {
"critical_failure": "The creature is frightened 2 and fleeing for 1 round."
}
}
Full schema_data
{
"id": "invoke-spirits",
"name": "Invoke Spirits",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"emotion",
"fear",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "10-foot burst",
"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": "Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round. On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell. critical_failure: The creature is frightened 2 and fleeing for 1 round.",
"description_snippet": "Call a group of ghostly apparitions to attack your foes.",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The mental damage and negative damage each increase by 1d4."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The mental damage and negative damage each increase by 1d4."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round. On subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell.",
"outcomes": {
"critical_failure": "The creature is frightened 2 and fleeing for 1 round."
}
},
"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": 12944,
"source_line_end": 12969,
"raw_text_block": "INVOKE SPIRITS\nEMOTION\nFEAR\nMENTAL\nSPELL 5\nNECROMANCY\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 10-foot burst\nSaving Throw Will; Duration sustained up to 1 minute\nRagged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 negative damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round.\nOn subsequent rounds, the first time you Sustain the Spell each round, you can move the area up to 30 feet within the range of the spell.\nHeightened (+2) The mental damage and negative damage each increase by 1d4.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "invoke-spirits",
"content_id": "invoke-spirits",
"level": 5
}
Advanced Player's Guide
Lightning Storm
Rank 5 · Spell · Common
You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the spell's area (basic Reflex save). The first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. Critical Success: The creature is unaffected and is temporarily immune for 10 minutes. Success: The creature is unaffected. Failure: For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. Critical Failure: As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area.
Advanced review details
Description snippet: You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to
Source lines: 31087 - 31149
Raw text block
LIGHTNING STORM SPELL 5 EVOCATION Traditions primal Cast [three-actions] material, somatic, verbal Range 120 feet; Area 5-foot burst Saving Throw basic Reflex; Duration sustained up to 1 minute You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the spell's area (basic Reflex save). The first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. Heightened (+1) The damage of each bolt increases by 1d12. MAD MONKEYS Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Area 5-foot burst Duration sustained up to 1 minute Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save. Critical Success The creature is unaffected and is temporarily immune for 10 minutes. Success The creature is unaffected. Failure The creature is deafened for 1 round. Critical Failure The creature is deafened for 1 minute. • Tumultuous Gymnastics The monkeys jump and climb all over creatures in the spell's area, interfering with complex movements. Each creature in the spell's area must attempt a Reflex save. Critical Success The creature is unaffected and is temporarily immune for 10 minutes. Success The creature is unaffected. Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. Critical Failure As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage of each bolt increases by 1d12. MAD MONKEYS Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Area 5-foot burst Duration sustained up to 1 minute Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save."
}
]
Damage clauses
[
{
"formula": "4d12",
"type": "electricity",
"persistent": false
}
]
Effects
{
"description": "You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the spell's area (basic Reflex save). The first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn.",
"outcomes": {
"Critical Success": "The creature is unaffected and is temporarily immune for 10 minutes.",
"Success": "The creature is unaffected.",
"Failure": "For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action.",
"Critical Failure": "As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area."
}
}
Full schema_data
{
"id": "lightning-storm",
"name": "Lightning Storm",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "5-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "basic Reflex",
"save_type": "basic_reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the spell's area (basic Reflex save). The first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. Critical Success: The creature is unaffected and is temporarily immune for 10 minutes. Success: The creature is unaffected. Failure: For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. Critical Failure: As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area.",
"description_snippet": "You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage of each bolt increases by 1d12. MAD MONKEYS Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Area 5-foot burst Duration sustained up to 1 minute Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage of each bolt increases by 1d12. MAD MONKEYS Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Area 5-foot burst Duration sustained up to 1 minute Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet. • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save."
}
],
"damage": [
{
"formula": "4d12",
"type": "electricity",
"persistent": false
}
],
"damage_type": [
"electricity"
],
"effects": {
"description": "You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the spell's area (basic Reflex save). The first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn.",
"outcomes": {
"Critical Success": "The creature is unaffected and is temporarily immune for 10 minutes.",
"Success": "The creature is unaffected.",
"Failure": "For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action.",
"Critical Failure": "As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area."
}
},
"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": 31087,
"source_line_end": 31149,
"raw_text_block": "LIGHTNING STORM\nSPELL 5\nEVOCATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 5-foot burst\nSaving Throw basic Reflex; Duration sustained up to 1 minute\nYou create a black, rumbling storm cloud and call down\none lightning bolt. The bolt is a vertical line from the storm\ncloud to the ground below, dealing 4d12 electricity damage\nto creatures in the spell's area (basic Reflex save). The first\ntime you Sustain the Spell each round, you can call another\nlightning bolt within the area. If you Cast this Spell outdoors,\nyou can create two non-overlapping clouds instead of one,\nthough you can still call down only one bolt per turn.\nHeightened (+1) The damage of each bolt increases by 1d12.\nMAD MONKEYS\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 5-foot burst\nDuration sustained up to 1 minute\nMagical monkey spirits fill the area as they pile and climb on top\nof one another. Because the monkeys are magical spirits, they\ncan't be attacked or hurt. Casting calm emotions or a similar\neffect over the monkeys makes them docile, causing them to\ncease making mischief for the duration of mad monkeys.\nChoose the kind of mischief your monkeys make when you\nCast the Spell. They produce the effect listed for that mischief\nwhen you Cast the Spell and each round when you Sustain the\nSpell. When you Sustain the Spell, you can move the area of\nthe monkeys by 5 feet.\n• Flagrant Burglary The monkeys try to Steal any one item\nfrom one creature in the area. Use your spell DC - 10\nas the monkeys' Thievery modifier. Their attempt relies\nmore on distraction than subtlety, so the victim knows\nwhat item the monkeys were trying to take and whether\nit was taken. Getting a stolen item from the monkeys—\neven for the caster—requires Stealing it from them or\nDisarming them, using your spell DC. When the spell\nends, any stolen items fall to the ground in any square of\nthe spell's area you choose.\n• Raucous Din The monkeys screech loudly, potentially\ndeafening creatures in the spell's area. Each creature in\nthe spell's area must attempt a Fortitude save.\nCritical Success The creature is unaffected and is\ntemporarily immune for 10 minutes.\nSuccess The creature is unaffected.\nFailure The creature is deafened for 1 round.\nCritical Failure The creature is deafened for 1 minute.\n• Tumultuous Gymnastics The monkeys jump and climb\nall over creatures in the spell's area, interfering with\ncomplex movements. Each creature in the spell's area\nmust attempt a Reflex save.\nCritical Success The creature is unaffected and is\ntemporarily immune for 10 minutes.\nSuccess The creature is unaffected.\nFailure For 1 round, the creature must succeed at a DC 5\nflat check whenever it attempts a manipulate action. If\nit fails this check, the creature loses that action.\nCritical Failure As failure, but the monkeys cling to the\ncreature tenaciously, and the effect lasts until the spell\nends, even if the creature leaves the spell's area.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "lightning-storm",
"content_id": "lightning-storm",
"level": 5
}
Core Rulebook (Fourth Printing)
Litany Against Sloth
Rank 5 · Focus · Uncommon
Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute. Critical Success: The target is unaffected. Success: The target can't use reactions. Failure: The target can't use reactions and is slowed 1. Critical Failure: The target can't use reactions and is slowed 2.
Advanced review details
Description snippet: Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth d
Source lines: 61027 - 61046
Raw text block
LITANY AGAINST SLOTH UNCOMMON CHAMPION EVOCATION FOCUS 5 GOOD LITANY Cast [one-action] verbal Range 30 feet; Targets 1 evil creature Saving Throw Will; Duration 1 round Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute. Critical Success The target is unaffected. Success The target can't use reactions. Failure The target can't use reactions and is slowed 1. Critical Failure The target can't use reactions and is slowed 2.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target can't use reactions.",
"Failure": "The target can't use reactions and is slowed 1.",
"Critical Failure": "The target can't use reactions and is slowed 2."
}
}
Full schema_data
{
"id": "litany-against-sloth",
"name": "Litany Against Sloth",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"good",
"litany"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 evil creature",
"duration": "1 round",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute. Critical Success: The target is unaffected. Success: The target can't use reactions. Failure: The target can't use reactions and is slowed 1. Critical Failure: The target can't use reactions and is slowed 2.",
"description_snippet": "Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth d",
"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 litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target can't use reactions.",
"Failure": "The target can't use reactions and is slowed 1.",
"Critical Failure": "The target can't use reactions and is slowed 2."
}
},
"conditions_caused": [
"slowed"
],
"focus_class": "champion",
"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": 61027,
"source_line_end": 61046,
"raw_text_block": "LITANY AGAINST SLOTH\nUNCOMMON\nCHAMPION\nEVOCATION\nFOCUS 5\nGOOD\nLITANY\nCast [one-action] verbal\nRange 30 feet; Targets 1 evil creature\nSaving Throw Will; Duration 1 round\nYour litany rails against the sin of sloth, interfering with the\ntarget's ability to react. The target must attempt a Will save.\nA particularly slothful creature, such as a sloth demon, uses\nthe outcome one degree of success worse than the result of\nits saving throw. The target becomes temporarily immune to\nall of your litanies for 1 minute.\nCritical Success The target is unaffected.\nSuccess The target can't use reactions.\nFailure The target can't use reactions and is slowed 1.\nCritical Failure The target can't use reactions and is slowed 2.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "litany-against-sloth",
"content_id": "litany-against-sloth",
"level": 5
}
Advanced Player's Guide
Litany Of Self-interest
Rank 5 · Focus · Uncommon
You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute. Success: The target is unaffected. Failure: The target gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can't Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly.
Advanced review details
Description snippet: You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't
Source lines: 32212 - 32236
Raw text block
LITANY OF SELF-INTEREST UNCOMMON CHAMPION FOCUS 5 ENCHANTMENT EVIL LITANY MENTAL Cast [one-action] verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration 1 round You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute. Success The target is unaffected. Failure The target gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can't Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly. Heightened (8th) The status bonus increases to +3.
Heightened
[
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The status bonus increases to +3."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute.",
"outcomes": {
"Success": "The target is unaffected.",
"Failure": "The target gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can't Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly."
}
}
Full schema_data
{
"id": "litany-of-self-interest",
"name": "Litany Of Self-interest",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"evil",
"litany",
"mental"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "1 round",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute. Success: The target is unaffected. Failure: The target gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can't Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly.",
"description_snippet": "You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't",
"heightened": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The status bonus increases to +3."
}
],
"heightened_scaling": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The status bonus increases to +3."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute.",
"outcomes": {
"Success": "The target is unaffected.",
"Failure": "The target gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can't Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly."
}
},
"conditions_caused": [
"none"
],
"focus_class": "champion",
"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": 32212,
"source_line_end": 32236,
"raw_text_block": "LITANY OF SELF-INTEREST\nUNCOMMON\nCHAMPION\nFOCUS 5\nENCHANTMENT\nEVIL\nLITANY\nMENTAL\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration 1 round\nYou give a speech that fills your target with a drive to improve\nthemself to the exclusion of assisting others. A creature that\nwants to gain the benefit of this spell and doesn't care about\nits limitations can voluntarily fail the save. The target then\nbecomes temporarily immune to all your litanies for 1 minute.\nSuccess The target is unaffected.\nFailure The target gains a +2 status bonus to attack rolls,\nPerception checks, saving throws, and skill checks. The\ntarget can't Aid other creatures, consider any creature an\nally, or use spells or abilities that directly benefit another\ncreature (as determined by the GM), even if they also benefit\nthe target. Other creatures allied with the spell's target can\nstill consider the target an ally and affect it accordingly.\nHeightened (8th) The status bonus increases to +3.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "litany-of-self-interest",
"content_id": "litany-of-self-interest",
"level": 5
}
Secrets of Magic
Mantle Of The Frozen Heart
Rank 5 · Spell · Common
You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH
Advanced review details
Description snippet: You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine w
Source lines: 13296 - 13351
Raw text block
MANTLE OF THE FROZEN HEART SPELL 5 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "cold",
"persistent": false
}
]
Effects
{
"description": "You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH",
"outcomes": []
}
Full schema_data
{
"id": "mantle-of-the-frozen-heart",
"name": "Mantle Of The Frozen Heart",
"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": "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 surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH",
"description_snippet": "You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine w",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "2d6",
"type": "cold",
"persistent": false
}
],
"damage_type": [
"cold"
],
"effects": {
"description": "You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH",
"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": 13296,
"source_line_end": 13351,
"raw_text_block": "MANTLE OF THE FROZEN HEART\nSPELL 5\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou surround yourself in a mantle of frigid ice magic, and\nyour skin and armor morph into cold blue ice. Freezing air\nemanates from your body, sending a chill down anyone's\nspine who draws too close and leaving a fine dusting\nof frost in your wake. Upon Casting this Spell, pick two\nof the options below. As a single action, which has the\nconcentrate trait, you can change one of your chosen\nabilities to a different option from the list.\n• Chilling Ice The ice around your body thickens,\nmelting off to protect you from heat while inuring you\nfrom the cold. You gain resistance 10 to cold.\n• Heart of Ice Your body temperature plummets to\nblistering cold. Any creature that touches you, or that\nhits you with a melee unarmed attack or non-reach\nmelee weapon attack, takes 2d6 cold damage.\n• Ice Glide Ice trails from your feet for an instant as you\nmove, allowing you to skate rapidly along the ice. You\ndon't need to Balance on ice, and you ignore difficult\nterrain caused by ice or snow. While moving along a\nMORPH",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "mantle-of-the-frozen-heart",
"content_id": "mantle-of-the-frozen-heart",
"level": 5
}
Secrets of Magic
Mantle Of The Magma Heart
Rank 5 · Spell · Common
You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH
Advanced review details
Description snippet: You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine w
Source lines: 13299 - 13352
Raw text block
MANTLE OF THE MAGMA HEART SPELL 5 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "cold",
"persistent": false
}
]
Effects
{
"description": "You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH",
"outcomes": []
}
Full schema_data
{
"id": "mantle-of-the-magma-heart",
"name": "Mantle Of The Magma Heart",
"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": "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 surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH",
"description_snippet": "You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine w",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "2d6",
"type": "cold",
"persistent": false
}
],
"damage_type": [
"cold"
],
"effects": {
"description": "You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. • Chilling Ice The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. • Heart of Ice Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes 2d6 cold damage. • Ice Glide Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to Balance on ice, and you ignore difficult terrain caused by ice or snow. While moving along a MORPH",
"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": 13299,
"source_line_end": 13352,
"raw_text_block": "MANTLE OF THE MAGMA HEART\nSPELL 5\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou surround yourself in a mantle of frigid ice magic, and\nyour skin and armor morph into cold blue ice. Freezing air\nemanates from your body, sending a chill down anyone's\nspine who draws too close and leaving a fine dusting\nof frost in your wake. Upon Casting this Spell, pick two\nof the options below. As a single action, which has the\nconcentrate trait, you can change one of your chosen\nabilities to a different option from the list.\n• Chilling Ice The ice around your body thickens,\nmelting off to protect you from heat while inuring you\nfrom the cold. You gain resistance 10 to cold.\n• Heart of Ice Your body temperature plummets to\nblistering cold. Any creature that touches you, or that\nhits you with a melee unarmed attack or non-reach\nmelee weapon attack, takes 2d6 cold damage.\n• Ice Glide Ice trails from your feet for an instant as you\nmove, allowing you to skate rapidly along the ice. You\ndon't need to Balance on ice, and you ignore difficult\nterrain caused by ice or snow. While moving along a\nMORPH",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "mantle-of-the-magma-heart",
"content_id": "mantle-of-the-magma-heart",
"level": 5
}
Core Rulebook (Fourth Printing)
Mariner's Curse
Rank 5 · Spell · Common
You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. Failure: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. Critical Failure: As failure, but the target becomes sickened 2. SPELL 5 NECROMANCY
Advanced review details
Description snippet: You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.
Source lines: 54630 - 54648
Raw text block
MARINER'S CURSE CURSE Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Will You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. Critical Success The target is unaffected. Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. Critical Failure As failure, but the target becomes sickened 2. SPELL 5 NECROMANCY
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.",
"Failure": "The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.",
"Critical Failure": "As failure, but the target becomes sickened 2. SPELL 5 NECROMANCY"
}
}
Full schema_data
{
"id": "mariners-curse",
"name": "Mariner's Curse",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"occult",
"primal"
],
"traits": [
"curse"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. Failure: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. Critical Failure: As failure, but the target becomes sickened 2. SPELL 5 NECROMANCY",
"description_snippet": "You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.",
"Failure": "The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.",
"Critical Failure": "As failure, but the target becomes sickened 2. SPELL 5 NECROMANCY"
}
},
"conditions_caused": [
"sickened",
"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": 54630,
"source_line_end": 54648,
"raw_text_block": "MARINER'S CURSE\nCURSE\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Will\nYou afflict the target with the curse of the roiling, unforgiving\nsea. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target becomes sickened 1. Reducing its sickened\ncondition to 0 ends the curse.\nFailure The target becomes sickened 1 and can't reduce\nits sickened condition below 1 while the curse remains.\nThe curse can be lifted by remove curse or similar magic.\nWhenever the target is sickened and on the water at least a\nmile from shore, it is also slowed 1.\nCritical Failure As failure, but the target becomes sickened 2.\nSPELL 5\nNECROMANCY",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "mariners-curse",
"content_id": "mariners-curse",
"level": 5
}
Core Rulebook (Fourth Printing)
Mind Probe
Rank 5 · Spell · Uncommon
You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. Success: The target is unaffected. Failure: Each round of the spell's duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. Critical Failure: As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions.
Advanced review details
Description snippet: You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save.
Source lines: 54885 - 54909
Raw text block
MIND PROBE SPELL 5 LINGUISTIC MENTAL Traditions arcane, occult Cast 1 minute (material, somatic, verbal) Range 30 feet; Targets 1 creature Saving Throw Will; Duration sustained up to 1 minute You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. Success The target is unaffected. Failure Each round of the spell's duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. Critical Failure As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save.",
"outcomes": {
"Success": "The target is unaffected.",
"Failure": "Each round of the spell's duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.",
"Critical Failure": "As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions."
}
}
Full schema_data
{
"id": "mind-probe",
"name": "Mind Probe",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"arcane",
"occult"
],
"traits": [
"linguistic",
"mental"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"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 cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. Success: The target is unaffected. Failure: Each round of the spell's duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. Critical Failure: As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions.",
"description_snippet": "You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save.",
"outcomes": {
"Success": "The target is unaffected.",
"Failure": "Each round of the spell's duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.",
"Critical Failure": "As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions."
}
},
"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": 54885,
"source_line_end": 54909,
"raw_text_block": "MIND PROBE\nSPELL 5\nLINGUISTIC\nMENTAL\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration sustained up to 1 minute\nYou cast your thoughts through a creature's mind, sifting for\ninformation. You access the target's memories and knowledge\nunless it fends you off with a Will save.\nSuccess The target is unaffected.\nFailure Each round of the spell's duration, you can Sustain the\nSpell to ask a different question and attempt to uncover\nthe answer. For each question, the target can attempt\na Deception check against your spell DC; if the target\nsucceeds, you don't learn the answer, and on a critical\nsuccess, the target gives you a false answer that you believe\nis truthful Once you've asked the target a given question,\nasking it again, even with a separate casting of mind probe,\nproduces the same result.\nCritical Failure As failure, and the target takes a -4 circumstance\npenalty to Deception checks against your questions.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "mind-probe",
"content_id": "mind-probe",
"level": 5
}
Secrets of Magic
Mirror Malefactors
Rank 5 · Spell · Common
You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's frightened 1, and it can't reduce its frightened value. When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends.
Advanced review details
Description snippet: You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spel
Source lines: 13477 - 13503
Raw text block
MIRROR MALEFACTORS ILLUSION MENTAL SPELL 5 VISUAL Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw basic Will; Duration sustained up to 1 minute You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's frightened 1, and it can't reduce its frightened value. When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends. Heightened (+1) The damage for both the initial effect and on subsequent turns increases by 1d8.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage for both the initial effect and on subsequent turns increases by 1d8."
}
]
Damage clauses
[
{
"formula": "7d8",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's frightened 1, and it can't reduce its frightened value. When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "mirror-malefactors",
"name": "Mirror Malefactors",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"mental",
"visual"
],
"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": "basic Will",
"save_type": "basic_will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's frightened 1, and it can't reduce its frightened value. When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends.",
"description_snippet": "You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spel",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage for both the initial effect and on subsequent turns increases by 1d8."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage for both the initial effect and on subsequent turns increases by 1d8."
