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Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Showing page 28 of 36 for 898 matching canonical spell rows.
Page 28 of 36
Core Rulebook (Fourth Printing)
Shadow Blast
Rank 5 · Spell · Common
You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area.
Advanced review details
Description snippet: You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-
Source lines: 57522 - 57547
Raw text block
SHADOW BLAST EVOCATION SPELL 5 SHADOW Traditions divine, occult Cast [two-actions] somatic, verbal Range varies; Area varies Saving Throw basic Reflex or Will (target's choice) You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area. Heightened (+1) The damage increases by 1d8. SHADOW SIPHON ILLUSION Traditions arcane, occult Cast [reaction] verbal; Trigger A spell or magical effect deals damage. Range 60 feet; Targets the triggering spell Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage, but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d8. SHADOW SIPHON ILLUSION Traditions arcane, occult Cast [reaction] verbal; Trigger A spell or magical effect deals damage. Range 60 feet; Targets the triggering spell Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage, but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area.",
"outcomes": []
}
Full schema_data
{
"id": "shadow-blast",
"name": "Shadow Blast",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"shadow"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "varies",
"area": "varies",
"targets": "none",
"duration": "none",
"save": "basic Reflex or Will (target's choice)",
"save_type": "basic_reflex_or_will_choice",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area.",
"description_snippet": "You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d8. SHADOW SIPHON ILLUSION Traditions arcane, occult Cast [reaction] verbal; Trigger A spell or magical effect deals damage. Range 60 feet; Targets the triggering spell Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage, but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d8. SHADOW SIPHON ILLUSION Traditions arcane, occult Cast [reaction] verbal; Trigger A spell or magical effect deals damage. Range 60 feet; Targets the triggering spell Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage, but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 57522,
"source_line_end": 57547,
"raw_text_block": "SHADOW BLAST\nEVOCATION\nSPELL 5\nSHADOW\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange varies; Area varies\nSaving Throw basic Reflex or Will (target's choice)\nYou shape the quasi-real substance of the Shadow Plane into\na blast. Choose acid, bludgeoning, cold, electricity, fire, force,\npiercing, slashing, or sonic damage, and choose a 30-foot cone,\na 15-foot burst within 120 feet, or a 50-foot line. The blast deals\n5d8 damage of the type you chose to each creature in the area.\nHeightened (+1) The damage increases by 1d8.\nSHADOW SIPHON\nILLUSION\nTraditions arcane, occult\nCast [reaction] verbal; Trigger A spell or magical effect deals damage.\nRange 60 feet; Targets the triggering spell\nExchanging material energy with that of the Shadow Plane,\nyou transform the triggering spell into a partially illusory\nversion of itself. Attempt to counteract the target spell. If the\nattempt is successful, any creatures that would be damaged\nby the spell instead take only half as much damage, but\nthe spell otherwise works as normal. Treat shadow siphon's\ncounteract level as 2 higher for this attempt.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "shadow-blast",
"content_id": "shadow-blast",
"level": 5
}
Core Rulebook (Fourth Printing)
Shadow Siphon
Rank 5 · Spell · Common
You transform a damaging spell into a partially illusory shadow version, blunting its damage if your counteract attempt succeeds.
Advanced review details
Description snippet: React to lessen the damage from an enemy's spell by making it partially illusion.
Source lines: 57921 - 57933
Raw text block
SHADOW SIPHON SPELL 5 ILLUSION Traditions arcane, occult Cast [reaction] verbal; Trigger A spell or magical effect deals damage. Range 60 feet; Targets the triggering spell Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. Treat shadow siphon's counteract level as 2 higher for this attempt.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You transform a damaging spell into a partially illusory shadow version, blunting its damage if your counteract attempt succeeds.",
"outcomes": []
}
Full schema_data
{
"id": "shadow-siphon",
"name": "Shadow Siphon",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"shadow"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "the triggering spell",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "A spell or magical effect deals damage.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You transform a damaging spell into a partially illusory shadow version, blunting its damage if your counteract attempt succeeds.",
"description_snippet": "React to lessen the damage from an enemy's spell by making it partially illusion.",
"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 transform a damaging spell into a partially illusory shadow version, blunting its damage if your counteract attempt succeeds.",
"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": 57921,
"source_line_end": 57933,
"raw_text_block": "SHADOW SIPHON\nSPELL 5\nILLUSION\nTraditions arcane, occult\nCast [reaction] verbal; Trigger A spell or magical effect deals damage.\nRange 60 feet; Targets the triggering spell\nExchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage.\nTreat shadow siphon's counteract level as 2 higher for this attempt.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shadow-siphon",
"content_id": "shadow-siphon",
"level": 5
}
Core Rulebook (Fourth Printing)
Shadow Walk
Rank 5 · Spell · Uncommon
You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).
Advanced review details
Description snippet: You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see t
Source lines: 57566 - 57593
Raw text block
SHADOW WALK SPELL 5 SHADOW TELEPORTATION Traditions arcane, occult Cast 1 minute (material, somatic, verbal) Range touch; Targets you and up to 9 willing creatures touched Duration 8 hours You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).",
"outcomes": []
}
Full schema_data
{
"id": "shadow-walk",
"name": "Shadow Walk",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"arcane",
"occult"
],
"traits": [
"shadow",
"teleportation"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "you and up to 9 willing creatures touched",
"duration": "8 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).",
"description_snippet": "You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see t",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).",
"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": 57566,
"source_line_end": 57593,
"raw_text_block": "SHADOW WALK\nSPELL 5\nSHADOW\nTELEPORTATION\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange touch; Targets you and up to 9 willing creatures touched\nDuration 8 hours\nYou access the Shadow Plane, using its warped nature to\nspread your travels. The targets enter the edge of the Shadow\nPlane where it borders the Material Plane. Targets can't see\nthe Material Plane while on the Shadow Plane (although\nelements of that plane can sometimes be a hazy reflection\nof the Material Plane). While on the Shadow Plane, the\ntargets are exposed to potential encounters with that plane's\ndenizens. The shadows on the border between the planes\nbend space, speeding up your movement with respect to the\nMaterial Plane. Every 3 minutes the targets travel along this\nborder, they move as far as they would through the Material\nPlane in 1 hour. At any point, a target can Dismiss the spell's\neffects, although this affects only that target. The shadow\nbending is inexact, so when the spell ends, the targets\nappear roughly 1 mile from their intended location on the\nMaterial Plane (though those who are traveling together and\nDismiss the spell at the same point on the Plane of Shadow\nappear together).",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "shadow-walk",
"content_id": "shadow-walk",
"level": 5
}
Advanced Player's Guide
Shepherd Of Souls
Rank 5 · Focus · Uncommon
You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount.
Advanced review details
Description snippet: You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces t
Source lines: 33744 - 33762
Raw text block
SHEPHERD OF SOULS UNCOMMON HEALING NECROMANCY FOCUS 5 SORCERER Cast [reaction] verbal; Trigger A living creature within 30 feet takes damage. Range 30 feet; Targets 1 creature You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount. Heightened (+2) The maximum number of Hit Points you can sacrifice increases by 5. Heightened (+1) Increase the weakness and the reduction to resistances by 1.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The maximum number of Hit Points you can sacrifice increases by 5."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the weakness and the reduction to resistances by 1."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount.",
"outcomes": []
}
Full schema_data
{
"id": "shepherd-of-souls",