}
],
"damage": [
{
"formula": "7d8",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's frightened 1, and it can't reduce its frightened value. When you Cast the Spell, the reflections leap from the mirrors and attack the target, dealing 7d8 mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you Sustain the spell that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends.",
"outcomes": []
},
"conditions_caused": [
"frightened"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 13477,
"source_line_end": 13503,
"raw_text_block": "MIRROR MALEFACTORS\nILLUSION\nMENTAL\nSPELL 5\nVISUAL\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw basic Will; Duration sustained up to 1\nminute\nYou completely surround a Large or smaller creature\nin a shimmering ring of illusory mirrors that follows\nit as it moves, even when the creature moves outside\nthe range of the spell. These mirrors reflect the target,\nthough if the target has no reflection, like a vampire, it's\nunaffected by mirror malefactors. As long as the target\nis surrounded by mirrors, it's frightened 1, and it can't\nreduce its frightened value.\nWhen you Cast the Spell, the reflections leap from the\nmirrors and attack the target, dealing 7d8 mental damage\nwith a basic Will save. On subsequent turns, this effect\nrepeats the first time you Sustain the spell that turn. If\nthe target succeeds at any Will save it attempts against\nmirror malefactors, the illusory mirrors shatter and the\nspell ends.\nHeightened (+1) The damage for both the initial effect and\non subsequent turns increases by 1d8.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "mirror-malefactors",
"content_id": "mirror-malefactors",
"level": 5
}
Core Rulebook (Fourth Printing)
Moon Frenzy
Rank 5 · Spell · Common
A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage. The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.
Advanced review details
Description snippet: A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They als
Source lines: 55229 - 55311
Raw text block
MOON FRENZY SPELL 5 TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Range 30 feet; Targets up to 5 willing creatures Duration 1 minute A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage. The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet. Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. Heightened (10th) The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. NATURE INCARNATE POLYMORPH Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more 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 +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. NATURE INCARNATE POLYMORPH Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more 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 +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC."
}
]
Damage clauses
[
{
"formula": "2d8",
"type": "piercing",
"persistent": false
},
{
"formula": "2d6",
"type": "slashing",
"persistent": false
},
{
"formula": "1d4",
"type": "bleed",
"persistent": true
}
]
Effects
{
"description": "A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage. The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.",
"outcomes": []
}
Full schema_data
{
"id": "moon-frenzy",
"name": "Moon Frenzy",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "up to 5 willing creatures",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage. The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.",
"description_snippet": "A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They als",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. NATURE INCARNATE POLYMORPH Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more 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 +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. NATURE INCARNATE POLYMORPH Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more 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 +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC."
}
],
"damage": [
{
"formula": "2d8",
"type": "piercing",
"persistent": false
},
{
"formula": "2d6",
"type": "slashing",
"persistent": false
},
{
"formula": "1d4",
"type": "bleed",
"persistent": true
}
],
"damage_type": [
"bleed",
"piercing",
"slashing"
],
"effects": {
"description": "A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage. The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.",
"outcomes": []
},
"conditions_caused": [
"clumsy",
"enfeebled",
"immobilized",
"persistent bleed"
],
"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": 55229,
"source_line_end": 55311,
"raw_text_block": "MOON FRENZY\nSPELL 5\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets up to 5 willing creatures\nDuration 1 minute\nA feral aspect overcomes the targets, making them tough and\nsavage. Targets gain 5 temporary Hit Points, a +10-foot status\nbonus to their Speeds, and weakness 5 to silver. They also\ngrow vicious fangs and claws, which are unarmed attacks. The\nfangs deal 2d8 piercing damage; the claws deal 2d6 slashing\ndamage and have the agile and finesse traits. The targets\nuse their highest weapon or unarmed attack proficiency\nwith these attacks, and if they have weapon specialization\nor greater weapon specialization, they add this damage as\nwell. On a critical hit with one of these unarmed attacks, the\ncreature struck takes 1d4 persistent bleed damage.\nThe targets can't use concentrate actions unless those\nactions also have the rage trait, with the exception of Seek. A\ncreature can attempt to end the spell's effect on itself by using\na single action, which has the rage trait, to attempt a Will save\nagainst your spell DC; on a success, it ends the spell's effect\non itself.\nIf a target is in the light of a full moon, it also grows by one\nsize if it were Medium or smaller. This increases the reach of a\nMedium or Tiny creature by 5 feet.\nHeightened (6th) The temporary Hit Points increase to 10, the\nsilver weakness to 10, and the damage dealt by the attacks\nto three dice.\nHeightened (10th) The temporary Hit Points increase to 20,\nthe silver weakness to 20, and the damage dealt by the\nattacks to four dice.\nNATURE INCARNATE\nPOLYMORPH\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nThe primal power of the world flows through you. You\ntransform into an incarnation of nature, either a green man\nor a kaiju. Your battle form is Medium for a green man or\nGargantuan (30-foot-by-30-foot space) for a kaiju. You must\nhave enough space to expand into or the spell is lost. While\nin this form, you gain the plant trait (for a green man) or the\nbeast trait (for a kaiju). You can Dismiss the spell.\nYou gain the following statistics and abilities regardless of\nwhich battle form you choose:\n• AC = 25 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 30 temporary Hit Points.\n• Darkvision.\n• One or more attacks specific to the battle form you\nchoose, which are the only attacks you can Strike\nwith. You're trained with them. Your attack modifier\nis +34, and you use the listed damage. These attacks\nare Strength based (for the purpose of the enfeebled\ncondition, for example). If your unarmed attack\nmodifier is higher, you can use it instead.\n• Athletics modifier of +36, unless your own modifier\nis higher.\nYou also gain specific abilities based on the type of\nincarnation you choose:\n• Green Man Speed 40 feet, climb Speed 40 feet; Melee\n[one-action] vines (reach 30 feet, versatile P), Damage 6d8+12\nbludgeoning; Ranged [one-action] thorns (range 100 feet),\nDamage 6d6+6 piercing; Green Caress (aura, primal,\ntransmutation) 60 feet. Enemies other than plants\nmust succeed at a Fortitude save against your spell\nDC or become clumsy 1 for 1 round (clumsy 2 on a\ncritical failure).\n• Kaiju Speed 50 feet; resistance 5 to physical damage;\nMelee [one-action] jaws (reach 30 feet), Damage 6d10+10\npiercing; Melee [one-action] claws (agile, reach 30 feet), Damage\n6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet),\nDamage 6d6+10 bludgeoning; Unstoppable You are\nimmune to being immobilized and ignore difficult\nterrain and greater difficult terrain; Trample [three-actions] You\nmove up to double your Speed and move through the\nspaces of Huge or smaller creatures, trampling each\ncreature whose space you enter. A trampled creature\ntakes foot damage with a basic Reflex save against\nyour spell DC.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "moon-frenzy",
"content_id": "moon-frenzy",
"level": 5
}
Core Rulebook (Fourth Printing)
Negative
Rank 5 · Ritual · Uncommon
Secondary Checks Occultism or Religion (whichever isn't used for the primary check) Duration up to 10 minutes You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect. DIVINATION
Advanced review details
Description snippet: Secondary Checks Occultism or Religion (whichever isn't used for the primary check) Duration up to 10 minutes You tear the veil to the afterlife and call a spirit from its final re
Source lines: 65427 - 65451
Raw text block
NEGATIVE PLANT RITUAL 5 NECROMANCY UNCOMMON Cast 1 hour; Cost rare candles and incense worth a total value of 50 gp; Secondary Casters 1 Primary Check Occultism (expert) or Religion (expert); Secondary Checks Occultism or Religion (whichever isn't used for the primary check) Duration up to 10 minutes You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect. DIVINATION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Secondary Checks Occultism or Religion (whichever isn't used for the primary check) Duration up to 10 minutes You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect. DIVINATION",
"outcomes": []
}
Full schema_data
{
"id": "negative",
"name": "Negative",
"rank": 5,
"is_cantrip": false,
"spell_type": "ritual",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"plant"
],
"cast": "1 hour",
"cast_actions": "one_hour",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "rare candles and incense worth a total value of 50 gp",
"primary_check": "Occultism (expert) or Religion (expert)",
"secondary_casters": "1",
"description": "Secondary Checks Occultism or Religion (whichever isn't used for the primary check) Duration up to 10 minutes You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect. DIVINATION",
"description_snippet": "Secondary Checks Occultism or Religion (whichever isn't used for the primary check) Duration up to 10 minutes You tear the veil to the afterlife and call a spirit from its final re",
"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": "Secondary Checks Occultism or Religion (whichever isn't used for the primary check) Duration up to 10 minutes You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect. DIVINATION",
"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": 65427,
"source_line_end": 65451,
"raw_text_block": "NEGATIVE\nPLANT\nRITUAL 5\nNECROMANCY\nUNCOMMON\nCast 1 hour; Cost rare candles and incense worth a total value\nof 50 gp; Secondary Casters 1\nPrimary Check Occultism (expert) or Religion (expert);\nSecondary Checks Occultism or Religion (whichever isn't\nused for the primary check)\nDuration up to 10 minutes\nYou tear the veil to the afterlife and call a spirit from its final\nresting place. You must call the spirit by name, and you must\nprovide a connection to the spirit, such as a possession, a\ngarment, or a piece of its corpse. A spirit unwilling to heed\nyour call can attempt a Will save to avoid it; on a critical\nsuccess, a trickster spirit Impersonates the spirit you meant\nto call. The DC of the Will save is 2 lower if you haven't met\nthe spirit in life. Either way, the spirit appears as a wispy form\nof the creature you meant to call. Each minute of the duration,\nyou can ask the spirit a question. It can answer how it pleases\nor even refuse to answer. If the spirit isn't in the afterlife (such\nas if it's an undead), all results other than critical failures use\nthe failure effect.\nDIVINATION",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "negative",
"content_id": "negative",
"level": 5
}
Advanced Player's Guide
Ode To Ouroboros
Rank 5 · Focus · Uncommon
Your ode temporarily staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its dying condition, such as disintegrate and death effects. SONG OF MARCHING Bards can gain the following composition spells. This section also includes their composition cantrips.
Advanced review details
Description snippet: Your ode temporarily staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target wi
Source lines: 32051 - 32067
Raw text block
ODE TO OUROBOROS UNCOMMON BARD FOCUS 5 COMPOSITION NECROMANCY Cast [reaction] verbal; Trigger A creature's dying condition would reach the value at which they would die. Range 60 feet; Targets the triggering creature Your ode temporarily staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its dying condition, such as disintegrate and death effects. SONG OF MARCHING Bards can gain the following composition spells. This section also includes their composition cantrips.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your ode temporarily staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its dying condition, such as disintegrate and death effects. SONG OF MARCHING Bards can gain the following composition spells. This section also includes their composition cantrips.",
"outcomes": []
}
Full schema_data
{
"id": "ode-to-ouroboros",
"name": "Ode To Ouroboros",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"occult"
],
"traits": [
"composition"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "the triggering creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "A creature's dying condition would reach the value at which they would die.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your ode temporarily staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its dying condition, such as disintegrate and death effects. SONG OF MARCHING Bards can gain the following composition spells. This section also includes their composition cantrips.",
"description_snippet": "Your ode temporarily staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target wi",
"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 ode temporarily staves off death. The target's dying condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its dying condition, such as disintegrate and death effects. SONG OF MARCHING Bards can gain the following composition spells. This section also includes their composition cantrips.",
"outcomes": []
},
"conditions_caused": [
"dying"
],
"focus_class": "bard",
"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": 32051,
"source_line_end": 32067,
"raw_text_block": "ODE TO OUROBOROS\nUNCOMMON\nBARD\nFOCUS 5\nCOMPOSITION\nNECROMANCY\nCast [reaction] verbal; Trigger A creature's dying condition would\nreach the value at which they would die.\nRange 60 feet; Targets the triggering creature\nYour ode temporarily staves off death. The target's dying\ncondition remains 1 below the value at which it dies. This\ndoesn't help prevent death from effects that kill the target\nwithout increasing its dying condition, such as disintegrate\nand death effects.\nSONG OF MARCHING\nBards can gain the following composition spells. This\nsection also includes their composition cantrips.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ode-to-ouroboros",
"content_id": "ode-to-ouroboros",
"level": 5
}
Core Rulebook (4th Printing)
Passwall
Rank 5 · Spell · Uncommon
Form an earthen
Advanced review details
Description snippet: Form an earthen
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 5,
"school": "conjuration",
"traditions": [
"arcane",
"primal"
],
"heightenable": true,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Form an earthen",
"content_id": "passwall",
"type": "spell",
"description": "Form an earthen"
}
Core Rulebook (Fourth Printing)
Plant Form
Rank 5 · Spell · Common
Taking inspiration from verdant creatures, you transform into a Large plant battle form such as an arboreal, flytrap, or shambler.
Advanced review details
Description snippet: Turn into a dangerous plant creature.
Source lines: 56293 - 56335
Raw text block
PLANT FORM SPELL 5 PLANT TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Taking inspiration from verdant creatures, you transform into a Large plant battle form. When you cast this spell, choose arboreal, flytrap, or shambler. While in this form, you gain the plant trait. You gain the following statistics and abilities regardless of which battle form you choose: AC = 19 + your level, 12 temporary HP, resistance 10 to poison, low-light vision, plant attacks, and Athletics +19 unless your own modifier is higher. Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Taking inspiration from verdant creatures, you transform into a Large plant battle form such as an arboreal, flytrap, or shambler.",
"outcomes": []
}
Full schema_data
{
"id": "plant-form",
"name": "Plant Form",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"plant",
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "self",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Taking inspiration from verdant creatures, you transform into a Large plant battle form such as an arboreal, flytrap, or shambler.",
"description_snippet": "Turn into a dangerous plant creature.",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Taking inspiration from verdant creatures, you transform into a Large plant battle form such as an arboreal, flytrap, or shambler.",
"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": 56293,
"source_line_end": 56335,
"raw_text_block": "PLANT FORM\nSPELL 5\nPLANT\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nTaking inspiration from verdant creatures, you transform into a Large plant battle form. When you cast this spell, choose arboreal, flytrap, or shambler. While in this form, you gain the plant trait.\nYou gain the following statistics and abilities regardless of which battle form you choose: AC = 19 + your level, 12 temporary HP, resistance 10 to poison, low-light vision, plant attacks, and Athletics +19 unless your own modifier is higher.\nHeightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "plant-form",
"content_id": "plant-form",
"level": 5
}
Secrets of Magic
Portrait Of Spite
Rank 5 · Ritual · Uncommon
Checks Crafting, Occultism or Religion (whichever isn't used for the primary check) Target 1 living creature Duration 1 year Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the clumsy, enfeebled, drained, or stupefied condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the Crafting check must be able to paint or draw the target from memory. The target suffers the effects over the course of 1d6 hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for enfeebled, pallid and sickly for drained, and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately. Critical Success: The target is either clumsy 4, drained 4, enfeebled 4, or stupefied 4, depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success. Success: The target is either clumsy 2, drained 2, enfeebled 2, or stupefied 2, depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success. Failure: The portrait doesn't change, and the ritual has no effect on the target. Critical Failure: The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next 1d6 hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success.
Advanced review details
Description snippet: Checks Crafting, Occultism or Religion (whichever isn't used for the primary check) Target 1 living creature Duration 1 year Using the blood, you compose a portrait of the target i
Source lines: 17793 - 17844
Raw text block
PORTRAIT OF SPITE UNCOMMON CURSE RITUAL 5 NECROMANCY Cast 7 days; Cost splendid art supplies worth at least 100 gp × the target's level, at least one pint of blood from the target; Secondary Casters 3 Primary Check Occultism or Religion (master); Secondary Checks Crafting, Occultism or Religion (whichever isn't used for the primary check) Target 1 living creature Duration 1 year Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the clumsy, enfeebled, drained, or stupefied condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the Crafting check must be able to paint or draw the target from memory. The target suffers the effects over the course of 1d6 hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for enfeebled, pallid and sickly for drained, and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately. Critical Success The target is either clumsy 4, drained 4, enfeebled 4, or stupefied 4, depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success. Success The target is either clumsy 2, drained 2, enfeebled 2, or stupefied 2, depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success. Failure The portrait doesn't change, and the ritual has no effect on the target. Critical Failure The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next 1d6 hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Checks Crafting, Occultism or Religion (whichever isn't used for the primary check) Target 1 living creature Duration 1 year Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the clumsy, enfeebled, drained, or stupefied condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the Crafting check must be able to paint or draw the target from memory. The target suffers the effects over the course of 1d6 hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for enfeebled, pallid and sickly for drained, and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately.",
"outcomes": {
"Critical Success": "The target is either clumsy 4, drained 4, enfeebled 4, or stupefied 4, depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success.",
"Success": "The target is either clumsy 2, drained 2, enfeebled 2, or stupefied 2, depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success.",
"Failure": "The portrait doesn't change, and the ritual has no effect on the target.",
"Critical Failure": "The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next 1d6 hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success."
}
}
Full schema_data
{
"id": "portrait-of-spite",
"name": "Portrait Of Spite",
"rank": 5,
"is_cantrip": false,
"spell_type": "ritual",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"curse"
],
"cast": "7 days",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "splendid art supplies worth at least 100 gp × the target's level, at least one pint of blood from the target",
"primary_check": "Occultism or Religion (master) Secondary",
"secondary_casters": "3",
"description": "Checks Crafting, Occultism or Religion (whichever isn't used for the primary check) Target 1 living creature Duration 1 year Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the clumsy, enfeebled, drained, or stupefied condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the Crafting check must be able to paint or draw the target from memory. The target suffers the effects over the course of 1d6 hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for enfeebled, pallid and sickly for drained, and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately. Critical Success: The target is either clumsy 4, drained 4, enfeebled 4, or stupefied 4, depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success. Success: The target is either clumsy 2, drained 2, enfeebled 2, or stupefied 2, depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success. Failure: The portrait doesn't change, and the ritual has no effect on the target. Critical Failure: The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next 1d6 hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success.",
"description_snippet": "Checks Crafting, Occultism or Religion (whichever isn't used for the primary check) Target 1 living creature Duration 1 year Using the blood, you compose a portrait of the target i",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Checks Crafting, Occultism or Religion (whichever isn't used for the primary check) Target 1 living creature Duration 1 year Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the clumsy, enfeebled, drained, or stupefied condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the Crafting check must be able to paint or draw the target from memory. The target suffers the effects over the course of 1d6 hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for enfeebled, pallid and sickly for drained, and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately.",
"outcomes": {
"Critical Success": "The target is either clumsy 4, drained 4, enfeebled 4, or stupefied 4, depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success.",
"Success": "The target is either clumsy 2, drained 2, enfeebled 2, or stupefied 2, depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success.",
"Failure": "The portrait doesn't change, and the ritual has no effect on the target.",
"Critical Failure": "The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next 1d6 hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success."
}
},
"conditions_caused": [
"clumsy",
"drained",
"enfeebled",
"stupefied"
],
"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": 17793,
"source_line_end": 17844,
"raw_text_block": "PORTRAIT OF SPITE\nUNCOMMON\nCURSE\nRITUAL 5\nNECROMANCY\nCast 7 days; Cost splendid art supplies worth at least\n100 gp × the target's level, at least one pint of blood\nfrom the target; Secondary Casters 3\nPrimary Check Occultism or Religion (master); Secondary\nChecks Crafting, Occultism or Religion (whichever isn't\nused for the primary check)\nTarget 1 living creature\nDuration 1 year\nUsing the blood, you compose a portrait of the target in\nperfect health. Once the portrait is complete, you recite\nyour grievances against the target and enact on the portrait\nthe punishments you wish to see them face, choosing from\nthe clumsy, enfeebled, drained, or stupefied condition. The\ntarget must attempt a Will saving throw. You're only able\nto perform this ritual if you know the target's name and\nare able to see their face clearly in your mind's eye, and the\nsecondary caster who performs the Crafting check must be\nable to paint or draw the target from memory.\nThe target suffers the effects over the course of 1d6\nhours, during which time the portrait transforms to\nreveal a caricature of the punishment you chose—muscles\natrophied into nothing for enfeebled, pallid and sickly\nfor drained, and so on. The target is immediately aware\nthat they're under the effects of a magical ailment. If the\nduration expires or the target removes the curse with a\nremove curse or similar effect, their portrait slowly returns\nback to its original form. Destroying the portrait also ends\nthe effect immediately.\nCritical Success The target is either clumsy 4,\ndrained 4, enfeebled 4, or stupefied 4, depending on\nthe punishment you chose. On a successful Will save,\nthe condition value is 2, and the target is unaffected on\na critical success.\nSuccess The target is either clumsy 2, drained 2, enfeebled 2,\nor stupefied 2, depending on the punishment you chose.\nOn a successful Will save, the condition value is 1, and\nthe target is unaffected on a critical success.\nFailure The portrait doesn't change, and the ritual has no\neffect on the target.\nCritical Failure The portrait turns into a sickening mimicry\nof your form and the forms of the secondary casters, and\nthe blood of your target extracts itself from the canvas,\ndripping down and drying immediately to prevent you\nfrom reattempting the ritual. Over the course of the next\n1d6 hours, you and the secondary casters experience\nthe curse you had intended to place upon the target\nwith the effects of a critical success.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "portrait-of-spite",
"content_id": "portrait-of-spite",
"level": 5
}
Secrets of Magic
Portrait Of The Artist
Rank 5 · Spell · Common
Tradition occult Cast 1 minute (somatic, verbal, material) Duration 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check.