"name": "Shepherd Of Souls",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"healing"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "A living creature within 30 feet takes damage.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount.",
"description_snippet": "You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces t",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The maximum number of Hit Points you can sacrifice increases by 5."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the weakness and the reduction to resistances by 1."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The maximum number of Hit Points you can sacrifice increases by 5."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the weakness and the reduction to resistances by 1."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "sorcerer",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 33744,
"source_line_end": 33762,
"raw_text_block": "SHEPHERD OF SOULS\nUNCOMMON\nHEALING\nNECROMANCY\nFOCUS 5\nSORCERER\nCast [reaction] verbal; Trigger A living creature within 30 feet takes\ndamage.\nRange 30 feet; Targets 1 creature\nYou stay the hand of fate for one not yet destined to die,\nsacrificing some of your own vitality to heal them. You lose\nup to 15 Hit Points as a sacrifice, and the target reduces the\ndamage by twice the number of Hit Points sacrificed. If this\nreduction exceeds the amount of damage, the target recovers\nHit Points equal to the excess amount.\nHeightened (+2) The maximum number of Hit Points you can\nsacrifice increases by 5.\nHeightened (+1) Increase the weakness and the reduction to\nresistances by 1.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shepherd-of-souls",
"content_id": "shepherd-of-souls",
"level": 5
}
Advanced Player's Guide
Shroud Of Night
Rank 5 · Focus · Common
You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. CANTRIP DARKNESS EVOCATION HEX STOKE THE HEART UNCOMMON CANTRIP
Advanced review details
Description snippet: You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it h
Source lines: 34308 - 34325
Raw text block
SHROUD OF NIGHT FOCUS 5 WITCH Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. CANTRIP DARKNESS EVOCATION HEX STOKE THE HEART UNCOMMON CANTRIP
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. CANTRIP DARKNESS EVOCATION HEX STOKE THE HEART UNCOMMON CANTRIP",
"outcomes": []
}
Full schema_data
{
"id": "shroud-of-night",
"name": "Shroud Of Night",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "none",
"rarity": "common",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. CANTRIP DARKNESS EVOCATION HEX STOKE THE HEART UNCOMMON CANTRIP",
"description_snippet": "You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it h",
"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 manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and drained conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. CANTRIP DARKNESS EVOCATION HEX STOKE THE HEART UNCOMMON CANTRIP",
"outcomes": []
},
"conditions_caused": [
"doomed",
"drained"
],
"focus_class": "witch",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 34308,
"source_line_end": 34325,
"raw_text_block": "SHROUD OF NIGHT\nFOCUS 5\nWITCH\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nYou manipulate the threads of time around the target, giving\nthem some of the benefits of a day's passage. The target\ndecreases the values of any doomed and drained conditions\nit has by 1 and can immediately attempt one saving throw\nagainst each affliction it has with a stage length of 1 day or\nless. The target is then temporarily immune for 1 day.\nCANTRIP\nDARKNESS\nEVOCATION\nHEX\nSTOKE THE HEART\nUNCOMMON\nCANTRIP",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shroud-of-night",
"content_id": "shroud-of-night",
"level": 5
}
Core Rulebook (Fourth Printing)
Spiritual Guardian
Rank 5 · Spell · Common
A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian.
Advanced review details
Description snippet: A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored we
Source lines: 58364 - 58410
Raw text block
SPIRITUAL GUARDIAN ABJURATION SPELL 5 FORCE Traditions divine Cast [two-actions] somatic, verbal; Requirements You have a deity. Range 120 feet Duration sustained up to 1 minute A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian. Heightened (+2) The guardian's damage increases by 1d8, and its Hit Points increase by 20.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The guardian's damage increases by 1d8, and its Hit Points increase by 20."
}
]
Damage clauses
[
{
"formula": "2d8 + your spellcasting ability modifier",
"type": "force",
"persistent": false
}
]
Effects
{
"description": "A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian.",
"outcomes": []
}
Full schema_data
{
"id": "spiritual-guardian",
"name": "Spiritual Guardian",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"force"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "You have a deity.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian.",
"description_snippet": "A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored we",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The guardian's damage increases by 1d8, and its Hit Points increase by 20."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The guardian's damage increases by 1d8, and its Hit Points increase by 20."
}
],
"damage": [
{
"formula": "2d8 + your spellcasting ability modifier",
"type": "force",
"persistent": false
}
],
"damage_type": [
"force"
],
"effects": {
"description": "A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian.",
"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": 58364,
"source_line_end": 58410,
"raw_text_block": "SPIRITUAL GUARDIAN\nABJURATION\nSPELL 5\nFORCE\nTraditions divine\nCast [two-actions] somatic, verbal; Requirements You have a deity.\nRange 120 feet\nDuration sustained up to 1 minute\nA Medium guardian made of magical force appears and\nattacks foes you designate within range. The spiritual\nguardian is translucent and appears to be holding your deity's\nfavored weapon.\nWhen you Cast the Spell, the spiritual guardian appears in\nan unoccupied space next to a foe of your choice within range\nand makes a Strike against it. Each time you Sustain the\nSpell, you can move the spiritual guardian to an unoccupied\nspace next to a target within range (if necessary) and make\na Strike with it. The guardian uses and contributes to your\nmultiple attack penalty. Alternatively, when you Sustain the\nSpell, you can have the guardian move adjacent to an ally\nand protect that ally. If you do, each time the ally would take\ndamage, the guardian takes the first 10 damage instead of\nyour ally. It continues to do so until you move the guardian\nto attack an enemy or defend a different ally, or until the\nguardian is destroyed (it has 50 Hit Points and can't recover\nHit Points by any means). The guardian can't usually take\ndamage except when protecting an ally, though disintegrate\nautomatically destroys it if it hits the spiritual guardian's AC\nof 25.\nThe guardian's Strikes are melee spell attacks. Regardless\nof the appearance of the guardian's weapon, the guardian\ndeals force damage equal to 2d8 plus your spellcasting ability\nmodifier, but you can deal damage of the type normally dealt\nby the weapon it holds instead of force damage. No other traits\nor statistics of the weapon apply, and even a ranged weapon\nattacks adjacent creatures only. Despite making a spell attack,\nthe spiritual guardian's weapon is a weapon for the purposes\nof triggers, resistances, and so forth.\nThe guardian takes up space and allies can use it when\nflanking, but it doesn't have any other attributes a creature\nwould normally have aside from Hit Points, and creatures\ncan move through its space without hindrance. The guardian\ncan't make any attack other than its Strike, and feats or\nspells that affect weapons or enhance allies do not apply to\nthe guardian.\nHeightened (+2) The guardian's damage increases by 1d8, and\nits Hit Points increase by 20.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "spiritual-guardian",
"content_id": "spiritual-guardian",
"level": 5
}
Advanced Player's Guide
Strange Geometry
Rank 5 · Spell · Common
You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal. Success: The creature disbelieves the illusion. Failure: All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. SPELL 5 ILLUSION
Advanced review details
Description snippet: You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature
Source lines: 31709 - 31732
Raw text block
STRANGE GEOMETRY Traditions occult Cast [three-actions] material, somatic, verbal Range 60 feet; Area 4 cubes, each 10 feet on a side Saving Throw Will; Duration 1 minute You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal. Success The creature disbelieves the illusion. Failure All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. SPELL 5 ILLUSION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal.",
"outcomes": {
"Success": "The creature disbelieves the illusion.",
"Failure": "All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. SPELL 5 ILLUSION"
}
}
Full schema_data
{
"id": "strange-geometry",
"name": "Strange Geometry",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "60 feet",
"area": "4 cubes, each 10 feet on a side",
"targets": "none",
"duration": "1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal. Success: The creature disbelieves the illusion. Failure: All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. SPELL 5 ILLUSION",
"description_snippet": "You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal.",
"outcomes": {
"Success": "The creature disbelieves the illusion.",
"Failure": "All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. SPELL 5 ILLUSION"
}
},
"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": 31709,
"source_line_end": 31732,
"raw_text_block": "STRANGE GEOMETRY\nTraditions occult\nCast [three-actions] material, somatic, verbal\nRange 60 feet; Area 4 cubes, each 10 feet on a side\nSaving Throw Will; Duration 1 minute\nYou cause the areas to appear to swell, bend, and break,\ntwisting together in a bizarre spatial geometry. The cubes of\nthe spell's area can't be adjacent to one another. A creature\nmust attempt a Will save if it's in one of the cubes when you\nCast the Spell, or if it later enters one of the areas, with the\nfollowing effects. A creature interacting with the illusion can\nalso attempt a Will save to disbelieve the illusion, as normal.\nSuccess The creature disbelieves the illusion.\nFailure All terrain in the cubes is difficult terrain for the creature,\nincluding the air if the creature is flying, walls if it's climbing,\nand so on. When the creature would exit one of the cubes,\nit exits from one randomly determined by the GM. This is a\nteleportation effect. It can exit from any edge of that cube it\nchooses. When selecting a random cube, the GM excludes\nany that don't match the creature's terrain; for instance, if\nthe creature were exiting along the ground, the GM would\nexclude any cube that didn't have an exit on the ground.\nSPELL 5\nILLUSION",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "strange-geometry",
"content_id": "strange-geometry",
"level": 5
}
Core Rulebook (Fourth Printing)
Subconscious Suggestion
Rank 5 · Spell · Common
Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.