Advanced review details
Description snippet: Tradition occult Cast 1 minute (somatic, verbal, material) Duration 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance
Source lines: 14185 - 14217
Raw text block
PORTRAIT OF THE ARTIST ILLUSION SPELL 5 VISUAL Tradition occult Cast 1 minute (somatic, verbal, material) Duration 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Tradition occult Cast 1 minute (somatic, verbal, material) Duration 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check.",
"outcomes": []
}
Full schema_data
{
"id": "portrait-of-the-artist",
"name": "Portrait Of The Artist",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"visual"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Tradition occult Cast 1 minute (somatic, verbal, material) Duration 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check.",
"description_snippet": "Tradition occult Cast 1 minute (somatic, verbal, material) Duration 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Tradition occult Cast 1 minute (somatic, verbal, material) Duration 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either Perception or an appropriate Lore, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. This spell can't grant you any benefits from special abilities that take such skill they require a Performance check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to Earn Income from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an Earn Income check.",
"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": 14185,
"source_line_end": 14217,
"raw_text_block": "PORTRAIT OF THE ARTIST\nILLUSION\nSPELL 5\nVISUAL\nTradition occult\nCast 1 minute (somatic, verbal, material)\nDuration 1 hour\nYou change your appearance to look like a well-known\nartist talented at a particular craft or performance, such\nas a painter, singer, or orator, with the effects of illusory\ndisguise. Additionally, you appear to mimic their skill,\nalthough such appearances are merely an illusion. If they\nare famous for physical art, the spell creates illusions of\nphysical artwork matching their style, and onlookers\nwho don't disbelieve are convinced these works are as\nimpressive as the real thing. If they are famous for their\nability to perform, you create an illusory performance\nthat tricks onlookers into thinking you are as skillful as\nthe performer you're pretending to be. The audience can\ndisbelieve this spell if they interact with your art or actively\nlisten to the performance, using either Perception or an\nappropriate Lore, whichever is higher. When the duration\nends, any fake art disappears, and those who were duped\nby a performance realize it wasn't as good as they thought,\nthough they still might not discover that you weren't really\nthe artist you claimed to be.\nThis spell can't grant you any benefits from special\nabilities that take such skill they require a Performance\ncheck, such as the lingering performance focus spell. Using\nthe spell to maintain the ruse long enough to Earn Income\nfrom your art is also quite difficult; because it requires\ncareful timing and repeated deceit, it can't be assumed to\nautomatically work on an Earn Income check.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "portrait-of-the-artist",
"content_id": "portrait-of-the-artist",
"level": 5
}
Core Rulebook (Fourth Printing)
Prying Eye
Rank 5 · Spell · Common
You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.
Advanced review details
Description snippet: You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously tran
Source lines: 56524 - 56544
Raw text block
PRYING EYE DIVINATION SPELL 5 SCRYING Traditions arcane, divine, occult Cast 1 minute (material, somatic, verbal) Range see text Duration sustained You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.",
"outcomes": []
}
Full schema_data
{
"id": "prying-eye",
"name": "Prying Eye",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"scrying"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "see text",
"area": "none",
"targets": "none",
"duration": "sustained",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.",
"description_snippet": "You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously tran",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 56524,
"source_line_end": 56544,
"raw_text_block": "PRYING EYE\nDIVINATION\nSPELL 5\nSCRYING\nTraditions arcane, divine, occult\nCast 1 minute (material, somatic, verbal)\nRange see text\nDuration sustained\nYou create an invisible, floating eye, 1 inch in diameter, at a\nlocation you can see within 500 feet. It sees in all directions\nwith your normal visual senses and continuously transmits\nwhat it sees to you.\nThe first time you Sustain the Spell each round, you can\neither move the eye up to 30 feet, seeing only things in front\nof the eye, or move it up to 10 feet, seeing everything in all\ndirections around it. There is no limit to how far from you the\neye can move, but the spell ends immediately if you and the\neye ever cease to be on the same plane of existence. You can\nattempt Seek actions through the eye if you want to attempt\nPerception checks with it. Any damage dealt to the eye\ndestroys it and ends the spell.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "prying-eye",
"content_id": "prying-eye",
"level": 5
}
Secrets of Magic
Repelling Pulse
Rank 5 · Spell · Common
You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is pushed 10 feet away from you. Critical Failure: The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked prone.
Advanced review details
Description snippet: You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex
Source lines: 14554 - 14575
Raw text block
REPELLING PULSE SPELL 5 FORCE Traditions divine, occult Cast [two-actions] somatic, verbal Area 30-foot emanation Saving Throw Reflex You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pushed 10 feet away from you. Critical Failure The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked prone. Heightened (+2) The force damage increases by 2d10, and the distance the target is moved on a failure and critical failure increases by 5 feet.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The force damage increases by 2d10, and the distance the target is moved on a failure and critical failure increases by 5 feet."
}
]
Damage clauses
[
{
"formula": "7d10",
"type": "force",
"persistent": false
}
]
Effects
{
"description": "You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is pushed 10 feet away from you.",
"Critical Failure": "The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked prone."
}
}
Full schema_data
{
"id": "repelling-pulse",
"name": "Repelling Pulse",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"force"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "30-foot emanation",
"targets": "none",
"duration": "none",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is pushed 10 feet away from you. Critical Failure: The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked prone.",
"description_snippet": "You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The force damage increases by 2d10, and the distance the target is moved on a failure and critical failure increases by 5 feet."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The force damage increases by 2d10, and the distance the target is moved on a failure and critical failure increases by 5 feet."
}
],
"damage": [
{
"formula": "7d10",
"type": "force",
"persistent": false
}
],
"damage_type": [
"force"
],
"effects": {
"description": "You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage depending on its Reflex save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is pushed 10 feet away from you.",
"Critical Failure": "The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked prone."
}
},
"conditions_caused": [
"prone"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 14554,
"source_line_end": 14575,
"raw_text_block": "REPELLING PULSE\nSPELL 5\nFORCE\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nArea 30-foot emanation\nSaving Throw Reflex\nYou unleash a powerful pulse of telekinetic power, and\nthe pulse violently hurls creatures away from you. Each\ncreature in the area takes 7d10 force damage depending\non its Reflex save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and is pushed 10\nfeet away from you.\nCritical Failure The creature takes double damage. The\ncreature is pushed 20 feet away from you and is then\nknocked prone.\nHeightened (+2) The force damage increases by 2d10, and\nthe distance the target is moved on a failure and critical\nfailure increases by 5 feet.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "repelling-pulse",
"content_id": "repelling-pulse",
"level": 5
}
Core Rulebook (Fourth Printing)
Resurrect
Rank 5 · Ritual · Uncommon
Medicine, Society Range 10 feet; Targets 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Pharasma has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost. Critical Success: You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark. Success: As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. Failure: Your attempt is unsuccessful. Critical Failure: Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target.
Advanced review details
Description snippet: Medicine, Society Range 10 feet; Targets 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body
Source lines: 65718 - 65784
Raw text block
RESURRECT UNCOMMON HEALING RITUAL 5 NECROMANCY Cast 1 day; Cost diamonds worth a total value of 75 gp x the target's level; Secondary Casters 2 Primary Check Religion (expert); Secondary Checks Medicine, Society Range 10 feet; Targets 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Pharasma has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost. Critical Success You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark. Success As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. Failure Your attempt is unsuccessful. Critical Failure Something goes horribly wrong-an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target. Heightened (6th) You can resurrect a target of up to 12th level, and the base cost is 125 gp. Heightened (7th) You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp. Heightened (8th) As 7th level, but the target can be up to 16th level and the base cost is 300 gp. Heightened (9th) You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp. Heightened (10th) As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can resurrect a target of up to 12th level, and the base cost is 125 gp."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "As 7th level, but the target can be up to 16th level and the base cost is 300 gp."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp. Sarkoris Scar Realm of the Mammoth Lords Irrisen Lands of the Linnorm Kings Mendev Saga Lands Lake of Mists and Veils Brevoy Numeria Kodar Mountains Hold of Belkzen New Thassilon Ustalav BROKEN LANDS EYE OF Dread Varisia Steaming Sea Mindspin Mountains River Kingdoms Razmiran Isle of Terror Nirmathas Lake Encarthan Kyonin Galt Hermea Nidal HIGH SEAS Oprak Tanglebriar Molthune Druma SHINING KINGDOMS Ravounel Menador Mountains Isger OLD CHELIAX Five Kings Mountains Verduran Forest Andoran Taldor Cheliax Isle of Kortos The Inner Sea Arcadian Ocean ABSALOM Thuvia Rahadoum GOLDEN ROAD Osirion Qadira Barrier Wall Mediogalti Island Eye of Abendego Sodden lands Katapesh Kibwe Nex Usaro Shackles Nantambu Bloodcove MWANGI EXPANSE Jalmeray Shattered Range Mana Wastes Geb IMPOSSIBLE LANDS Senghor Obari Ocean Fever Sea Vidrian Mzali Chapter 8: The Age of Lost Omens Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did. Dwarves ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, elves returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and gnomes from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy goblin tribes with a knack for surviving despite all odds against them to industrious halflings who emerged from the ruins to found societies of their own. But humanity made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden—an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders he'd achieved. Greatest among these was his discovery of a shard of potent magic known today as the Starstone, a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the Starstone and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos—also known as Starstone Isle—where he then established the city of Absalom. In the centuries to follow, Absalom grew into one of the largest cities in the world, and Aroden's legacy grew alongside it. As the millennia passed, his attentions increasingly turned away from the concerns of the Inner Sea's inhabitants to otherworldly matters beyond mortal ken, but prophecy spoke of a time when he would return to Golarion and lead humanity triumphantly into an Age of Glory. As the time of Aroden's return drew near, entire nations undertook monumental preparations to welcome him back to Golarion. But instead, Aroden died, and with him the reliability of prophecy as well. Golarion was wracked by storms, war, and supernatural devastation as the god's death marked the beginning of a new age—a time of uncertainty, but also a time of opportunity. This is the Age of Lost Omens, an age in need of heroes like never before. Avistan Arcadia Tian Xia Azlant Casmaron Garund Sarusan Beyond the Inner Sea Crown of the World The Inner Sea region consists of the continent of Avistan and the northern portion of the continent of Garund, but it is only one part of a much larger world. Garund itself extends further south, and its southern reaches are home to several unique ancestries and cultures. As one travels east from the Inner Sea, the vast expanse of the continent of Casmaron stretches beyond the horizon. With the immense inland Castrovin Sea at its heart, Casmaron is the largest of Golarion's continents and home to some of its oldest and most successful empires. Farther east of Casmaron lies the continent of Tian Xia, a region often called the Dragon Empires. The northern section of Tian Xia connects to Golarion's northernmost continent, a frozen reach known as the Crown of the World. This continent forms a bridge between Tian Xia and Avistan over the north pole. South of Tian Xia lies the mysterious continent of Sarusan, of which little is known due to the powerful storms and vexing currents that shroud its shores. Heading west from the Inner Sea region, sailors encounter the shattered remnants of lost Azlant, a ruined continent that hosted one of humanity's first empires until it was destroyed during Earthfall. Sailing farther west from these ruins eventually leads to the shores of Arcadia, a land with unusual magical traditions and powerful nations of its own. And beneath all of these lands, carved into the planet's very crust, lie the twisting tunnels of the tripartite underground realm known collectively as the Darklands, which houses great horrors and dangers but equally great opportunities for triumph and treasure. In addition, Golarion is but one of 11 worlds that orbit its sun. To the vast majority of the planet's denizens, the other 11 worlds are little more than points of light in the sky, but these worlds are not so distant as one might expect. The planets of Akiton and Castrovel are Golarion's closest neighbors. Travelers from both have visited and in some cases settled on Golarion, most notably elves, who originally hail from Castrovel. Even the farthest planet, remote Aucturn, has influenced Golarion, with its alien inhabitants exerting a sinister touch on the world that recently put the entire planet in peril. The wise thus do not discount the dangers and wonders that dwell on other planets of Golarion's solar system. The Great Beyond Countless planets lie beyond Golarion's solar system, but even these myriad worlds of the universe, known as the Material Plane, are but a fragment compared to what lies in the multiverse beyond. Other planes of existence and strange dimensions wrap this reality in a series of layered, nested spheres, known collectively as the Great Beyond. This model of reality is as much a metaphor for concepts that mortal minds have difficulty grasping as a physical description, for within the Great Beyond, anything is possible. THE AGE OF LOST OMENS Inner Sphere TIME The core of the multiverse is the Inner Sphere. Here, the vast expanse of the Material Plane and its countless worlds can be found. The Elemental Planes surround the Material Plane like layered shells, with the Plane of Air on the inside, transitioning to the Plane of Water, then to the Plane of Earth, and finally to the Plane of Fire, in something of a reversal of order in which these elements most often appear on habitable planets. The planes of Positive and Negative Energy are also within the Inner Sphere, their opposing nodes of life and death, creation and destruction, light and dark forming the start and the end of all existence. Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. Outer Sphere The scope of reality within the Outer Sphere is difficult to grasp. Here the gods dwell and the souls of the dead gather to be judged by the goddess of the dead, Pharasma, atop the spire in the realm that is her Boneyard. Anything is possible in the Outer Sphere, and its realms are as much manifestations of philosophies and belief as anything else. From the towering mountain of Heaven to the endless gulfs of the demon-held Abyss, be it the agonizing pit of Hell or the boundless wonders of Elysium, all of reality is represented within the Outer Sphere. Over time this reality erodes away and is recycled back into the raw material of life within the Positive Energy Plane. other planes and Dimensions Some planes exist in the same physical or metaphysical space as others, overlapping these other planes like overlays of reality. They include the ghost world of the Ethereal Plane, which overlays the Inner Sphere; the dizzying vastness of the Astral Plane, which overlays almost all reality and fills the seemingly endless gulf between the Inner Sphere and the Outer Sphere; and the fey-haunted First World and the sinister Shadow Plane, which each overlay the Material Plane. Stranger reaches of the Great Beyond exist as well; some, such as the Dreamlands, are visited often (if accidentally), while others, such as the enigmatic Dimension of Time, are visited rarely, if ever. In all cases these dimensions cannot be accessed by normal means, and each has their own method of entry and exit. The Inner Sea Region Although infinite opportunities for adventure await on other continents, worlds, and planes, the Inner Sea region is the focus of the Pathfinder campaign setting. With dozens of nations, empires, frontiers, and wildlands, this region presents a huge range of opportunities for heroism and villainy, exploration and adventure! The following pages break down the Inner Sea region into 10 separate regions, each with its own themes. Only a brief overview of each region is presented here—enough to establish the setting and whet the imagination. If you're interested in exploring Golarion and the Inner Sea region more, see the Pathfinder World Guide, Pathfinder Adventures, and Pathfinder Adventure Path volumes. Adventure paths present not only in-depth material about the region, but also full-length campaigns whose adventures bring a brand-new group of heroes all the way to the height of power! The year in the Inner Sea region is 4719 Absalom Reckoning (ar). As the calendar advances in the real world, time also progresses for Golarion. The Pathfinder Core Rulebook was first published in the year 2019, with the Inner Sea region's corresponding year ending in the same two final digits. Golarion's history is expansive, but two of the most significant events to shape the world occurred in -5293 ar, when Earthfall nearly brought an end to the world, and in 4606 ar, when Aroden, the god of humanity, died, and prophecies the world over began to fail, beginning the Age of Lost Omens. The map on page 416 depicts the Inner Sea region, further subdivided into the 10 subregions explored on the following pages. The borders of these regions are thematic rather than political. For an in-depth exploration of the Inner Sea region and its dozens of nations and wildlands, see the Pathfinder Lost Omens World Guide. MONTHS AND DAYS The names of the months of the year are as follows in the Inner Sea region: Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows: Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday) Absalom and Starstone Isle At the heart of the Inner Sea stands the Isle of Kortos, raised from the waters thousands of years ago as Aroden's first deific act. This amazing feat marks the dawn of the Age of Enthronement and the first year of the Absalom Reckoning calendar. The city of Absalom itself, the largest in the Inner Sea region, sprawls on the southern shore of this isle, and at the city's heart stands the legendary Starstone Cathedral. Within the walls of this structure, the Starstone ever waits to test its next supplicants—the few mortals who pass this mystic test become gods themselves. This has made Absalom an oft-besieged metropolis, but in its nearly 5,000 years, it has never once fallen. Absalom, called by many the City at the Center of the World, boasts a population of over 300,000, and its culture is a true melting pot in both ancestry and belief. Even the city's architecture reflects this, as one might expect of a settlement of its age. From the towering and majestic temples of the Ascendant Court to the close-packed shops and guildhalls of the Petal District and the sagging shanties in the Puddles, Absalom's neighborhoods never fail to present a memorable skyline. Many world-reaching organizations were born in Absalom, notably the Pathfinder Society (page 436). The Isle of Kortos, also known as Starstone Isle, has a similarly diverse ecosystem. The verdant forests and grasslands of the west provide many of the resources Absalom needs, but to the east, the rugged stony desert known as the Scrape, the dangerous Riven Hills, and the newly formed necromantic wasteland known as the Tyrant's Grasp present far harsher climates. The Isle of Erran, just north of Starstone Isle, hosts the second-largest city in the area, Escadar. A rough seaport with more than its share of shady dealings and dangerous types, Escadar also hosts large shipyards and maintains a strong navy that helps to keep the surrounding waters of the Inner Sea safe. A number of smaller islands also skirt the coast of the Isle of Kortos—some barren, some serving as hideouts for criminals and outcasts. Rising from the center of the Isle of Kortos are the Kortos Mounts, a short but rugged range of tors that have, over the years, been ruled by minotaurs, harpies, dragons, and worse. A few treacherous passes allow travel through the mountains, but with the northern shore of the Isle of Kortos being dominated by the soggy tangles of Dunmire, these northern reaches offer little to draw anyone other than bandits and adventurers into these still-untamed lands. THE AGE OF LOST OMENS Broken Lands Far to the north of Absalom sprawl the Broken Lands, nations and wildernesses united in their shared stature as fractured regions—places where life itself has taken a blow and the struggle to survive is simply part of daily reality. Not all of the Broken Lands are constantly fraught with peril, but regardless of where one might settle down in these parts' tumultuous times, danger is rarely far from home. In some cases, the breaks are political. In the northeast, the nation of Brevoy has hung on the edge of civil war for many years, as the long-running feud between the traditional noble houses of Issia and the mercenary swordlords of Rostland maintain an ongoing state of tension that may be nearing a breaking point. But in the case of the oft-contested River Kingdoms, these political breaks have reached something of a draw, for here it is said that anyone might become the ruler of a nation—if they have the tenacity to seize the reins of rule. Elsewhere in the Broken Lands, the fractures are more spiritual. Razmiran, for example, is ruled by the living god Razmir, who demands the worship of all who dwell within his nation's borders and brooks no competition of faith. His priests act as police throughout the land, brutally enforcing their deity's laws. To the north in Mendev, these spiritual breaks are less obvious; this land struggles to reclaim its heritage in the wake of a century of occupation by a crusading force that, until a few years ago, stood as a bulwark against the demons who ruled the lands across the river to the west. These western lands are truly broken, in a physical sense, for in the chaotic times at the dawn of the Age of Lost Omens, powerful agents of the demon lord Deskari tore a hole in reality. The resulting wound in the landscape allowed legions of demons to pour through and devastate the lands once known as Sarkoris. Although heroes of the Fifth Crusade recently defeated Deskari and closed the rift, these lands are still known as the Worldwound. The main threat has been quelled, but demons still inhabit the region, and the blighted landscape struggles to return to normal. Perhaps the strangest of the Broken Lands lie near its heart. The rugged hills and plains of Numeria are home to many Kellid clans. However, in the distant past, the crash of a scientifically advanced starship brought strange aliens, mechanical monstrosities, and technological wonders to Golarion, but its fiery arrival left large reaches of the surrounding land blighted and blasted even to this day. Eye of Dread The heart of the continent of Avistan has rotted. This region is dominated by Lake Encarthan, a large inland sea that was—until recently—a well-traveled hub for trade. To the southwest stands the militaristic nation of Molthune, which had long engaged in an intermittent war against its northern neighbor, Nirmathas, a wooded nation populated by folk who take their freedom seriously. An uprising of hobgoblins took advantage of this conflict, and while hostilities have since abated, the two nations now share their borders with a third: the newborn hobgoblin nation Oprak. North of these war-torn nations lie two other lands equally forged in the crucible of conflict. Until recently, the paladins and protectors of the small but strong nation of Lastwall stood fast against invasions from orcs, undead, and the like. The wild and rugged Hold of Belkzen, meanwhile, has long been held by those orcs, ever since they were driven up from the Darklands below by the dwarves during their Quest for Sky thousands of years ago. Still farther to the north is the nation of Ustalav, a collection of counties each beset with its own manifestation of horror and fear, ranging from the nightmarishly cosmic to the dreadfully infernal. It was from Ustalav that one of the greatest threats to the Inner Sea region emerged. The ancient lich Tar-Baphon— known as the Whispering Tyrant—has been defeated twice in the distant past—once by Aroden and once by the heroes of the Shining Crusade, but he has never been truly destroyed. When the magical seals that kept him imprisoned below the ominous tower of Gallowspire were finally sundered in 4719 ar, Tar-Baphon emerged, bringing with him devastation on such a scale that the one-time nation of Lastwall, which bore the brunt of his return to the world, has been utterly scoured. It exists now only as the Gravelands—the nation that once stood watch over undead uprisings now consigned to an undeath of its own. While heroes temporarily thwarted the Whispering Tyrant's immediate plans shortly after he emerged, the lich remains an active menace. The Whispering Tyrant now rules a kingdom of the undead on the aptly named Isle of Terror in the center of Lake Encarthan. The nations lining Lake Encarthan's shores have all suffered to varying degrees under the Whispering Tyrant's renewed influence, and some are pursuing unlikely alliances to resist him. The lich is gathering his resources on the Isle of Terror, and none can say where or when he will strike next. THE AGE OF LOST OMENS Golden Road Trade and travel rule the pathways of the so-called Golden Road, known for its shining sands and economic strength. Much of this region consists of sprawling desert wilderness, but this does not mean that the Golden Road is sparse in population. Coastlines and rivers serve as the lifeblood of this region, and some caravans brave the heat and dangers of the desert to trade across northern Garund. Some of the oldest nations in the Inner Sea region command this region, and ancient lore and valuable treasures can be found amid the shifting sands and storied cities. The largest of these cities is the cosmopolitan Katapesh, where mercantilism is overseen by a strange group known as the Pactmasters. Much of the trade in Katapesh is in goods that can be freely exported or imported from throughout the Inner Sea region, but the city does just as much business in avenues normally regulated to the black markets of other societies. Qadira's cities may not be as individually large as Katapesh, but the nation's economy is perhaps the strongest. It's certainly the oldest in the region, with support from the long-established Padishah Empire of Kelesh to the east. This, coupled with the church of Sarenrae—perhaps the nation's most successful cultural export to the rest of the Inner Sea region—has secured Qadira's status as one of the most important centers of influence on the Golden Road. To the west, the five city-states of Thuvia control a legendary alchemical concoction called the sun orchid elixir, which grants near-immortality to those who consume it. This treasured commodity is the keystone of Thuvia's place in the Golden Road. Further west, the nation of Rahadoum is perhaps the weakest mercantile link, but the fact that this society has eschewed the worship of gods to place its faith in the industry and talent of mortals alone gives the nation its own compelling draw. At the center of the Golden Road lies mighty Osirion, one of the oldest nations of the Inner Sea region. While Osirion was for a time ruled by Qadira, the legacies and monuments of its early days still stand tall and are an indisputable and iconic source of pride and identity to its people. The influence of Osirion's artisans, philosophers, and spellcasters has spread far and wide, particularly via the Esoteric Order of the Palatine Eye, far to the north in Ustalav, and the faith of Nethys, whose not-so-humble beginnings as a mortal wizard can be traced to the very beginning of Osirion's history during the ancient Age of Destiny. High Seas From fleets of pirates united under the Hurricane Queen of the Shackles to an ancient, subaquatic empire of shapechanging monsters led by the sinister veiled masters, the High Seas of Golarion present dangers both above and below the waves. Yet they also serve as important trade routes, with merchant ships traveling the waters to link powerful nations at opposite ends of continents. Sea captains brave the dangers of the High Seas hoping to partake in the fortunes to be made in trade, linking the ports of the Inner Sea itself to those on the shores of the Arcadian Ocean from the Mwangi Expanse to the Saga Lands. Piracy is one of the greatest dangers facing travel on the High Seas. The immense volcanic archipelago known as the Shackles serves as a haven for these pirates, with their Hurricane Queen providing just enough structure to keep them from going at each other's throats. A great diversity of monsters and threats populate these islands, and the local pirates know which are safe and which to avoid. North of the Shackles lies Mediogalti Island. While its only significant port, Ilizmagorti, is a known safe harbor for pirates, it is the presence of the infamous Red Mantis assassins who rule the isle that gives this region its greatest infamy. Other ports present their own complications. The port-city of Promise on the remote isle of Hermea a few hundred miles west of Avistan rewards well those who can negotiate the privilege of trade, but such honors are hard won, for the dragon who rules this closed society does not allow just anyone to visit. Rumors of what goes on beyond Promise's dock district range from tales of a perfect society to those of an oppressive government that affords no free will. Farther to the north, the elves of the Mordant Spire are even more closed to visitors, and for most sailors, the only thing the Mordant Spire offers is an unmistakable landmark for navigation, as the twisting spire can be seen for miles. Of all the regions along the Avistani and Garundi coastlines, though, none are more hazardous to travel than the waters tortured by the Eye of Abendego. This immense hurricane first formed at the onset of the Age of Lost Omens, when storms wracked all of Golarion in the wake of Aroden's death. Unlike those other storms, though, this hurricane remained. Its winds and storm surge have destroyed several nations and transformed a previously key gulf into a navigational nightmare. What strange force caused and perpetuates the Eye of Abendego has, to date, eluded all investigation. THE AGE OF LOST OMENS Impossible Lands Magic allows for astounding feats, yet even those who consider themselves experts in the magical arts pause in wonder before the spectacles to be found in the Impossible Lands. What is taken for granted in these strange and eclectic nations would be all but impossible elsewhere. Take Geb as an example. Here, the living are the minority, and undeath is the predominant way of life. Cruelty, sadism, and violence are the norm in Geb, as one might expect of a land ruled by a violent, undead dictator. This ghost, for whom the country was named, has ruled his nation for thousands of years, although for the past several centuries the day-to-day rule of the land fell to his queen, Arazni. Her recent disappearance (many would instead say “escape”) and abandonment of her duties have invigorated the ghost sovereign to once again take active leadership of his benighted realm. Geb has opposed its northern neighbor, Nex, for the entirety of its existence. Also named after its ruler, Nex is a cosmopolitan realm where magic is mundane. Nex himself has been missing for ages, yet in his absence the Arclords have ruled quite effectively. Here, golems patrol the streets, and the practice of fleshwarping is an accepted and legitimate industry. Between these two opposed nations lies a stretch of land known as the Mana Wastes, a blasted and blighted badland formed by the ancient wars between Nex and Geb. The very magic of these lands is damaged—or in many reaches dead entirely—and peculiar mutants flop and prowl through the ruins in search of prey. Only in the duchy of Alkenstar does life approach anything approximating normal, but even here the assumptions of the rest of the world are turned on their head. With magic being unpredictable, Alkenstar's citizens have turned instead to technology. The nation is home to metallurgists and machinists, and the art of gunsmithing gives them an excellent advantage in this part of the world. Exports of firearms have steadily increased over the years, and Alkenstar is emerging as a significant power of its own as a result. Across the waters of the Obari Ocean lies the final realm of the Impossible Lands: the island nation of Jalmeray. Here it isn't magic alone that allows for impossibilities but also focused self-control and perfection of the spirit. The people of Jalmeray have accomplished astounding physical feats and achieved remarkable intellectual insights using nothing more than ancient traditions of mysticism and self-perfection. Mwangi Expanse The Mwangi Expanse is home to a wide array of civilizations, both past and present, even as it holds the largest stretch of wilderness in the Inner Sea region. In fact, one of the first civilizations to rise from the ashes after Earthfall rose here in this land—the nation of Shory and its astounding flying cities, from which many modern customs of magic stem. Some Mwangi cities and kingdoms were lost far more recently than those ancient wonders. When the Eye of Abendego formed just over a century ago, its winds and waves flooded two significant realms along Garund's west coast. Where once stood the nations of Lirgen and Yamasa now stretch only the Sodden Lands, a swath of swampland and salt marshes held by rival gangs of scavengers and monsters. Even more recently, a powerful city-state in the heart of the Mwangi Jungle, Usaro, fell when its brutal leader, Ruthazek the Gorilla King, was slain by adventurers. Usaro has been without a leader for only a few short years, but already its violent inhabitants have caused significant damage in their anarchic rioting. A long lineage of demonically infused Gorilla Kings has ruled Usaro over the centuries, and so a new one will likely soon rise to seize control of Usaro, for the moment this sinister region lacks a head to focus its wrath. Despite these instances of ruin and destruction, the Mwangi Expanse hosts a wealth of diverse and powerful city-states within its reaches. In Bloodcove, the ruthless mercantile league of the Aspis Consortium rules. Farther south along the coast stands Senghor, whose stance against both piracy and slavery place the city in stark contrast to its northern neighbor. The city-state of Nantambu lies far upstream from Bloodcove on the Vanji River, where its citizens carry on the ancient traditions of Old-Mage Jatembe in combining arcane and primal magic. Far to the southeast stands Mzali, which lies under the oppressive rule of the undead child-king Walkena, though a group of dissidents called the Bright Lions works to build resistance to the mummy's reign. Then there is the city of Kibwe, where within its walls dwell an eclectic mix of people who have journeyed from afar to seek trade and companionship. Farther south from these independent city-states lies the recently freed nation of Vidrian. Originally established as the Chelish colony of Sargava, Vidrian has now seized its own destiny and cast off its colonial shackles. In so doing, the young nation has exposed itself to the predations of pirates and worse, yet to its citizens, freedom from oppression is well worth that price. THE AGE OF LOST OMENS Old Cheliax At its height, the empire of Cheliax had holdings that reached from Varisia to Garund and east all the way to Galt. Aroden was prophesized to return to the world of mortals to usher in a new Age of Glory, and those prophecies predicted the Chelish city of Westcrown would be the point of his arrival. Instead, his death ignited a civil war that lasted for decades. When the Thrice-Damned House of Thrune emerged as victor, Cheliax had forever changed. Under House Thrune's rule, Cheliax transformed into a nation that viewed Hell as a blueprint for government. The church of Asmodeus became Cheliax's official state religion, and diabolism its most powerful philosophy. The devil had come home to rule, and while the nation's politicians and leaders claimed that they maintained control of their fate—and House Thrune had merely formed an alliance with Hell to maintain its power and keep order—the nation's internal and external enemies know better. Many of Cheliax's outlying provinces—such as Andoran, Galt, and Vidrian—revolted and became their own nations. The nation of Isger remains, at least on paper, a thrall. Cheliax values Isger for its important position as a trade route to the Lake Encarthan region, but when Isger was wracked by the violence of the Goblinblood Wars several decades ago, House Thrune did little to provide aid. As the repercussions of the Whispering Tyrant's return to power send ripples of nervous dread through the land, Isger's people grow fearful that they lack not only their own political strength but also that of their supposed protector, and as a result, Isger is one of the lands in the Inner Sea region most in need of heroes. Recently, several uprisings within Cheliax have further tested the nation's resolve. After a devastating nautical loss in the Shackles resulted in Vidrian's independence, a new Iomedaean rebellion called the Glorious Reclamation threatened Cheliax from within. House Thrune and the Asmodean church defeated the Glorious Reclamation, but at a price—a simultaneous rebellion was successful, with a group of rebels called the Silver Ravens negotiating the successful secession of the new nation of Ravounel. North of Cheliax, the shadowy nation of Nidal remains the diabolic nation's only real ally. A theocracy ruled by the church of Zon-Kuthon, Nidal is the oldest nation on Avistan, for its people turned to the Midnight Lord for protection during the Age of Darkness after Earthfall. Today, pain and dread are comforts to the citizens of Nidal, and millennia of rule under a church that revels in pain have left them inured to agony and welcoming of loss. Saga Lands While the opportunity for epic adventure exists throughout the world, in recent years it seems the Saga Lands have produced the most notorious and legendary tales. These sprawling northern reaches feature kingdoms ruled by vikings and witches, realms home to mammoth-riding Kellid clans, and a frontier land of free cities and dangerous wilderness—all of which are steeped in the ancient legacy of the long-gone empire of Thassilon. Millennia ago, the nation of Thassilon was ruled by the sinful, tyrannical runelords. These wizards carved out legends intended to last for an eternity, but even the mighty runelords succumbed to the devastation of Earthfall. The seven reigning runelords of that time retreated into the safety of extradimensional domains, and for eons they slumbered, until they began to wake in 4707 ar. The frontier realm of Varisia, once the heart of Thassilon, bore the brunt of the wrath of the first wakened runelord, an avaricious sadist named Karzoug. A band of unlikely heroes emerged from the small coastal town of Sandpoint to eventually face and defeat Karzoug, yet his wakening soon roused other slumbering runelords, and a new band of heroes was forced to defeat the risen tyrants. While the neighboring Lands of the Linnorm Kings, Realms of the Mammoth Lords, and witch-haunted Irrisen never faced direct repercussions from the runelords, these northern lands hold dangers of their own. A long-running cold war between the vikings of the Linnorm Kingdoms and the winter witches of Irrisen to the east finally came to a sputtering end when a daughter of the immortal witch Baba Yaga attempted to defy her mother and usurp Irrisen's traditions of rule. While the eternal winter of Irrisen set in place by Baba Yaga endures, its new ruler, Anastasia, may prove to be the first benevolent presence to sit on the throne in centuries. Farther to the east, the Kellid clans of the Realm of the Mammoth Lords played their own pivotal roles in defying the demons of the Worldwound. Recently, a new nation has risen in the Saga Lands. After the runelords were defeated, two surviving runelords decided to adjust their traditions to fit this strange new world they found themselves in. Now the fledgling nation of New Thassilon sprawls along the northern border of Varisia, and it remains to be seen if its rulers will fully adopt a more peaceful path, or if it is but a matter of time before the old traditions of sin and violence rise once again. THE AGE OF LOST OMENS Shining Kingdoms The empire of Taldor was historically the heart of the Shining Kingdoms. In the early Age of Enthronement, Taldor sent several Armies of Exploration to expand the nation's borders and colonize the surrounding lands. Today, Taldor is but a shadow of its former glory, but after a recent bout of internal strife, a progressive new empress has claimed the crown, and Taldor may be on the path to recover its old glory for the first time in centuries. To the west, the democratic nation of Andoran stands as a rising star on the international stage. Ever since the province seceded from the nation of Cheliax, Andoran's military has helped to stem the flow of slavery, and its heroes have stood tall against all manner of peril to the common folk. But the future doesn't look entirely bright for Andoran, for with Cheliax's recent upsets, rumors flow that House Thrune may seek to reclaim control of its wayward thrall. Given the looming threat of the Whispering Tyrant, an all-out war between these two powerful nations could be disastrous. Northeast of Andoran sprawls the dwarven city-states of the Five Kings Mountains. No strangers to war, both against enemies and among themselves, the dwarves of the Five Kings remain allies of Andoran but have their own troubles that command most of their attention. To the west of the dwarven realm, the rich and powerful nation of Druma controls nearly half of the lake's southern shoreline and uses its position to bolster its coffers and further the teachings of the Prophecies of Kalistrade, a philosophy that teaches that wealth can be achieved through adherence to strict and abstemious practices. Northeast of Druma lie the forested elven lands of Kyonin, one of Avistan's oldest nations. This land belonged to the elves long before Earthfall, but for thousands of years after that devastation, they left their realm abandoned. In that time, a powerful demon named Treerazer seized control of the forest's southern reaches, corrupting the terrain into a swampy, desolate mire called Tanglebriar. Although the elves have returned, they've been unable to force Treerazer from their southern border. Still farther east is the nation of Galt. Wracked for decades by a self-perpetuating series of rebellions and revolutions, this land has been torn apart from within over and over. Its people are tired and desperate as they continue to live what lives they can in the shadow of the final blades—powerful magical guillotines that claim the souls of those they decapitate. If any of the regions of the Shining Kingdoms is poised for significant change in the near future, it is surely revolution-wracked Galt. Cultures Of course, there's more to the world of Golarion than its geopolitical borders and wilderness regions. It's the people who dwell in those nations and the creatures that lurk in those wilds who bring the world to life. Human Ethnicities GARUNDI Garundi Garundi span the nations of northern Garund along the shores of the Inner Sea, and their clans are known for strength and empathy, treating their neighbors with compassion and respect. Their skin tones often range from dark brown to beige, and they often have tall statures, broad shoulders, and high cheekbones. Garundi have access to the Osiriani language. KELESHITE A variety of ethnic groups make up the human populace of the continents bordering Golarion's Inner Sea. Many of these groups have origins on distant lands, but the Inner Sea region has a diverse population drawn from across the globe. Human characters can be from any of these ethnicities, regardless of what land they call home. Characters from these ethnicities speak Common if they come from the Inner Sea region, and some ethnicities give access to a regional language or another uncommon language (page 65). Half-elves and half-orcs arise across all human ethnicities and bear the features of both those ethnicities and their non-human parents. Keleshite Tracing their origins to the Keleshite Empire in the eastern deserts, Keleshites often have black hair, brown eyes, and dark- to cool-brown skin. Their culture takes pride in the empire's legacy, valuing boldness, wit, and luxury. Fashions tend to incorporate flowing fabrics, headdresses, and turbans. Keleshites have access to the Kelish language. Kellid KELLID In the mountains and steppes of northern Avistan, Kellids live hard lives to survive the threats of the wild, wary of magic and relying on skill and might when hunting and fighting. They are typically a brawny and dark-haired people, tanned and bearing eyes that are often black, blue, or gray. Kellids have access to the Hallit language. Mwangi Spread across the vast continent of Garund, from the parched deserts in the north to the dense jungles of the Mwangi Expanse, the Mwangi people are divided into four diverse subgroups: Bekyar, Bonuwat, Mauxi, and Zenj. Mwangi skin tones range from black to dark-brown to ocher, and they have black or dark-brown hair. Mwangi have access to the Mwangi language. Nidalese MWANGI Nidalese hail from a culture that escaped destruction during the Earthfall, when a swarm of meteoroids carved out the Inner Sea. The ancient Nidalese pledged fealty to an evil shadow god to obtain salvation, and the grip of Zon-Kuthon has tainted these people ever since. Nidalese tend toward gray, ashy skin tones, with white, gray, or black hair. Nidalese have access to the Shadowtongue language. Shoanti NIDALESE The Shoanti clans called quahs were long ago pushed out of lush territory in the nation of Varisia into the harsh badlands of the Storval Plateau. Stalwart and tenacious, they remain oath-sworn to someday retake what they've lost. Their skin tones typically range from sepia to russet, and quah members are easily identified by their shaved heads and traditional tattoos. Shoanti have access to the Shoanti language. THE AGE OF LOST OMENS Taldan Renowned as artisans, scholars, and soldiers, Taldans have spread throughout Avistan, as the empire of Taldor once spanned almost half of the northern continent. Taldans often have brown hair, pale-white to deep-bronze skin, and green, gray, or amber eyes. Their native language, Taldane, is so widespread that it is also called Common. Tian SHOANTI Few in number in the Inner Sea region, Tians originally come from myriad nations in Tian Xia, a continent on the opposite side of the world. They typically have dark hair, but their body types, skin tones, and eye colors vary greatly, as “Tian” is in fact a general term describing several ethnicities. Tians have access to the Tien language. TALDAN Varisian Varisians historically favored a nomadic life of roving caravans, but today many lead a settled lifestyle in places like Ustalav and their namesake land. Their skin tones typically range from tawny beige to khaki. They have a wide variety of hair colors from platinum to red to brown, and their large, expressive eyes range into even rarer colors like violet and gold. Varisians have access to the Varisian language. Vudrani Though the empire of Vudra is far to the east, it has a foothold in the Inner Sea on the island of Jalmeray. A widespread belief in reincarnation makes dedication to self-improvement a hallmark of Vudrani culture. Vudrani typically have dark eyes and skin tones that run from umber to tawny. Their hair is often black and ranges in thickness and texture. Piercings, jewelry, and makeup are common adornments among Vudrani. Vudrani have access to the Vudrani language. Ulfen The coastal raiders of the Ulfen clans are skilled sailors and bodyguards. They're often tall, with pale to ruddy skin and blond, light-brown, or red hair. They typically show pride in their appearances by adorning themselves with furs, horn, and ivory. Ulfen have access to the Skald language. TIAN Dwarves For untold eons, the dwarven people dwelled in the lightless reaches of the Darklands. It wasn't until after Earthfall that the dwarves undertook the legendary Quest for Sky, during which the majority of dwarves made a pilgrimage to relocate to the surface of Golarion. In doing so, they not only drove the orcs to the surface before them, but also established several immense Sky Citadels at each location where they emerged from the realm below. Today, three major ethnicities of dwarves exist, each associated with one of three altitude bands: the Grondaksen dwarves (who still dwell in the upper reaches of the Darklands), the Ergaksen dwarves (the most widespread heritage, and those who dwell on or adjacent to the surface world), and the Holtaksen dwarves (the least populous—dwarves who dwell only among the highest mountain reaches). ULFEN VARISIAN Elves Golarion is not the original elven home world, but those elves who dwell here today are considered native to the planet. These people first came to Golarion from the neighboring planet of Castrovel via a network of portals known as aiudara. While elves abandoned Golarion for several thousand years after the devastation of Earthfall, they have since returned in force. The most populous elves are the Aiudeen, elves who have acclimated to temperate forest lands. These are the elves who rule the nation of Kyonin and are most often encountered in other societies. To the south, the Mualijae elves have acclimated to the sweltering jungles of the Mwangi Expanse, while far to the north the Ilverani elves (known to some as the snowcasters) dwell in VUDRANI the frozen reaches of Irrisen and beyond in the Crown of the World. The Vourinoi elves of Garund's deserts are the most secretive of the elven ethnicities. Gnomes The first gnomes arrived on Golarion at some point after Earthfall from the otherworldly dimension known as the First World, fleeing a terror whose nature few can recall. Since that time, gnomes have transitioned fully to creatures of the Material Plane, although they all live in fear of the life-threatening condition known as Bleaching. Feychild gnomes are the most widespread. Glimmer gnomes retain a stronger tie to the First World, while others known as fell gnomes have embraced the darker traditions of their fey heritage. Keenspark gnomes (jokingly referred to as “sour gnomes”) seek to avoid the Bleaching by exploring new innovations rather than seeking new experiences or exploring the world. DWARF Goblins Although many adventurers might assume a goblin is a goblin, these scrappy and creative people are as diverse as any other ancestry. The most widespread are the rasp goblins, so named for the large numbers who have traditionally dwelled along the rugged coastlines of Varisia's west coast, a region known as the Rasp. Forest goblins tend to be smaller than the other ethnicities and are located mostly in central Avistan. Their numbers are only now beginning to recover from the horrors of the Goblinblood Wars. The frost goblins of Irrisen's eternal winter are unusual among their kind for their propensity to grow blue fur on their bodies, while the monkey goblins of Mediogalti Island are known for their prehensile tails and arboreal habitats. ELF Halflings GNOME Many halflings have lived in the shadow of other societies for as long as they can remember, living in much the same way as their neighboring cultures and adding their own unique variations over time or as necessity demands. However, numerous distinct halfling cultures exist outside of the context of other peoples and nations. In some cases, these divisions were fueled by separation and circumstances, such as the oppressed halflings of Cheliax who have been forced into slavery, and the Song'o halflings of the Mwangi Expanse, who hid from all other cultures to avoid a similar fate. Other halflings, such as the Jaric, Mihrini, Othoban, and Uhlam halflings, simply formed their own traditions without the influence of humans and other creatures. GOBLIN Regional Languages These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. Nearly every language listed here is spoken on the melting-pot streets of Absalom. HALFLING"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Medicine, Society Range 10 feet; Targets 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Pharasma has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost.",
"outcomes": {
"Critical Success": "You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark.",
"Success": "As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.",
"Failure": "Your attempt is unsuccessful.",
"Critical Failure": "Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target."