Advanced review details
Description snippet: Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a ma
Source lines: 58557 - 58570
Raw text block
SUBCONSCIOUS SUGGESTION EARTH EVOCATION EARTH SPELL 6 TRANSMUTATION ENCHANTMENT Traditions divine, primal Cast [two-actions] somatic, verbal Range touch; Targets petrified creature or human-size stone object Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.",
"outcomes": []
}
Full schema_data
{
"id": "subconscious-suggestion",
"name": "Subconscious Suggestion",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"earth"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "petrified creature or human-size stone object",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.",
"description_snippet": "Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a ma",
"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": "Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.",
"outcomes": []
},
"conditions_caused": [
"petrified"
],
"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": 58557,
"source_line_end": 58570,
"raw_text_block": "SUBCONSCIOUS SUGGESTION\nEARTH\nEVOCATION\nEARTH\nSPELL 6\nTRANSMUTATION\nENCHANTMENT\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets petrified creature or human-size stone object\nManipulating the fundamental particles of matter, you convert\nstone into flesh and blood. You restore a petrified creature to\nits normal state or transform a stone object into a mass of inert\nflesh (without stone's Hardness) in roughly the same shape.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "subconscious-suggestion",
"content_id": "subconscious-suggestion",
"level": 5
}
Secrets of Magic
Summon Anarch
Rank 5 · Spell · Common
You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon.
Advanced review details
Description snippet: You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is
Source lines: 15242 - 15263
Raw text block
SUMMON ANARCH SPELL 5 CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. Heightened (6th) Level 7. Heightened (7th) Level 9. Heightened (8th) Level 11. Heightened (9th) Level 13. Heightened (10th) Level 15.
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon.",
"outcomes": []
}
Full schema_data
{
"id": "summon-anarch",
"name": "Summon Anarch",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon.",
"description_snippet": "You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Level 7."
},
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "Level 9."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Level 11."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Level 13."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "Level 15."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You conjure a chaotic celestial, monitor, or fiend to fight on your behalf. You summon a common chaotic creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon.",
"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": 15242,
"source_line_end": 15263,
"raw_text_block": "SUMMON ANARCH\nSPELL 5\nCONJURATION\nTraditions divine\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure a chaotic celestial, monitor, or fiend to fight\non your behalf. You summon a common chaotic creature\nthat has the celestial, monitor, or fiend trait and whose\nlevel is 5 or lower. You can't summon a creature unless\nits alignment is one of your deity's preferred alignments\n(or, if you don't have a deity, is within one step of\nyour alignment). At the GM's discretion, some deities\nmight restrict specific types of creatures, even if their\nalignments match. Heightening the spell increases the\nmaximum level of creature you can summon.\nHeightened (6th) Level 7.\nHeightened (7th) Level 9.\nHeightened (8th) Level 11.\nHeightened (9th) Level 13.\nHeightened (10th) Level 15.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-anarch",
"content_id": "summon-anarch",
"level": 5
}
Secrets of Magic
Summon Axiom
Rank 5 · Spell · Common
Essentials of Magic Magic Items Book of Unlimited Magic CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. Heightened As summon anarch.