}
}
Full schema_data
{
"id": "resurrect",
"name": "Resurrect",
"rank": 5,
"is_cantrip": false,
"spell_type": "ritual",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"healing"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "diamonds worth a total value of 75 gp × the target's level",
"primary_check": "Religion (expert) Secondary Checks",
"secondary_casters": "2",
"description": "Medicine, Society Range 10 feet; Targets 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Pharasma has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost. Critical Success: You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark. Success: As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. Failure: Your attempt is unsuccessful. Critical Failure: Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target.",
"description_snippet": "Medicine, Society Range 10 feet; Targets 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can resurrect a target of up to 12th level, and the base cost is 125 gp."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "As 7th level, but the target can be up to 16th level and the base cost is 300 gp."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp. Sarkoris Scar Realm of the Mammoth Lords Irrisen Lands of the Linnorm Kings Mendev Saga Lands Lake of Mists and Veils Brevoy Numeria Kodar Mountains Hold of Belkzen New Thassilon Ustalav BROKEN LANDS EYE OF Dread Varisia Steaming Sea Mindspin Mountains River Kingdoms Razmiran Isle of Terror Nirmathas Lake Encarthan Kyonin Galt Hermea Nidal HIGH SEAS Oprak Tanglebriar Molthune Druma SHINING KINGDOMS Ravounel Menador Mountains Isger OLD CHELIAX Five Kings Mountains Verduran Forest Andoran Taldor Cheliax Isle of Kortos The Inner Sea Arcadian Ocean ABSALOM Thuvia Rahadoum GOLDEN ROAD Osirion Qadira Barrier Wall Mediogalti Island Eye of Abendego Sodden lands Katapesh Kibwe Nex Usaro Shackles Nantambu Bloodcove MWANGI EXPANSE Jalmeray Shattered Range Mana Wastes Geb IMPOSSIBLE LANDS Senghor Obari Ocean Fever Sea Vidrian Mzali Chapter 8: The Age of Lost Omens Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did. Dwarves ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, elves returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and gnomes from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy goblin tribes with a knack for surviving despite all odds against them to industrious halflings who emerged from the ruins to found societies of their own. But humanity made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden—an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders he'd achieved. Greatest among these was his discovery of a shard of potent magic known today as the Starstone, a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the Starstone and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos—also known as Starstone Isle—where he then established the city of Absalom. In the centuries to follow, Absalom grew into one of the largest cities in the world, and Aroden's legacy grew alongside it. As the millennia passed, his attentions increasingly turned away from the concerns of the Inner Sea's inhabitants to otherworldly matters beyond mortal ken, but prophecy spoke of a time when he would return to Golarion and lead humanity triumphantly into an Age of Glory. As the time of Aroden's return drew near, entire nations undertook monumental preparations to welcome him back to Golarion. But instead, Aroden died, and with him the reliability of prophecy as well. Golarion was wracked by storms, war, and supernatural devastation as the god's death marked the beginning of a new age—a time of uncertainty, but also a time of opportunity. This is the Age of Lost Omens, an age in need of heroes like never before. Avistan Arcadia Tian Xia Azlant Casmaron Garund Sarusan Beyond the Inner Sea Crown of the World The Inner Sea region consists of the continent of Avistan and the northern portion of the continent of Garund, but it is only one part of a much larger world. Garund itself extends further south, and its southern reaches are home to several unique ancestries and cultures. As one travels east from the Inner Sea, the vast expanse of the continent of Casmaron stretches beyond the horizon. With the immense inland Castrovin Sea at its heart, Casmaron is the largest of Golarion's continents and home to some of its oldest and most successful empires. Farther east of Casmaron lies the continent of Tian Xia, a region often called the Dragon Empires. The northern section of Tian Xia connects to Golarion's northernmost continent, a frozen reach known as the Crown of the World. This continent forms a bridge between Tian Xia and Avistan over the north pole. South of Tian Xia lies the mysterious continent of Sarusan, of which little is known due to the powerful storms and vexing currents that shroud its shores. Heading west from the Inner Sea region, sailors encounter the shattered remnants of lost Azlant, a ruined continent that hosted one of humanity's first empires until it was destroyed during Earthfall. Sailing farther west from these ruins eventually leads to the shores of Arcadia, a land with unusual magical traditions and powerful nations of its own. And beneath all of these lands, carved into the planet's very crust, lie the twisting tunnels of the tripartite underground realm known collectively as the Darklands, which houses great horrors and dangers but equally great opportunities for triumph and treasure. In addition, Golarion is but one of 11 worlds that orbit its sun. To the vast majority of the planet's denizens, the other 11 worlds are little more than points of light in the sky, but these worlds are not so distant as one might expect. The planets of Akiton and Castrovel are Golarion's closest neighbors. Travelers from both have visited and in some cases settled on Golarion, most notably elves, who originally hail from Castrovel. Even the farthest planet, remote Aucturn, has influenced Golarion, with its alien inhabitants exerting a sinister touch on the world that recently put the entire planet in peril. The wise thus do not discount the dangers and wonders that dwell on other planets of Golarion's solar system. The Great Beyond Countless planets lie beyond Golarion's solar system, but even these myriad worlds of the universe, known as the Material Plane, are but a fragment compared to what lies in the multiverse beyond. Other planes of existence and strange dimensions wrap this reality in a series of layered, nested spheres, known collectively as the Great Beyond. This model of reality is as much a metaphor for concepts that mortal minds have difficulty grasping as a physical description, for within the Great Beyond, anything is possible. THE AGE OF LOST OMENS Inner Sphere TIME The core of the multiverse is the Inner Sphere. Here, the vast expanse of the Material Plane and its countless worlds can be found. The Elemental Planes surround the Material Plane like layered shells, with the Plane of Air on the inside, transitioning to the Plane of Water, then to the Plane of Earth, and finally to the Plane of Fire, in something of a reversal of order in which these elements most often appear on habitable planets. The planes of Positive and Negative Energy are also within the Inner Sphere, their opposing nodes of life and death, creation and destruction, light and dark forming the start and the end of all existence. Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. Outer Sphere The scope of reality within the Outer Sphere is difficult to grasp. Here the gods dwell and the souls of the dead gather to be judged by the goddess of the dead, Pharasma, atop the spire in the realm that is her Boneyard. Anything is possible in the Outer Sphere, and its realms are as much manifestations of philosophies and belief as anything else. From the towering mountain of Heaven to the endless gulfs of the demon-held Abyss, be it the agonizing pit of Hell or the boundless wonders of Elysium, all of reality is represented within the Outer Sphere. Over time this reality erodes away and is recycled back into the raw material of life within the Positive Energy Plane. other planes and Dimensions Some planes exist in the same physical or metaphysical space as others, overlapping these other planes like overlays of reality. They include the ghost world of the Ethereal Plane, which overlays the Inner Sphere; the dizzying vastness of the Astral Plane, which overlays almost all reality and fills the seemingly endless gulf between the Inner Sphere and the Outer Sphere; and the fey-haunted First World and the sinister Shadow Plane, which each overlay the Material Plane. Stranger reaches of the Great Beyond exist as well; some, such as the Dreamlands, are visited often (if accidentally), while others, such as the enigmatic Dimension of Time, are visited rarely, if ever. In all cases these dimensions cannot be accessed by normal means, and each has their own method of entry and exit. The Inner Sea Region Although infinite opportunities for adventure await on other continents, worlds, and planes, the Inner Sea region is the focus of the Pathfinder campaign setting. With dozens of nations, empires, frontiers, and wildlands, this region presents a huge range of opportunities for heroism and villainy, exploration and adventure! The following pages break down the Inner Sea region into 10 separate regions, each with its own themes. Only a brief overview of each region is presented here—enough to establish the setting and whet the imagination. If you're interested in exploring Golarion and the Inner Sea region more, see the Pathfinder World Guide, Pathfinder Adventures, and Pathfinder Adventure Path volumes. Adventure paths present not only in-depth material about the region, but also full-length campaigns whose adventures bring a brand-new group of heroes all the way to the height of power! The year in the Inner Sea region is 4719 Absalom Reckoning (ar). As the calendar advances in the real world, time also progresses for Golarion. The Pathfinder Core Rulebook was first published in the year 2019, with the Inner Sea region's corresponding year ending in the same two final digits. Golarion's history is expansive, but two of the most significant events to shape the world occurred in -5293 ar, when Earthfall nearly brought an end to the world, and in 4606 ar, when Aroden, the god of humanity, died, and prophecies the world over began to fail, beginning the Age of Lost Omens. The map on page 416 depicts the Inner Sea region, further subdivided into the 10 subregions explored on the following pages. The borders of these regions are thematic rather than political. For an in-depth exploration of the Inner Sea region and its dozens of nations and wildlands, see the Pathfinder Lost Omens World Guide. MONTHS AND DAYS The names of the months of the year are as follows in the Inner Sea region: Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows: Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday) Absalom and Starstone Isle At the heart of the Inner Sea stands the Isle of Kortos, raised from the waters thousands of years ago as Aroden's first deific act. This amazing feat marks the dawn of the Age of Enthronement and the first year of the Absalom Reckoning calendar. The city of Absalom itself, the largest in the Inner Sea region, sprawls on the southern shore of this isle, and at the city's heart stands the legendary Starstone Cathedral. Within the walls of this structure, the Starstone ever waits to test its next supplicants—the few mortals who pass this mystic test become gods themselves. This has made Absalom an oft-besieged metropolis, but in its nearly 5,000 years, it has never once fallen. Absalom, called by many the City at the Center of the World, boasts a population of over 300,000, and its culture is a true melting pot in both ancestry and belief. Even the city's architecture reflects this, as one might expect of a settlement of its age. From the towering and majestic temples of the Ascendant Court to the close-packed shops and guildhalls of the Petal District and the sagging shanties in the Puddles, Absalom's neighborhoods never fail to present a memorable skyline. Many world-reaching organizations were born in Absalom, notably the Pathfinder Society (page 436). The Isle of Kortos, also known as Starstone Isle, has a similarly diverse ecosystem. The verdant forests and grasslands of the west provide many of the resources Absalom needs, but to the east, the rugged stony desert known as the Scrape, the dangerous Riven Hills, and the newly formed necromantic wasteland known as the Tyrant's Grasp present far harsher climates. The Isle of Erran, just north of Starstone Isle, hosts the second-largest city in the area, Escadar. A rough seaport with more than its share of shady dealings and dangerous types, Escadar also hosts large shipyards and maintains a strong navy that helps to keep the surrounding waters of the Inner Sea safe. A number of smaller islands also skirt the coast of the Isle of Kortos—some barren, some serving as hideouts for criminals and outcasts. Rising from the center of the Isle of Kortos are the Kortos Mounts, a short but rugged range of tors that have, over the years, been ruled by minotaurs, harpies, dragons, and worse. A few treacherous passes allow travel through the mountains, but with the northern shore of the Isle of Kortos being dominated by the soggy tangles of Dunmire, these northern reaches offer little to draw anyone other than bandits and adventurers into these still-untamed lands. THE AGE OF LOST OMENS Broken Lands Far to the north of Absalom sprawl the Broken Lands, nations and wildernesses united in their shared stature as fractured regions—places where life itself has taken a blow and the struggle to survive is simply part of daily reality. Not all of the Broken Lands are constantly fraught with peril, but regardless of where one might settle down in these parts' tumultuous times, danger is rarely far from home. In some cases, the breaks are political. In the northeast, the nation of Brevoy has hung on the edge of civil war for many years, as the long-running feud between the traditional noble houses of Issia and the mercenary swordlords of Rostland maintain an ongoing state of tension that may be nearing a breaking point. But in the case of the oft-contested River Kingdoms, these political breaks have reached something of a draw, for here it is said that anyone might become the ruler of a nation—if they have the tenacity to seize the reins of rule. Elsewhere in the Broken Lands, the fractures are more spiritual. Razmiran, for example, is ruled by the living god Razmir, who demands the worship of all who dwell within his nation's borders and brooks no competition of faith. His priests act as police throughout the land, brutally enforcing their deity's laws. To the north in Mendev, these spiritual breaks are less obvious; this land struggles to reclaim its heritage in the wake of a century of occupation by a crusading force that, until a few years ago, stood as a bulwark against the demons who ruled the lands across the river to the west. These western lands are truly broken, in a physical sense, for in the chaotic times at the dawn of the Age of Lost Omens, powerful agents of the demon lord Deskari tore a hole in reality. The resulting wound in the landscape allowed legions of demons to pour through and devastate the lands once known as Sarkoris. Although heroes of the Fifth Crusade recently defeated Deskari and closed the rift, these lands are still known as the Worldwound. The main threat has been quelled, but demons still inhabit the region, and the blighted landscape struggles to return to normal. Perhaps the strangest of the Broken Lands lie near its heart. The rugged hills and plains of Numeria are home to many Kellid clans. However, in the distant past, the crash of a scientifically advanced starship brought strange aliens, mechanical monstrosities, and technological wonders to Golarion, but its fiery arrival left large reaches of the surrounding land blighted and blasted even to this day. Eye of Dread The heart of the continent of Avistan has rotted. This region is dominated by Lake Encarthan, a large inland sea that was—until recently—a well-traveled hub for trade. To the southwest stands the militaristic nation of Molthune, which had long engaged in an intermittent war against its northern neighbor, Nirmathas, a wooded nation populated by folk who take their freedom seriously. An uprising of hobgoblins took advantage of this conflict, and while hostilities have since abated, the two nations now share their borders with a third: the newborn hobgoblin nation Oprak. North of these war-torn nations lie two other lands equally forged in the crucible of conflict. Until recently, the paladins and protectors of the small but strong nation of Lastwall stood fast against invasions from orcs, undead, and the like. The wild and rugged Hold of Belkzen, meanwhile, has long been held by those orcs, ever since they were driven up from the Darklands below by the dwarves during their Quest for Sky thousands of years ago. Still farther to the north is the nation of Ustalav, a collection of counties each beset with its own manifestation of horror and fear, ranging from the nightmarishly cosmic to the dreadfully infernal. It was from Ustalav that one of the greatest threats to the Inner Sea region emerged. The ancient lich Tar-Baphon— known as the Whispering Tyrant—has been defeated twice in the distant past—once by Aroden and once by the heroes of the Shining Crusade, but he has never been truly destroyed. When the magical seals that kept him imprisoned below the ominous tower of Gallowspire were finally sundered in 4719 ar, Tar-Baphon emerged, bringing with him devastation on such a scale that the one-time nation of Lastwall, which bore the brunt of his return to the world, has been utterly scoured. It exists now only as the Gravelands—the nation that once stood watch over undead uprisings now consigned to an undeath of its own. While heroes temporarily thwarted the Whispering Tyrant's immediate plans shortly after he emerged, the lich remains an active menace. The Whispering Tyrant now rules a kingdom of the undead on the aptly named Isle of Terror in the center of Lake Encarthan. The nations lining Lake Encarthan's shores have all suffered to varying degrees under the Whispering Tyrant's renewed influence, and some are pursuing unlikely alliances to resist him. The lich is gathering his resources on the Isle of Terror, and none can say where or when he will strike next. THE AGE OF LOST OMENS Golden Road Trade and travel rule the pathways of the so-called Golden Road, known for its shining sands and economic strength. Much of this region consists of sprawling desert wilderness, but this does not mean that the Golden Road is sparse in population. Coastlines and rivers serve as the lifeblood of this region, and some caravans brave the heat and dangers of the desert to trade across northern Garund. Some of the oldest nations in the Inner Sea region command this region, and ancient lore and valuable treasures can be found amid the shifting sands and storied cities. The largest of these cities is the cosmopolitan Katapesh, where mercantilism is overseen by a strange group known as the Pactmasters. Much of the trade in Katapesh is in goods that can be freely exported or imported from throughout the Inner Sea region, but the city does just as much business in avenues normally regulated to the black markets of other societies. Qadira's cities may not be as individually large as Katapesh, but the nation's economy is perhaps the strongest. It's certainly the oldest in the region, with support from the long-established Padishah Empire of Kelesh to the east. This, coupled with the church of Sarenrae—perhaps the nation's most successful cultural export to the rest of the Inner Sea region—has secured Qadira's status as one of the most important centers of influence on the Golden Road. To the west, the five city-states of Thuvia control a legendary alchemical concoction called the sun orchid elixir, which grants near-immortality to those who consume it. This treasured commodity is the keystone of Thuvia's place in the Golden Road. Further west, the nation of Rahadoum is perhaps the weakest mercantile link, but the fact that this society has eschewed the worship of gods to place its faith in the industry and talent of mortals alone gives the nation its own compelling draw. At the center of the Golden Road lies mighty Osirion, one of the oldest nations of the Inner Sea region. While Osirion was for a time ruled by Qadira, the legacies and monuments of its early days still stand tall and are an indisputable and iconic source of pride and identity to its people. The influence of Osirion's artisans, philosophers, and spellcasters has spread far and wide, particularly via the Esoteric Order of the Palatine Eye, far to the north in Ustalav, and the faith of Nethys, whose not-so-humble beginnings as a mortal wizard can be traced to the very beginning of Osirion's history during the ancient Age of Destiny. High Seas From fleets of pirates united under the Hurricane Queen of the Shackles to an ancient, subaquatic empire of shapechanging monsters led by the sinister veiled masters, the High Seas of Golarion present dangers both above and below the waves. Yet they also serve as important trade routes, with merchant ships traveling the waters to link powerful nations at opposite ends of continents. Sea captains brave the dangers of the High Seas hoping to partake in the fortunes to be made in trade, linking the ports of the Inner Sea itself to those on the shores of the Arcadian Ocean from the Mwangi Expanse to the Saga Lands. Piracy is one of the greatest dangers facing travel on the High Seas. The immense volcanic archipelago known as the Shackles serves as a haven for these pirates, with their Hurricane Queen providing just enough structure to keep them from going at each other's throats. A great diversity of monsters and threats populate these islands, and the local pirates know which are safe and which to avoid. North of the Shackles lies Mediogalti Island. While its only significant port, Ilizmagorti, is a known safe harbor for pirates, it is the presence of the infamous Red Mantis assassins who rule the isle that gives this region its greatest infamy. Other ports present their own complications. The port-city of Promise on the remote isle of Hermea a few hundred miles west of Avistan rewards well those who can negotiate the privilege of trade, but such honors are hard won, for the dragon who rules this closed society does not allow just anyone to visit. Rumors of what goes on beyond Promise's dock district range from tales of a perfect society to those of an oppressive government that affords no free will. Farther to the north, the elves of the Mordant Spire are even more closed to visitors, and for most sailors, the only thing the Mordant Spire offers is an unmistakable landmark for navigation, as the twisting spire can be seen for miles. Of all the regions along the Avistani and Garundi coastlines, though, none are more hazardous to travel than the waters tortured by the Eye of Abendego. This immense hurricane first formed at the onset of the Age of Lost Omens, when storms wracked all of Golarion in the wake of Aroden's death. Unlike those other storms, though, this hurricane remained. Its winds and storm surge have destroyed several nations and transformed a previously key gulf into a navigational nightmare. What strange force caused and perpetuates the Eye of Abendego has, to date, eluded all investigation. THE AGE OF LOST OMENS Impossible Lands Magic allows for astounding feats, yet even those who consider themselves experts in the magical arts pause in wonder before the spectacles to be found in the Impossible Lands. What is taken for granted in these strange and eclectic nations would be all but impossible elsewhere. Take Geb as an example. Here, the living are the minority, and undeath is the predominant way of life. Cruelty, sadism, and violence are the norm in Geb, as one might expect of a land ruled by a violent, undead dictator. This ghost, for whom the country was named, has ruled his nation for thousands of years, although for the past several centuries the day-to-day rule of the land fell to his queen, Arazni. Her recent disappearance (many would instead say “escape”) and abandonment of her duties have invigorated the ghost sovereign to once again take active leadership of his benighted realm. Geb has opposed its northern neighbor, Nex, for the entirety of its existence. Also named after its ruler, Nex is a cosmopolitan realm where magic is mundane. Nex himself has been missing for ages, yet in his absence the Arclords have ruled quite effectively. Here, golems patrol the streets, and the practice of fleshwarping is an accepted and legitimate industry. Between these two opposed nations lies a stretch of land known as the Mana Wastes, a blasted and blighted badland formed by the ancient wars between Nex and Geb. The very magic of these lands is damaged—or in many reaches dead entirely—and peculiar mutants flop and prowl through the ruins in search of prey. Only in the duchy of Alkenstar does life approach anything approximating normal, but even here the assumptions of the rest of the world are turned on their head. With magic being unpredictable, Alkenstar's citizens have turned instead to technology. The nation is home to metallurgists and machinists, and the art of gunsmithing gives them an excellent advantage in this part of the world. Exports of firearms have steadily increased over the years, and Alkenstar is emerging as a significant power of its own as a result. Across the waters of the Obari Ocean lies the final realm of the Impossible Lands: the island nation of Jalmeray. Here it isn't magic alone that allows for impossibilities but also focused self-control and perfection of the spirit. The people of Jalmeray have accomplished astounding physical feats and achieved remarkable intellectual insights using nothing more than ancient traditions of mysticism and self-perfection. Mwangi Expanse The Mwangi Expanse is home to a wide array of civilizations, both past and present, even as it holds the largest stretch of wilderness in the Inner Sea region. In fact, one of the first civilizations to rise from the ashes after Earthfall rose here in this land—the nation of Shory and its astounding flying cities, from which many modern customs of magic stem. Some Mwangi cities and kingdoms were lost far more recently than those ancient wonders. When the Eye of Abendego formed just over a century ago, its winds and waves flooded two significant realms along Garund's west coast. Where once stood the nations of Lirgen and Yamasa now stretch only the Sodden Lands, a swath of swampland and salt marshes held by rival gangs of scavengers and monsters. Even more recently, a powerful city-state in the heart of the Mwangi Jungle, Usaro, fell when its brutal leader, Ruthazek the Gorilla King, was slain by adventurers. Usaro has been without a leader for only a few short years, but already its violent inhabitants have caused significant damage in their anarchic rioting. A long lineage of demonically infused Gorilla Kings has ruled Usaro over the centuries, and so a new one will likely soon rise to seize control of Usaro, for the moment this sinister region lacks a head to focus its wrath. Despite these instances of ruin and destruction, the Mwangi Expanse hosts a wealth of diverse and powerful city-states within its reaches. In Bloodcove, the ruthless mercantile league of the Aspis Consortium rules. Farther south along the coast stands Senghor, whose stance against both piracy and slavery place the city in stark contrast to its northern neighbor. The city-state of Nantambu lies far upstream from Bloodcove on the Vanji River, where its citizens carry on the ancient traditions of Old-Mage Jatembe in combining arcane and primal magic. Far to the southeast stands Mzali, which lies under the oppressive rule of the undead child-king Walkena, though a group of dissidents called the Bright Lions works to build resistance to the mummy's reign. Then there is the city of Kibwe, where within its walls dwell an eclectic mix of people who have journeyed from afar to seek trade and companionship. Farther south from these independent city-states lies the recently freed nation of Vidrian. Originally established as the Chelish colony of Sargava, Vidrian has now seized its own destiny and cast off its colonial shackles. In so doing, the young nation has exposed itself to the predations of pirates and worse, yet to its citizens, freedom from oppression is well worth that price. THE AGE OF LOST OMENS Old Cheliax At its height, the empire of Cheliax had holdings that reached from Varisia to Garund and east all the way to Galt. Aroden was prophesized to return to the world of mortals to usher in a new Age of Glory, and those prophecies predicted the Chelish city of Westcrown would be the point of his arrival. Instead, his death ignited a civil war that lasted for decades. When the Thrice-Damned House of Thrune emerged as victor, Cheliax had forever changed. Under House Thrune's rule, Cheliax transformed into a nation that viewed Hell as a blueprint for government. The church of Asmodeus became Cheliax's official state religion, and diabolism its most powerful philosophy. The devil had come home to rule, and while the nation's politicians and leaders claimed that they maintained control of their fate—and House Thrune had merely formed an alliance with Hell to maintain its power and keep order—the nation's internal and external enemies know better. Many of Cheliax's outlying provinces—such as Andoran, Galt, and Vidrian—revolted and became their own nations. The nation of Isger remains, at least on paper, a thrall. Cheliax values Isger for its important position as a trade route to the Lake Encarthan region, but when Isger was wracked by the violence of the Goblinblood Wars several decades ago, House Thrune did little to provide aid. As the repercussions of the Whispering Tyrant's return to power send ripples of nervous dread through the land, Isger's people grow fearful that they lack not only their own political strength but also that of their supposed protector, and as a result, Isger is one of the lands in the Inner Sea region most in need of heroes. Recently, several uprisings within Cheliax have further tested the nation's resolve. After a devastating nautical loss in the Shackles resulted in Vidrian's independence, a new Iomedaean rebellion called the Glorious Reclamation threatened Cheliax from within. House Thrune and the Asmodean church defeated the Glorious Reclamation, but at a price—a simultaneous rebellion was successful, with a group of rebels called the Silver Ravens negotiating the successful secession of the new nation of Ravounel. North of Cheliax, the shadowy nation of Nidal remains the diabolic nation's only real ally. A theocracy ruled by the church of Zon-Kuthon, Nidal is the oldest nation on Avistan, for its people turned to the Midnight Lord for protection during the Age of Darkness after Earthfall. Today, pain and dread are comforts to the citizens of Nidal, and millennia of rule under a church that revels in pain have left them inured to agony and welcoming of loss. Saga Lands While the opportunity for epic adventure exists throughout the world, in recent years it seems the Saga Lands have produced the most notorious and legendary tales. These sprawling northern reaches feature kingdoms ruled by vikings and witches, realms home to mammoth-riding Kellid clans, and a frontier land of free cities and dangerous wilderness—all of which are steeped in the ancient legacy of the long-gone empire of Thassilon. Millennia ago, the nation of Thassilon was ruled by the sinful, tyrannical runelords. These wizards carved out legends intended to last for an eternity, but even the mighty runelords succumbed to the devastation of Earthfall. The seven reigning runelords of that time retreated into the safety of extradimensional domains, and for eons they slumbered, until they began to wake in 4707 ar. The frontier realm of Varisia, once the heart of Thassilon, bore the brunt of the wrath of the first wakened runelord, an avaricious sadist named Karzoug. A band of unlikely heroes emerged from the small coastal town of Sandpoint to eventually face and defeat Karzoug, yet his wakening soon roused other slumbering runelords, and a new band of heroes was forced to defeat the risen tyrants. While the neighboring Lands of the Linnorm Kings, Realms of the Mammoth Lords, and witch-haunted Irrisen never faced direct repercussions from the runelords, these northern lands hold dangers of their own. A long-running cold war between the vikings of the Linnorm Kingdoms and the winter witches of Irrisen to the east finally came to a sputtering end when a daughter of the immortal witch Baba Yaga attempted to defy her mother and usurp Irrisen's traditions of rule. While the eternal winter of Irrisen set in place by Baba Yaga endures, its new ruler, Anastasia, may prove to be the first benevolent presence to sit on the throne in centuries. Farther to the east, the Kellid clans of the Realm of the Mammoth Lords played their own pivotal roles in defying the demons of the Worldwound. Recently, a new nation has risen in the Saga Lands. After the runelords were defeated, two surviving runelords decided to adjust their traditions to fit this strange new world they found themselves in. Now the fledgling nation of New Thassilon sprawls along the northern border of Varisia, and it remains to be seen if its rulers will fully adopt a more peaceful path, or if it is but a matter of time before the old traditions of sin and violence rise once again. THE AGE OF LOST OMENS Shining Kingdoms The empire of Taldor was historically the heart of the Shining Kingdoms. In the early Age of Enthronement, Taldor sent several Armies of Exploration to expand the nation's borders and colonize the surrounding lands. Today, Taldor is but a shadow of its former glory, but after a recent bout of internal strife, a progressive new empress has claimed the crown, and Taldor may be on the path to recover its old glory for the first time in centuries. To the west, the democratic nation of Andoran stands as a rising star on the international stage. Ever since the province seceded from the nation of Cheliax, Andoran's military has helped to stem the flow of slavery, and its heroes have stood tall against all manner of peril to the common folk. But the future doesn't look entirely bright for Andoran, for with Cheliax's recent upsets, rumors flow that House Thrune may seek to reclaim control of its wayward thrall. Given the looming threat of the Whispering Tyrant, an all-out war between these two powerful nations could be disastrous. Northeast of Andoran sprawls the dwarven city-states of the Five Kings Mountains. No strangers to war, both against enemies and among themselves, the dwarves of the Five Kings remain allies of Andoran but have their own troubles that command most of their attention. To the west of the dwarven realm, the rich and powerful nation of Druma controls nearly half of the lake's southern shoreline and uses its position to bolster its coffers and further the teachings of the Prophecies of Kalistrade, a philosophy that teaches that wealth can be achieved through adherence to strict and abstemious practices. Northeast of Druma lie the forested elven lands of Kyonin, one of Avistan's oldest nations. This land belonged to the elves long before Earthfall, but for thousands of years after that devastation, they left their realm abandoned. In that time, a powerful demon named Treerazer seized control of the forest's southern reaches, corrupting the terrain into a swampy, desolate mire called Tanglebriar. Although the elves have returned, they've been unable to force Treerazer from their southern border. Still farther east is the nation of Galt. Wracked for decades by a self-perpetuating series of rebellions and revolutions, this land has been torn apart from within over and over. Its people are tired and desperate as they continue to live what lives they can in the shadow of the final blades—powerful magical guillotines that claim the souls of those they decapitate. If any of the regions of the Shining Kingdoms is poised for significant change in the near future, it is surely revolution-wracked Galt. Cultures Of course, there's more to the world of Golarion than its geopolitical borders and wilderness regions. It's the people who dwell in those nations and the creatures that lurk in those wilds who bring the world to life. Human Ethnicities GARUNDI Garundi Garundi span the nations of northern Garund along the shores of the Inner Sea, and their clans are known for strength and empathy, treating their neighbors with compassion and respect. Their skin tones often range from dark brown to beige, and they often have tall statures, broad shoulders, and high cheekbones. Garundi have access to the Osiriani language. KELESHITE A variety of ethnic groups make up the human populace of the continents bordering Golarion's Inner Sea. Many of these groups have origins on distant lands, but the Inner Sea region has a diverse population drawn from across the globe. Human characters can be from any of these ethnicities, regardless of what land they call home. Characters from these ethnicities speak Common if they come from the Inner Sea region, and some ethnicities give access to a regional language or another uncommon language (page 65). Half-elves and half-orcs arise across all human ethnicities and bear the features of both those ethnicities and their non-human parents. Keleshite Tracing their origins to the Keleshite Empire in the eastern deserts, Keleshites often have black hair, brown eyes, and dark- to cool-brown skin. Their culture takes pride in the empire's legacy, valuing boldness, wit, and luxury. Fashions tend to incorporate flowing fabrics, headdresses, and turbans. Keleshites have access to the Kelish language. Kellid KELLID In the mountains and steppes of northern Avistan, Kellids live hard lives to survive the threats of the wild, wary of magic and relying on skill and might when hunting and fighting. They are typically a brawny and dark-haired people, tanned and bearing eyes that are often black, blue, or gray. Kellids have access to the Hallit language. Mwangi Spread across the vast continent of Garund, from the parched deserts in the north to the dense jungles of the Mwangi Expanse, the Mwangi people are divided into four diverse subgroups: Bekyar, Bonuwat, Mauxi, and Zenj. Mwangi skin tones range from black to dark-brown to ocher, and they have black or dark-brown hair. Mwangi have access to the Mwangi language. Nidalese MWANGI Nidalese hail from a culture that escaped destruction during the Earthfall, when a swarm of meteoroids carved out the Inner Sea. The ancient Nidalese pledged fealty to an evil shadow god to obtain salvation, and the grip of Zon-Kuthon has tainted these people ever since. Nidalese tend toward gray, ashy skin tones, with white, gray, or black hair. Nidalese have access to the Shadowtongue language. Shoanti NIDALESE The Shoanti clans called quahs were long ago pushed out of lush territory in the nation of Varisia into the harsh badlands of the Storval Plateau. Stalwart and tenacious, they remain oath-sworn to someday retake what they've lost. Their skin tones typically range from sepia to russet, and quah members are easily identified by their shaved heads and traditional tattoos. Shoanti have access to the Shoanti language. THE AGE OF LOST OMENS Taldan Renowned as artisans, scholars, and soldiers, Taldans have spread throughout Avistan, as the empire of Taldor once spanned almost half of the northern continent. Taldans often have brown hair, pale-white to deep-bronze skin, and green, gray, or amber eyes. Their native language, Taldane, is so widespread that it is also called Common. Tian SHOANTI Few in number in the Inner Sea region, Tians originally come from myriad nations in Tian Xia, a continent on the opposite side of the world. They typically have dark hair, but their body types, skin tones, and eye colors vary greatly, as “Tian” is in fact a general term describing several ethnicities. Tians have access to the Tien language. TALDAN Varisian Varisians historically favored a nomadic life of roving caravans, but today many lead a settled lifestyle in places like Ustalav and their namesake land. Their skin tones typically range from tawny beige to khaki. They have a wide variety of hair colors from platinum to red to brown, and their large, expressive eyes range into even rarer colors like violet and gold. Varisians have access to the Varisian language. Vudrani Though the empire of Vudra is far to the east, it has a foothold in the Inner Sea on the island of Jalmeray. A widespread belief in reincarnation makes dedication to self-improvement a hallmark of Vudrani culture. Vudrani typically have dark eyes and skin tones that run from umber to tawny. Their hair is often black and ranges in thickness and texture. Piercings, jewelry, and makeup are common adornments among Vudrani. Vudrani have access to the Vudrani language. Ulfen The coastal raiders of the Ulfen clans are skilled sailors and bodyguards. They're often tall, with pale to ruddy skin and blond, light-brown, or red hair. They typically show pride in their appearances by adorning themselves with furs, horn, and ivory. Ulfen have access to the Skald language. TIAN Dwarves For untold eons, the dwarven people dwelled in the lightless reaches of the Darklands. It wasn't until after Earthfall that the dwarves undertook the legendary Quest for Sky, during which the majority of dwarves made a pilgrimage to relocate to the surface of Golarion. In doing so, they not only drove the orcs to the surface before them, but also established several immense Sky Citadels at each location where they emerged from the realm below. Today, three major ethnicities of dwarves exist, each associated with one of three altitude bands: the Grondaksen dwarves (who still dwell in the upper reaches of the Darklands), the Ergaksen dwarves (the most widespread heritage, and those who dwell on or adjacent to the surface world), and the Holtaksen dwarves (the least populous—dwarves who dwell only among the highest mountain reaches). ULFEN VARISIAN Elves Golarion is not the original elven home world, but those elves who dwell here today are considered native to the planet. These people first came to Golarion from the neighboring planet of Castrovel via a network of portals known as aiudara. While elves abandoned Golarion for several thousand years after the devastation of Earthfall, they have since returned in force. The most populous elves are the Aiudeen, elves who have acclimated to temperate forest lands. These are the elves who rule the nation of Kyonin and are most often encountered in other societies. To the south, the Mualijae elves have acclimated to the sweltering jungles of the Mwangi Expanse, while far to the north the Ilverani elves (known to some as the snowcasters) dwell in VUDRANI the frozen reaches of Irrisen and beyond in the Crown of the World. The Vourinoi elves of Garund's deserts are the most secretive of the elven ethnicities. Gnomes The first gnomes arrived on Golarion at some point after Earthfall from the otherworldly dimension known as the First World, fleeing a terror whose nature few can recall. Since that time, gnomes have transitioned fully to creatures of the Material Plane, although they all live in fear of the life-threatening condition known as Bleaching. Feychild gnomes are the most widespread. Glimmer gnomes retain a stronger tie to the First World, while others known as fell gnomes have embraced the darker traditions of their fey heritage. Keenspark gnomes (jokingly referred to as “sour gnomes”) seek to avoid the Bleaching by exploring new innovations rather than seeking new experiences or exploring the world. DWARF Goblins Although many adventurers might assume a goblin is a goblin, these scrappy and creative people are as diverse as any other ancestry. The most widespread are the rasp goblins, so named for the large numbers who have traditionally dwelled along the rugged coastlines of Varisia's west coast, a region known as the Rasp. Forest goblins tend to be smaller than the other ethnicities and are located mostly in central Avistan. Their numbers are only now beginning to recover from the horrors of the Goblinblood Wars. The frost goblins of Irrisen's eternal winter are unusual among their kind for their propensity to grow blue fur on their bodies, while the monkey goblins of Mediogalti Island are known for their prehensile tails and arboreal habitats. ELF Halflings GNOME Many halflings have lived in the shadow of other societies for as long as they can remember, living in much the same way as their neighboring cultures and adding their own unique variations over time or as necessity demands. However, numerous distinct halfling cultures exist outside of the context of other peoples and nations. In some cases, these divisions were fueled by separation and circumstances, such as the oppressed halflings of Cheliax who have been forced into slavery, and the Song'o halflings of the Mwangi Expanse, who hid from all other cultures to avoid a similar fate. Other halflings, such as the Jaric, Mihrini, Othoban, and Uhlam halflings, simply formed their own traditions without the influence of humans and other creatures. GOBLIN Regional Languages These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. Nearly every language listed here is spoken on the melting-pot streets of Absalom. HALFLING"
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "You can resurrect a target of up to 12th level, and the base cost is 125 gp."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "As 7th level, but the target can be up to 16th level and the base cost is 300 gp."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp. Sarkoris Scar Realm of the Mammoth Lords Irrisen Lands of the Linnorm Kings Mendev Saga Lands Lake of Mists and Veils Brevoy Numeria Kodar Mountains Hold of Belkzen New Thassilon Ustalav BROKEN LANDS EYE OF Dread Varisia Steaming Sea Mindspin Mountains River Kingdoms Razmiran Isle of Terror Nirmathas Lake Encarthan Kyonin Galt Hermea Nidal HIGH SEAS Oprak Tanglebriar Molthune Druma SHINING KINGDOMS Ravounel Menador Mountains Isger OLD CHELIAX Five Kings Mountains Verduran Forest Andoran Taldor Cheliax Isle of Kortos The Inner Sea Arcadian Ocean ABSALOM Thuvia Rahadoum GOLDEN ROAD Osirion Qadira Barrier Wall Mediogalti Island Eye of Abendego Sodden lands Katapesh Kibwe Nex Usaro Shackles Nantambu Bloodcove MWANGI EXPANSE Jalmeray Shattered Range Mana Wastes Geb IMPOSSIBLE LANDS Senghor Obari Ocean Fever Sea Vidrian Mzali Chapter 8: The Age of Lost Omens Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did. Dwarves ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, elves returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and gnomes from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy goblin tribes with a knack for surviving despite all odds against them to industrious halflings who emerged from the ruins to found societies of their own. But humanity made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden—an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders he'd achieved. Greatest among these was his discovery of a shard of potent magic known today as the Starstone, a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the Starstone and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos—also known as Starstone Isle—where he then established the city of Absalom. In the centuries to follow, Absalom grew into one of the largest cities in the world, and Aroden's legacy grew alongside it. As the millennia passed, his attentions increasingly turned away from the concerns of the Inner Sea's inhabitants to otherworldly matters beyond mortal ken, but prophecy spoke of a time when he would return to Golarion and lead humanity triumphantly into an Age of Glory. As the time of Aroden's return drew near, entire nations undertook monumental preparations to welcome him back to Golarion. But instead, Aroden died, and with him the reliability of prophecy as well. Golarion was wracked by storms, war, and supernatural devastation as the god's death marked the beginning of a new age—a time of uncertainty, but also a time of opportunity. This is the Age of Lost Omens, an age in need of heroes like never before. Avistan Arcadia Tian Xia Azlant Casmaron Garund Sarusan Beyond the Inner Sea Crown of the World The Inner Sea region consists of the continent of Avistan and the northern portion of the continent of Garund, but it is only one part of a much larger world. Garund itself extends further south, and its southern reaches are home to several unique ancestries and cultures. As one travels east from the Inner Sea, the vast expanse of the continent of Casmaron stretches beyond the horizon. With the immense inland Castrovin Sea at its heart, Casmaron is the largest of Golarion's continents and home to some of its oldest and most successful empires. Farther east of Casmaron lies the continent of Tian Xia, a region often called the Dragon Empires. The northern section of Tian Xia connects to Golarion's northernmost continent, a frozen reach known as the Crown of the World. This continent forms a bridge between Tian Xia and Avistan over the north pole. South of Tian Xia lies the mysterious continent of Sarusan, of which little is known due to the powerful storms and vexing currents that shroud its shores. Heading west from the Inner Sea region, sailors encounter the shattered remnants of lost Azlant, a ruined continent that hosted one of humanity's first empires until it was destroyed during Earthfall. Sailing farther west from these ruins eventually leads to the shores of Arcadia, a land with unusual magical traditions and powerful nations of its own. And beneath all of these lands, carved into the planet's very crust, lie the twisting tunnels of the tripartite underground realm known collectively as the Darklands, which houses great horrors and dangers but equally great opportunities for triumph and treasure. In addition, Golarion is but one of 11 worlds that orbit its sun. To the vast majority of the planet's denizens, the other 11 worlds are little more than points of light in the sky, but these worlds are not so distant as one might expect. The planets of Akiton and Castrovel are Golarion's closest neighbors. Travelers from both have visited and in some cases settled on Golarion, most notably elves, who originally hail from Castrovel. Even the farthest planet, remote Aucturn, has influenced Golarion, with its alien inhabitants exerting a sinister touch on the world that recently put the entire planet in peril. The wise thus do not discount the dangers and wonders that dwell on other planets of Golarion's solar system. The Great Beyond Countless planets lie beyond Golarion's solar system, but even these myriad worlds of the universe, known as the Material Plane, are but a fragment compared to what lies in the multiverse beyond. Other planes of existence and strange dimensions wrap this reality in a series of layered, nested spheres, known collectively as the Great Beyond. This model of reality is as much a metaphor for concepts that mortal minds have difficulty grasping as a physical description, for within the Great Beyond, anything is possible. THE AGE OF LOST OMENS Inner Sphere TIME The core of the multiverse is the Inner Sphere. Here, the vast expanse of the Material Plane and its countless worlds can be found. The Elemental Planes surround the Material Plane like layered shells, with the Plane of Air on the inside, transitioning to the Plane of Water, then to the Plane of Earth, and finally to the Plane of Fire, in something of a reversal of order in which these elements most often appear on habitable planets. The planes of Positive and Negative Energy are also within the Inner Sphere, their opposing nodes of life and death, creation and destruction, light and dark forming the start and the end of all existence. Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. Outer Sphere The scope of reality within the Outer Sphere is difficult to grasp. Here the gods dwell and the souls of the dead gather to be judged by the goddess of the dead, Pharasma, atop the spire in the realm that is her Boneyard. Anything is possible in the Outer Sphere, and its realms are as much manifestations of philosophies and belief as anything else. From the towering mountain of Heaven to the endless gulfs of the demon-held Abyss, be it the agonizing pit of Hell or the boundless wonders of Elysium, all of reality is represented within the Outer Sphere. Over time this reality erodes away and is recycled back into the raw material of life within the Positive Energy Plane. other planes and Dimensions Some planes exist in the same physical or metaphysical space as others, overlapping these other planes like overlays of reality. They include the ghost world of the Ethereal Plane, which overlays the Inner Sphere; the dizzying vastness of the Astral Plane, which overlays almost all reality and fills the seemingly endless gulf between the Inner Sphere and the Outer Sphere; and the fey-haunted First World and the sinister Shadow Plane, which each overlay the Material Plane. Stranger reaches of the Great Beyond exist as well; some, such as the Dreamlands, are visited often (if accidentally), while others, such as the enigmatic Dimension of Time, are visited rarely, if ever. In all cases these dimensions cannot be accessed by normal means, and each has their own method of entry and exit. The Inner Sea Region Although infinite opportunities for adventure await on other continents, worlds, and planes, the Inner Sea region is the focus of the Pathfinder campaign setting. With dozens of nations, empires, frontiers, and wildlands, this region presents a huge range of opportunities for heroism and villainy, exploration and adventure! The following pages break down the Inner Sea region into 10 separate regions, each with its own themes. Only a brief overview of each region is presented here—enough to establish the setting and whet the imagination. If you're interested in exploring Golarion and the Inner Sea region more, see the Pathfinder World Guide, Pathfinder Adventures, and Pathfinder Adventure Path volumes. Adventure paths present not only in-depth material about the region, but also full-length campaigns whose adventures bring a brand-new group of heroes all the way to the height of power! The year in the Inner Sea region is 4719 Absalom Reckoning (ar). As the calendar advances in the real world, time also progresses for Golarion. The Pathfinder Core Rulebook was first published in the year 2019, with the Inner Sea region's corresponding year ending in the same two final digits. Golarion's history is expansive, but two of the most significant events to shape the world occurred in -5293 ar, when Earthfall nearly brought an end to the world, and in 4606 ar, when Aroden, the god of humanity, died, and prophecies the world over began to fail, beginning the Age of Lost Omens. The map on page 416 depicts the Inner Sea region, further subdivided into the 10 subregions explored on the following pages. The borders of these regions are thematic rather than political. For an in-depth exploration of the Inner Sea region and its dozens of nations and wildlands, see the Pathfinder Lost Omens World Guide. MONTHS AND DAYS The names of the months of the year are as follows in the Inner Sea region: Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows: Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday) Absalom and Starstone Isle At the heart of the Inner Sea stands the Isle of Kortos, raised from the waters thousands of years ago as Aroden's first deific act. This amazing feat marks the dawn of the Age of Enthronement and the first year of the Absalom Reckoning calendar. The city of Absalom itself, the largest in the Inner Sea region, sprawls on the southern shore of this isle, and at the city's heart stands the legendary Starstone Cathedral. Within the walls of this structure, the Starstone ever waits to test its next supplicants—the few mortals who pass this mystic test become gods themselves. This has made Absalom an oft-besieged metropolis, but in its nearly 5,000 years, it has never once fallen. Absalom, called by many the City at the Center of the World, boasts a population of over 300,000, and its culture is a true melting pot in both ancestry and belief. Even the city's architecture reflects this, as one might expect of a settlement of its age. From the towering and majestic temples of the Ascendant Court to the close-packed shops and guildhalls of the Petal District and the sagging shanties in the Puddles, Absalom's neighborhoods never fail to present a memorable skyline. Many world-reaching organizations were born in Absalom, notably the Pathfinder Society (page 436). The Isle of Kortos, also known as Starstone Isle, has a similarly diverse ecosystem. The verdant forests and grasslands of the west provide many of the resources Absalom needs, but to the east, the rugged stony desert known as the Scrape, the dangerous Riven Hills, and the newly formed necromantic wasteland known as the Tyrant's Grasp present far harsher climates. The Isle of Erran, just north of Starstone Isle, hosts the second-largest city in the area, Escadar. A rough seaport with more than its share of shady dealings and dangerous types, Escadar also hosts large shipyards and maintains a strong navy that helps to keep the surrounding waters of the Inner Sea safe. A number of smaller islands also skirt the coast of the Isle of Kortos—some barren, some serving as hideouts for criminals and outcasts. Rising from the center of the Isle of Kortos are the Kortos Mounts, a short but rugged range of tors that have, over the years, been ruled by minotaurs, harpies, dragons, and worse. A few treacherous passes allow travel through the mountains, but with the northern shore of the Isle of Kortos being dominated by the soggy tangles of Dunmire, these northern reaches offer little to draw anyone other than bandits and adventurers into these still-untamed lands. THE AGE OF LOST OMENS Broken Lands Far to the north of Absalom sprawl the Broken Lands, nations and wildernesses united in their shared stature as fractured regions—places where life itself has taken a blow and the struggle to survive is simply part of daily reality. Not all of the Broken Lands are constantly fraught with peril, but regardless of where one might settle down in these parts' tumultuous times, danger is rarely far from home. In some cases, the breaks are political. In the northeast, the nation of Brevoy has hung on the edge of civil war for many years, as the long-running feud between the traditional noble houses of Issia and the mercenary swordlords of Rostland maintain an ongoing state of tension that may be nearing a breaking point. But in the case of the oft-contested River Kingdoms, these political breaks have reached something of a draw, for here it is said that anyone might become the ruler of a nation—if they have the tenacity to seize the reins of rule. Elsewhere in the Broken Lands, the fractures are more spiritual. Razmiran, for example, is ruled by the living god Razmir, who demands the worship of all who dwell within his nation's borders and brooks no competition of faith. His priests act as police throughout the land, brutally enforcing their deity's laws. To the north in Mendev, these spiritual breaks are less obvious; this land struggles to reclaim its heritage in the wake of a century of occupation by a crusading force that, until a few years ago, stood as a bulwark against the demons who ruled the lands across the river to the west. These western lands are truly broken, in a physical sense, for in the chaotic times at the dawn of the Age of Lost Omens, powerful agents of the demon lord Deskari tore a hole in reality. The resulting wound in the landscape allowed legions of demons to pour through and devastate the lands once known as Sarkoris. Although heroes of the Fifth Crusade recently defeated Deskari and closed the rift, these lands are still known as the Worldwound. The main threat has been quelled, but demons still inhabit the region, and the blighted landscape struggles to return to normal. Perhaps the strangest of the Broken Lands lie near its heart. The rugged hills and plains of Numeria are home to many Kellid clans. However, in the distant past, the crash of a scientifically advanced starship brought strange aliens, mechanical monstrosities, and technological wonders to Golarion, but its fiery arrival left large reaches of the surrounding land blighted and blasted even to this day. Eye of Dread The heart of the continent of Avistan has rotted. This region is dominated by Lake Encarthan, a large inland sea that was—until recently—a well-traveled hub for trade. To the southwest stands the militaristic nation of Molthune, which had long engaged in an intermittent war against its northern neighbor, Nirmathas, a wooded nation populated by folk who take their freedom seriously. An uprising of hobgoblins took advantage of this conflict, and while hostilities have since abated, the two nations now share their borders with a third: the newborn hobgoblin nation Oprak. North of these war-torn nations lie two other lands equally forged in the crucible of conflict. Until recently, the paladins and protectors of the small but strong nation of Lastwall stood fast against invasions from orcs, undead, and the like. The wild and rugged Hold of Belkzen, meanwhile, has long been held by those orcs, ever since they were driven up from the Darklands below by the dwarves during their Quest for Sky thousands of years ago. Still farther to the north is the nation of Ustalav, a collection of counties each beset with its own manifestation of horror and fear, ranging from the nightmarishly cosmic to the dreadfully infernal. It was from Ustalav that one of the greatest threats to the Inner Sea region emerged. The ancient lich Tar-Baphon— known as the Whispering Tyrant—has been defeated twice in the distant past—once by Aroden and once by the heroes of the Shining Crusade, but he has never been truly destroyed. When the magical seals that kept him imprisoned below the ominous tower of Gallowspire were finally sundered in 4719 ar, Tar-Baphon emerged, bringing with him devastation on such a scale that the one-time nation of Lastwall, which bore the brunt of his return to the world, has been utterly scoured. It exists now only as the Gravelands—the nation that once stood watch over undead uprisings now consigned to an undeath of its own. While heroes temporarily thwarted the Whispering Tyrant's immediate plans shortly after he emerged, the lich remains an active menace. The Whispering Tyrant now rules a kingdom of the undead on the aptly named Isle of Terror in the center of Lake Encarthan. The nations lining Lake Encarthan's shores have all suffered to varying degrees under the Whispering Tyrant's renewed influence, and some are pursuing unlikely alliances to resist him. The lich is gathering his resources on the Isle of Terror, and none can say where or when he will strike next. THE AGE OF LOST OMENS Golden Road Trade and travel rule the pathways of the so-called Golden Road, known for its shining sands and economic strength. Much of this region consists of sprawling desert wilderness, but this does not mean that the Golden Road is sparse in population. Coastlines and rivers serve as the lifeblood of this region, and some caravans brave the heat and dangers of the desert to trade across northern Garund. Some of the oldest nations in the Inner Sea region command this region, and ancient lore and valuable treasures can be found amid the shifting sands and storied cities. The largest of these cities is the cosmopolitan Katapesh, where mercantilism is overseen by a strange group known as the Pactmasters. Much of the trade in Katapesh is in goods that can be freely exported or imported from throughout the Inner Sea region, but the city does just as much business in avenues normally regulated to the black markets of other societies. Qadira's cities may not be as individually large as Katapesh, but the nation's economy is perhaps the strongest. It's certainly the oldest in the region, with support from the long-established Padishah Empire of Kelesh to the east. This, coupled with the church of Sarenrae—perhaps the nation's most successful cultural export to the rest of the Inner Sea region—has secured Qadira's status as one of the most important centers of influence on the Golden Road. To the west, the five city-states of Thuvia control a legendary alchemical concoction called the sun orchid elixir, which grants near-immortality to those who consume it. This treasured commodity is the keystone of Thuvia's place in the Golden Road. Further west, the nation of Rahadoum is perhaps the weakest mercantile link, but the fact that this society has eschewed the worship of gods to place its faith in the industry and talent of mortals alone gives the nation its own compelling draw. At the center of the Golden Road lies mighty Osirion, one of the oldest nations of the Inner Sea region. While Osirion was for a time ruled by Qadira, the legacies and monuments of its early days still stand tall and are an indisputable and iconic source of pride and identity to its people. The influence of Osirion's artisans, philosophers, and spellcasters has spread far and wide, particularly via the Esoteric Order of the Palatine Eye, far to the north in Ustalav, and the faith of Nethys, whose not-so-humble beginnings as a mortal wizard can be traced to the very beginning of Osirion's history during the ancient Age of Destiny. High Seas From fleets of pirates united under the Hurricane Queen of the Shackles to an ancient, subaquatic empire of shapechanging monsters led by the sinister veiled masters, the High Seas of Golarion present dangers both above and below the waves. Yet they also serve as important trade routes, with merchant ships traveling the waters to link powerful nations at opposite ends of continents. Sea captains brave the dangers of the High Seas hoping to partake in the fortunes to be made in trade, linking the ports of the Inner Sea itself to those on the shores of the Arcadian Ocean from the Mwangi Expanse to the Saga Lands. Piracy is one of the greatest dangers facing travel on the High Seas. The immense volcanic archipelago known as the Shackles serves as a haven for these pirates, with their Hurricane Queen providing just enough structure to keep them from going at each other's throats. A great diversity of monsters and threats populate these islands, and the local pirates know which are safe and which to avoid. North of the Shackles lies Mediogalti Island. While its only significant port, Ilizmagorti, is a known safe harbor for pirates, it is the presence of the infamous Red Mantis assassins who rule the isle that gives this region its greatest infamy. Other ports present their own complications. The port-city of Promise on the remote isle of Hermea a few hundred miles west of Avistan rewards well those who can negotiate the privilege of trade, but such honors are hard won, for the dragon who rules this closed society does not allow just anyone to visit. Rumors of what goes on beyond Promise's dock district range from tales of a perfect society to those of an oppressive government that affords no free will. Farther to the north, the elves of the Mordant Spire are even more closed to visitors, and for most sailors, the only thing the Mordant Spire offers is an unmistakable landmark for navigation, as the twisting spire can be seen for miles. Of all the regions along the Avistani and Garundi coastlines, though, none are more hazardous to travel than the waters tortured by the Eye of Abendego. This immense hurricane first formed at the onset of the Age of Lost Omens, when storms wracked all of Golarion in the wake of Aroden's death. Unlike those other storms, though, this hurricane remained. Its winds and storm surge have destroyed several nations and transformed a previously key gulf into a navigational nightmare. What strange force caused and perpetuates the Eye of Abendego has, to date, eluded all investigation. THE AGE OF LOST OMENS Impossible Lands Magic allows for astounding feats, yet even those who consider themselves experts in the magical arts pause in wonder before the spectacles to be found in the Impossible Lands. What is taken for granted in these strange and eclectic nations would be all but impossible elsewhere. Take Geb as an example. Here, the living are the minority, and undeath is the predominant way of life. Cruelty, sadism, and violence are the norm in Geb, as one might expect of a land ruled by a violent, undead dictator. This ghost, for whom the country was named, has ruled his nation for thousands of years, although for the past several centuries the day-to-day rule of the land fell to his queen, Arazni. Her recent disappearance (many would instead say “escape”) and abandonment of her duties have invigorated the ghost sovereign to once again take active leadership of his benighted realm. Geb has opposed its northern neighbor, Nex, for the entirety of its existence. Also named after its ruler, Nex is a cosmopolitan realm where magic is mundane. Nex himself has been missing for ages, yet in his absence the Arclords have ruled quite effectively. Here, golems patrol the streets, and the practice of fleshwarping is an accepted and legitimate industry. Between these two opposed nations lies a stretch of land known as the Mana Wastes, a blasted and blighted badland formed by the ancient wars between Nex and Geb. The very magic of these lands is damaged—or in many reaches dead entirely—and peculiar mutants flop and prowl through the ruins in search of prey. Only in the duchy of Alkenstar does life approach anything approximating normal, but even here the assumptions of the rest of the world are turned on their head. With magic being unpredictable, Alkenstar's citizens have turned instead to technology. The nation is home to metallurgists and machinists, and the art of gunsmithing gives them an excellent advantage in this part of the world. Exports of firearms have steadily increased over the years, and Alkenstar is emerging as a significant power of its own as a result. Across the waters of the Obari Ocean lies the final realm of the Impossible Lands: the island nation of Jalmeray. Here it isn't magic alone that allows for impossibilities but also focused self-control and perfection of the spirit. The people of Jalmeray have accomplished astounding physical feats and achieved remarkable intellectual insights using nothing more than ancient traditions of mysticism and self-perfection. Mwangi Expanse The Mwangi Expanse is home to a wide array of civilizations, both past and present, even as it holds the largest stretch of wilderness in the Inner Sea region. In fact, one of the first civilizations to rise from the ashes after Earthfall rose here in this land—the nation of Shory and its astounding flying cities, from which many modern customs of magic stem. Some Mwangi cities and kingdoms were lost far more recently than those ancient wonders. When the Eye of Abendego formed just over a century ago, its winds and waves flooded two significant realms along Garund's west coast. Where once stood the nations of Lirgen and Yamasa now stretch only the Sodden Lands, a swath of swampland and salt marshes held by rival gangs of scavengers and monsters. Even more recently, a powerful city-state in the heart of the Mwangi Jungle, Usaro, fell when its brutal leader, Ruthazek the Gorilla King, was slain by adventurers. Usaro has been without a leader for only a few short years, but already its violent inhabitants have caused significant damage in their anarchic rioting. A long lineage of demonically infused Gorilla Kings has ruled Usaro over the centuries, and so a new one will likely soon rise to seize control of Usaro, for the moment this sinister region lacks a head to focus its wrath. Despite these instances of ruin and destruction, the Mwangi Expanse hosts a wealth of diverse and powerful city-states within its reaches. In Bloodcove, the ruthless mercantile league of the Aspis Consortium rules. Farther south along the coast stands Senghor, whose stance against both piracy and slavery place the city in stark contrast to its northern neighbor. The city-state of Nantambu lies far upstream from Bloodcove on the Vanji River, where its citizens carry on the ancient traditions of Old-Mage Jatembe in combining arcane and primal magic. Far to the southeast stands Mzali, which lies under the oppressive rule of the undead child-king Walkena, though a group of dissidents called the Bright Lions works to build resistance to the mummy's reign. Then there is the city of Kibwe, where within its walls dwell an eclectic mix of people who have journeyed from afar to seek trade and companionship. Farther south from these independent city-states lies the recently freed nation of Vidrian. Originally established as the Chelish colony of Sargava, Vidrian has now seized its own destiny and cast off its colonial shackles. In so doing, the young nation has exposed itself to the predations of pirates and worse, yet to its citizens, freedom from oppression is well worth that price. THE AGE OF LOST OMENS Old Cheliax At its height, the empire of Cheliax had holdings that reached from Varisia to Garund and east all the way to Galt. Aroden was prophesized to return to the world of mortals to usher in a new Age of Glory, and those prophecies predicted the Chelish city of Westcrown would be the point of his arrival. Instead, his death ignited a civil war that lasted for decades. When the Thrice-Damned House of Thrune emerged as victor, Cheliax had forever changed. Under House Thrune's rule, Cheliax transformed into a nation that viewed Hell as a blueprint for government. The church of Asmodeus became Cheliax's official state religion, and diabolism its most powerful philosophy. The devil had come home to rule, and while the nation's politicians and leaders claimed that they maintained control of their fate—and House Thrune had merely formed an alliance with Hell to maintain its power and keep order—the nation's internal and external enemies know better. Many of Cheliax's outlying provinces—such as Andoran, Galt, and Vidrian—revolted and became their own nations. The nation of Isger remains, at least on paper, a thrall. Cheliax values Isger for its important position as a trade route to the Lake Encarthan region, but when Isger was wracked by the violence of the Goblinblood Wars several decades ago, House Thrune did little to provide aid. As the repercussions of the Whispering Tyrant's return to power send ripples of nervous dread through the land, Isger's people grow fearful that they lack not only their own political strength but also that of their supposed protector, and as a result, Isger is one of the lands in the Inner Sea region most in need of heroes. Recently, several uprisings within Cheliax have further tested the nation's resolve. After a devastating nautical loss in the Shackles resulted in Vidrian's independence, a new Iomedaean rebellion called the Glorious Reclamation threatened Cheliax from within. House Thrune and the Asmodean church defeated the Glorious Reclamation, but at a price—a simultaneous rebellion was successful, with a group of rebels called the Silver Ravens negotiating the successful secession of the new nation of Ravounel. North of Cheliax, the shadowy nation of Nidal remains the diabolic nation's only real ally. A theocracy ruled by the church of Zon-Kuthon, Nidal is the oldest nation on Avistan, for its people turned to the Midnight Lord for protection during the Age of Darkness after Earthfall. Today, pain and dread are comforts to the citizens of Nidal, and millennia of rule under a church that revels in pain have left them inured to agony and welcoming of loss. Saga Lands While the opportunity for epic adventure exists throughout the world, in recent years it seems the Saga Lands have produced the most notorious and legendary tales. These sprawling northern reaches feature kingdoms ruled by vikings and witches, realms home to mammoth-riding Kellid clans, and a frontier land of free cities and dangerous wilderness—all of which are steeped in the ancient legacy of the long-gone empire of Thassilon. Millennia ago, the nation of Thassilon was ruled by the sinful, tyrannical runelords. These wizards carved out legends intended to last for an eternity, but even the mighty runelords succumbed to the devastation of Earthfall. The seven reigning runelords of that time retreated into the safety of extradimensional domains, and for eons they slumbered, until they began to wake in 4707 ar. The frontier realm of Varisia, once the heart of Thassilon, bore the brunt of the wrath of the first wakened runelord, an avaricious sadist named Karzoug. A band of unlikely heroes emerged from the small coastal town of Sandpoint to eventually face and defeat Karzoug, yet his wakening soon roused other slumbering runelords, and a new band of heroes was forced to defeat the risen tyrants. While the neighboring Lands of the Linnorm Kings, Realms of the Mammoth Lords, and witch-haunted Irrisen never faced direct repercussions from the runelords, these northern lands hold dangers of their own. A long-running cold war between the vikings of the Linnorm Kingdoms and the winter witches of Irrisen to the east finally came to a sputtering end when a daughter of the immortal witch Baba Yaga attempted to defy her mother and usurp Irrisen's traditions of rule. While the eternal winter of Irrisen set in place by Baba Yaga endures, its new ruler, Anastasia, may prove to be the first benevolent presence to sit on the throne in centuries. Farther to the east, the Kellid clans of the Realm of the Mammoth Lords played their own pivotal roles in defying the demons of the Worldwound. Recently, a new nation has risen in the Saga Lands. After the runelords were defeated, two surviving runelords decided to adjust their traditions to fit this strange new world they found themselves in. Now the fledgling nation of New Thassilon sprawls along the northern border of Varisia, and it remains to be seen if its rulers will fully adopt a more peaceful path, or if it is but a matter of time before the old traditions of sin and violence rise once again. THE AGE OF LOST OMENS Shining Kingdoms The empire of Taldor was historically the heart of the Shining Kingdoms. In the early Age of Enthronement, Taldor sent several Armies of Exploration to expand the nation's borders and colonize the surrounding lands. Today, Taldor is but a shadow of its former glory, but after a recent bout of internal strife, a progressive new empress has claimed the crown, and Taldor may be on the path to recover its old glory for the first time in centuries. To the west, the democratic nation of Andoran stands as a rising star on the international stage. Ever since the province seceded from the nation of Cheliax, Andoran's military has helped to stem the flow of slavery, and its heroes have stood tall against all manner of peril to the common folk. But the future doesn't look entirely bright for Andoran, for with Cheliax's recent upsets, rumors flow that House Thrune may seek to reclaim control of its wayward thrall. Given the looming threat of the Whispering Tyrant, an all-out war between these two powerful nations could be disastrous. Northeast of Andoran sprawls the dwarven city-states of the Five Kings Mountains. No strangers to war, both against enemies and among themselves, the dwarves of the Five Kings remain allies of Andoran but have their own troubles that command most of their attention. To the west of the dwarven realm, the rich and powerful nation of Druma controls nearly half of the lake's southern shoreline and uses its position to bolster its coffers and further the teachings of the Prophecies of Kalistrade, a philosophy that teaches that wealth can be achieved through adherence to strict and abstemious practices. Northeast of Druma lie the forested elven lands of Kyonin, one of Avistan's oldest nations. This land belonged to the elves long before Earthfall, but for thousands of years after that devastation, they left their realm abandoned. In that time, a powerful demon named Treerazer seized control of the forest's southern reaches, corrupting the terrain into a swampy, desolate mire called Tanglebriar. Although the elves have returned, they've been unable to force Treerazer from their southern border. Still farther east is the nation of Galt. Wracked for decades by a self-perpetuating series of rebellions and revolutions, this land has been torn apart from within over and over. Its people are tired and desperate as they continue to live what lives they can in the shadow of the final blades—powerful magical guillotines that claim the souls of those they decapitate. If any of the regions of the Shining Kingdoms is poised for significant change in the near future, it is surely revolution-wracked Galt. Cultures Of course, there's more to the world of Golarion than its geopolitical borders and wilderness regions. It's the people who dwell in those nations and the creatures that lurk in those wilds who bring the world to life. Human Ethnicities GARUNDI Garundi Garundi span the nations of northern Garund along the shores of the Inner Sea, and their clans are known for strength and empathy, treating their neighbors with compassion and respect. Their skin tones often range from dark brown to beige, and they often have tall statures, broad shoulders, and high cheekbones. Garundi have access to the Osiriani language. KELESHITE A variety of ethnic groups make up the human populace of the continents bordering Golarion's Inner Sea. Many of these groups have origins on distant lands, but the Inner Sea region has a diverse population drawn from across the globe. Human characters can be from any of these ethnicities, regardless of what land they call home. Characters from these ethnicities speak Common if they come from the Inner Sea region, and some ethnicities give access to a regional language or another uncommon language (page 65). Half-elves and half-orcs arise across all human ethnicities and bear the features of both those ethnicities and their non-human parents. Keleshite Tracing their origins to the Keleshite Empire in the eastern deserts, Keleshites often have black hair, brown eyes, and dark- to cool-brown skin. Their culture takes pride in the empire's legacy, valuing boldness, wit, and luxury. Fashions tend to incorporate flowing fabrics, headdresses, and turbans. Keleshites have access to the Kelish language. Kellid KELLID In the mountains and steppes of northern Avistan, Kellids live hard lives to survive the threats of the wild, wary of magic and relying on skill and might when hunting and fighting. They are typically a brawny and dark-haired people, tanned and bearing eyes that are often black, blue, or gray. Kellids have access to the Hallit language. Mwangi Spread across the vast continent of Garund, from the parched deserts in the north to the dense jungles of the Mwangi Expanse, the Mwangi people are divided into four diverse subgroups: Bekyar, Bonuwat, Mauxi, and Zenj. Mwangi skin tones range from black to dark-brown to ocher, and they have black or dark-brown hair. Mwangi have access to the Mwangi language. Nidalese MWANGI Nidalese hail from a culture that escaped destruction during the Earthfall, when a swarm of meteoroids carved out the Inner Sea. The ancient Nidalese pledged fealty to an evil shadow god to obtain salvation, and the grip of Zon-Kuthon has tainted these people ever since. Nidalese tend toward gray, ashy skin tones, with white, gray, or black hair. Nidalese have access to the Shadowtongue language. Shoanti NIDALESE The Shoanti clans called quahs were long ago pushed out of lush territory in the nation of Varisia into the harsh badlands of the Storval Plateau. Stalwart and tenacious, they remain oath-sworn to someday retake what they've lost. Their skin tones typically range from sepia to russet, and quah members are easily identified by their shaved heads and traditional tattoos. Shoanti have access to the Shoanti language. THE AGE OF LOST OMENS Taldan Renowned as artisans, scholars, and soldiers, Taldans have spread throughout Avistan, as the empire of Taldor once spanned almost half of the northern continent. Taldans often have brown hair, pale-white to deep-bronze skin, and green, gray, or amber eyes. Their native language, Taldane, is so widespread that it is also called Common. Tian SHOANTI Few in number in the Inner Sea region, Tians originally come from myriad nations in Tian Xia, a continent on the opposite side of the world. They typically have dark hair, but their body types, skin tones, and eye colors vary greatly, as “Tian” is in fact a general term describing several ethnicities. Tians have access to the Tien language. TALDAN Varisian Varisians historically favored a nomadic life of roving caravans, but today many lead a settled lifestyle in places like Ustalav and their namesake land. Their skin tones typically range from tawny beige to khaki. They have a wide variety of hair colors from platinum to red to brown, and their large, expressive eyes range into even rarer colors like violet and gold. Varisians have access to the Varisian language. Vudrani Though the empire of Vudra is far to the east, it has a foothold in the Inner Sea on the island of Jalmeray. A widespread belief in reincarnation makes dedication to self-improvement a hallmark of Vudrani culture. Vudrani typically have dark eyes and skin tones that run from umber to tawny. Their hair is often black and ranges in thickness and texture. Piercings, jewelry, and makeup are common adornments among Vudrani. Vudrani have access to the Vudrani language. Ulfen The coastal raiders of the Ulfen clans are skilled sailors and bodyguards. They're often tall, with pale to ruddy skin and blond, light-brown, or red hair. They typically show pride in their appearances by adorning themselves with furs, horn, and ivory. Ulfen have access to the Skald language. TIAN Dwarves For untold eons, the dwarven people dwelled in the lightless reaches of the Darklands. It wasn't until after Earthfall that the dwarves undertook the legendary Quest for Sky, during which the majority of dwarves made a pilgrimage to relocate to the surface of Golarion. In doing so, they not only drove the orcs to the surface before them, but also established several immense Sky Citadels at each location where they emerged from the realm below. Today, three major ethnicities of dwarves exist, each associated with one of three altitude bands: the Grondaksen dwarves (who still dwell in the upper reaches of the Darklands), the Ergaksen dwarves (the most widespread heritage, and those who dwell on or adjacent to the surface world), and the Holtaksen dwarves (the least populous—dwarves who dwell only among the highest mountain reaches). ULFEN VARISIAN Elves Golarion is not the original elven home world, but those elves who dwell here today are considered native to the planet. These people first came to Golarion from the neighboring planet of Castrovel via a network of portals known as aiudara. While elves abandoned Golarion for several thousand years after the devastation of Earthfall, they have since returned in force. The most populous elves are the Aiudeen, elves who have acclimated to temperate forest lands. These are the elves who rule the nation of Kyonin and are most often encountered in other societies. To the south, the Mualijae elves have acclimated to the sweltering jungles of the Mwangi Expanse, while far to the north the Ilverani elves (known to some as the snowcasters) dwell in VUDRANI the frozen reaches of Irrisen and beyond in the Crown of the World. The Vourinoi elves of Garund's deserts are the most secretive of the elven ethnicities. Gnomes The first gnomes arrived on Golarion at some point after Earthfall from the otherworldly dimension known as the First World, fleeing a terror whose nature few can recall. Since that time, gnomes have transitioned fully to creatures of the Material Plane, although they all live in fear of the life-threatening condition known as Bleaching. Feychild gnomes are the most widespread. Glimmer gnomes retain a stronger tie to the First World, while others known as fell gnomes have embraced the darker traditions of their fey heritage. Keenspark gnomes (jokingly referred to as “sour gnomes”) seek to avoid the Bleaching by exploring new innovations rather than seeking new experiences or exploring the world. DWARF Goblins Although many adventurers might assume a goblin is a goblin, these scrappy and creative people are as diverse as any other ancestry. The most widespread are the rasp goblins, so named for the large numbers who have traditionally dwelled along the rugged coastlines of Varisia's west coast, a region known as the Rasp. Forest goblins tend to be smaller than the other ethnicities and are located mostly in central Avistan. Their numbers are only now beginning to recover from the horrors of the Goblinblood Wars. The frost goblins of Irrisen's eternal winter are unusual among their kind for their propensity to grow blue fur on their bodies, while the monkey goblins of Mediogalti Island are known for their prehensile tails and arboreal habitats. ELF Halflings GNOME Many halflings have lived in the shadow of other societies for as long as they can remember, living in much the same way as their neighboring cultures and adding their own unique variations over time or as necessity demands. However, numerous distinct halfling cultures exist outside of the context of other peoples and nations. In some cases, these divisions were fueled by separation and circumstances, such as the oppressed halflings of Cheliax who have been forced into slavery, and the Song'o halflings of the Mwangi Expanse, who hid from all other cultures to avoid a similar fate. Other halflings, such as the Jaric, Mihrini, Othoban, and Uhlam halflings, simply formed their own traditions without the influence of humans and other creatures. GOBLIN Regional Languages These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. Nearly every language listed here is spoken on the melting-pot streets of Absalom. HALFLING"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Medicine, Society Range 10 feet; Targets 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Pharasma has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost.",
"outcomes": {
"Critical Success": "You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark.",
"Success": "As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.",
"Failure": "Your attempt is unsuccessful.",
"Critical Failure": "Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target."
}
},
"conditions_caused": [
"broken",
"clumsy",
"drained",
"enfeebled",
"fleeing"
],
"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": 65718,
"source_line_end": 65784,
"raw_text_block": "RESURRECT\nUNCOMMON\nHEALING\nRITUAL 5\nNECROMANCY\nCast 1 day; Cost diamonds worth a total value of 75 gp x the target's level; Secondary Casters 2\nPrimary Check Religion (expert); Secondary Checks Medicine, Society\nRange 10 feet; Targets 1 dead creature of up to 10th level\nYou attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Pharasma has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost.\nCritical Success You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark.\nSuccess As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.\nFailure Your attempt is unsuccessful.\nCritical Failure Something goes horribly wrong-an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target.\nHeightened (6th) You can resurrect a target of up to 12th level, and the base cost is 125 gp.\nHeightened (7th) You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp.\nHeightened (8th) As 7th level, but the target can be up to 16th level and the base cost is 300 gp.\nHeightened (9th) You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp.\nHeightened (10th) As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "resurrect",
"content_id": "resurrect",
"level": 5
}
Secrets of Magic
Rewinding Step
Rank 5 · Spell · Common
You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends.
Advanced review details
Description snippet: You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor
Source lines: 14654 - 14676
Raw text block
REWINDING STEP SPELL 5 TRANSMUTATION Traditions arcane, divine, occult Cast 1 minute (material, somatic, verbal) Duration 10 minutes You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends. Heightened (7th) You can return if you're within 1,000 feet of your anchor space. Heightened (9th) You can return if you're within 1 mile of your anchor space.
Heightened
[
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "You can return if you're within 1,000 feet of your anchor space."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can return if you're within 1 mile of your anchor space."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends.",
"outcomes": []
}
Full schema_data
{
"id": "rewinding-step",
"name": "Rewinding Step",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"none"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends.",
"description_snippet": "You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor",
"heightened": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "You can return if you're within 1,000 feet of your anchor space."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can return if you're within 1 mile of your anchor space."
}
],
"heightened_scaling": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "You can return if you're within 1,000 feet of your anchor space."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can return if you're within 1 mile of your anchor space."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then 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": 14654,
"source_line_end": 14676,
"raw_text_block": "REWINDING STEP\nSPELL 5\nTRANSMUTATION\nTraditions arcane, divine, occult\nCast 1 minute (material, somatic, verbal)\nDuration 10 minutes\nYou anchor your location in time so that you can swiftly\nretrace your steps later with complex chronomancy. The\nspace you're in when you cast the spell becomes your\ntemporal anchor space. While you're within 500 feet\nof your temporal anchor space, you can spend a single\naction that has the concentrate trait to instantaneously\nreturn to that space (you don't need to have line of effect\nto the space). The spell then ends. You bring any items\nthat are in your possession with you when you take the\naction to return.\nIf the anchor space is occupied when you attempt to\nreturn to it or if this spell would bring another creature\nwith you, the spell fails to transport you, then ends.\nHeightened (7th) You can return if you're within 1,000\nfeet of your anchor space.\nHeightened (9th) You can return if you're within 1 mile of\nyour anchor space.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "rewinding-step",
"content_id": "rewinding-step",
"level": 5
}
Secrets of Magic
Rip The Spirit
Rank 5 · Spell · Common
You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is drained 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets one living creature in range. [two-actions] (somatic, verbal) The spell targets one living creature in range and the damage is 10d6 negative instead of 5d6. [three-actions] (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation.
Advanced review details
Description snippet: You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save,
Source lines: 14681 - 14702
Raw text block
RIP THE SPIRIT DEATH NECROMANCY SPELL 5 NEGATIVE Traditions divine, occult Cast [one-action] to [three-actions] Range 30 feet; Targets 1 living creature Saving Throw basic Fortitude You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is drained 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets one living creature in range. [two-actions] (somatic, verbal) The spell targets one living creature in range and the damage is 10d6 negative instead of 5d6. [three-actions] (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation. Heightened (+1) The amount of damage increases by 1d6, or by 2d6 for the 2-action version.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The amount of damage increases by 1d6, or by 2d6 for the 2-action version."
}
]
Damage clauses
[
{
"formula": "5d6",
"type": "negative",
"persistent": false
}
]
Effects
{
"description": "You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is drained 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets one living creature in range. [two-actions] (somatic, verbal) The spell targets one living creature in range and the damage is 10d6 negative instead of 5d6. [three-actions] (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation.",
"outcomes": []
}
Full schema_data
{
"id": "rip-the-spirit",
"name": "Rip The Spirit",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"death",
"negative"
],
"cast": "[one-action] to [three-actions]",
"cast_actions": "1_action_to_3_actions",
"components": [
"none"
],
"range": "30 feet",
"area": "none",
"targets": "1 living creature",
"duration": "none",
"save": "basic Fortitude",
"save_type": "basic_fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is drained 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets one living creature in range. [two-actions] (somatic, verbal) The spell targets one living creature in range and the damage is 10d6 negative instead of 5d6. [three-actions] (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation.",
"description_snippet": "You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save,",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The amount of damage increases by 1d6, or by 2d6 for the 2-action version."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The amount of damage increases by 1d6, or by 2d6 for the 2-action version."
}
],
"damage": [
{
"formula": "5d6",
"type": "negative",
"persistent": false
}
],
"damage_type": [
"negative"
],
"effects": {
"description": "You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its basic Fortitude save, and is drained 1 if it fails its save. The spell's effect is based on how many actions you spend when Casting the Spell. [one-action] (somatic) The spell targets one living creature in range. [two-actions] (somatic, verbal) The spell targets one living creature in range and the damage is 10d6 negative instead of 5d6. [three-actions] (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation.",
"outcomes": []
},
"conditions_caused": [
"drained"
],
"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": 14681,
"source_line_end": 14702,
"raw_text_block": "RIP THE SPIRIT\nDEATH\nNECROMANCY\nSPELL 5\nNEGATIVE\nTraditions divine, occult\nCast [one-action] to [three-actions]\nRange 30 feet; Targets 1 living creature\nSaving Throw basic Fortitude\nYou supernaturally rip the spirit from a living creature's\nbody, dooming the target to pain and death. The target\ntakes 5d6 negative damage, depending on its basic\nFortitude save, and is drained 1 if it fails its save. The spell's\neffect is based on how many actions you spend when\nCasting the Spell.\n[one-action] (somatic) The spell targets one living creature in range.\n[two-actions] (somatic, verbal) The spell targets one living creature\nin range and the damage is 10d6 negative instead of 5d6.\n[three-actions] (material, somatic, verbal) The spell targets all living\ncreatures in a 30-foot emanation.\nHeightened (+1) The amount of damage increases by 1d6,\nor by 2d6 for the 2-action version.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "rip-the-spirit",
"content_id": "rip-the-spirit",
"level": 5
}
Advanced Player's Guide
Secret Chest
Rank 5 · Spell · Common
Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways.
Advanced review details
Description snippet: Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The
Source lines: 31628 - 31650
Raw text block
SECRET CHEST SPELL 5 CONJURATION Traditions arcane, occult Cast 1 minute (material, somatic, verbal) Range touch; Targets 1 container and its contents, totaling 10 Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways.",
"outcomes": []
}
Full schema_data
{
"id": "secret-chest",
"name": "Secret Chest",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 container and its contents, totaling 10",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways.",
"description_snippet": "Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The",
"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": "Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. You can Dismiss the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways.",
"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": 31628,
"source_line_end": 31650,
"raw_text_block": "SECRET CHEST\nSPELL 5\nCONJURATION\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange touch; Targets 1 container and its contents, totaling 10\nBulk or less\nDuration until the next time you make your daily preparations\nYou banish a container and its contents to the Ethereal Plane,\nwhere you can retrieve it from later. The container's physical\nproperties—the material from which it is made, any locks, or\nother features—are irrelevant to the casting of this spell, but the\ncontainer can't contain any creatures. When you Cast this Spell,\nthe container and all its contents are transported to a random\nlocation deep in the Ethereal Plane. Time passes normally for\nthe container and its contents, and the environmental effects\nof the Ethereal Plane apply to it. Though very unlikely, it's\npossible for a creature on the Ethereal Plane to stumble upon\nthe chest.\nYou can Dismiss the spell to return the chest to your current\nlocation. If the spell ends by any other means, the container is\nlost on the Ethereal Plane and you can no longer recall it with\nthis spell, though you could search for it in other ways.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "secret-chest",
"content_id": "secret-chest",
"level": 5
}
Core Rulebook (4th Printing)
Sending
Rank 5 · Spell · Common
Send a mental message
Advanced review details
Description snippet: Send a mental message
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 5,
"school": "divination",
"traditions": [
"arcane",
"divine",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Send a mental message",
"content_id": "sending",
"type": "spell",
"description": "Send a mental message"
}
Page 27 of 36