Advanced review details
Description snippet: Essentials of Magic Magic Items Book of Unlimited Magic CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute
Source lines: 15318 - 15341
Raw text block
SUMMON AXIOM SPELL 5 Essentials of Magic Magic Items Book of Unlimited Magic CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. Heightened As summon anarch.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Essentials of Magic Magic Items Book of Unlimited Magic CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. Heightened As summon anarch.",
"outcomes": []
}
Full schema_data
{
"id": "summon-axiom",
"name": "Summon Axiom",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Essentials of Magic Magic Items Book of Unlimited Magic CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. Heightened As summon anarch.",
"description_snippet": "Essentials of Magic Magic Items Book of Unlimited Magic CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute",
"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": "Essentials of Magic Magic Items Book of Unlimited Magic CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a lawful celestial, monitor, or fiend to fight on your behalf. You summon a common lawful creature that has the celestial, monitor, or fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. Heightened As summon anarch.",
"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": 15318,
"source_line_end": 15341,
"raw_text_block": "SUMMON AXIOM\nSPELL 5\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nCONJURATION\nTraditions divine\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure a lawful celestial, monitor, or fiend to fight\non your behalf. You summon a common lawful creature\nthat has the celestial, monitor, or fiend trait and whose\nlevel is 5 or lower. You can't summon a creature unless\nits alignment is one of your deity's preferred alignments\n(or, if you don't have a deity, is within one step of\nyour alignment). At the GM's discretion, some deities\nmight restrict specific types of creatures, even if their\nalignments match. Heightening the spell increases the\nmaximum level of creature you can summon.\nHeightened As summon anarch.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-axiom",
"content_id": "summon-axiom",
"level": 5
}
Core Rulebook (Fourth Printing)
Summon Celestial
Rank 5 · Spell · Common
You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. Heightened As summon animal.
Advanced review details
Description snippet: You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You
Source lines: 58749 - 58763
Raw text block
SUMMON CELESTIAL SPELL 5 CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. Heightened As summon animal.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. Heightened As summon animal.",
"outcomes": []
}
Full schema_data
{
"id": "summon-celestial",
"name": "Summon Celestial",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. Heightened As summon animal.",
"description_snippet": "You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. Heightened As summon animal.",
"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": 58749,
"source_line_end": 58763,
"raw_text_block": "SUMMON CELESTIAL\nSPELL 5\nCONJURATION\nTraditions divine\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure a celestial to fight on your behalf. This works like\nsummon animal, except you summon a common creature that has\nthe celestial trait and whose level is 5 or lower. You can't summon\na creature unless its alignment is one of your deity's preferred\nalignments (or, if you don't have a deity, is within one step of your\nalignment). At the GM's discretion, some deities might restrict\nspecific types of celestials, even if their alignments match.\nHeightened As summon animal.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-celestial",
"content_id": "summon-celestial",
"level": 5
}
Core Rulebook (Fourth Printing)
Summon Dragon
Rank 5 · Spell · Common
You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. Heightened As summon animal.
Advanced review details
Description snippet: You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. Heightened As sum
Source lines: 58783 - 58793
Raw text block
SUMMON DRAGON SPELL 5 Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. Heightened As summon animal.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. Heightened As summon animal.",
"outcomes": []
}
Full schema_data
{
"id": "summon-dragon",
"name": "Summon Dragon",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. Heightened As summon animal.",
"description_snippet": "You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. Heightened As sum",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. Heightened As summon animal.",
"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": 58783,
"source_line_end": 58793,
"raw_text_block": "SUMMON DRAGON\nSPELL 5\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure a dragon to fight for you. This works like summon\nanimal, except you summon a common creature that has the\ndragon trait and whose level is 5 or lower.\nHeightened As summon animal.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-dragon",
"content_id": "summon-dragon",
"level": 5
}
Core Rulebook (Fourth Printing)
Summon Entity
Rank 5 · Spell · Common
You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. Heightened As summon animal.
Advanced review details
Description snippet: You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. Heighten
Source lines: 58822 - 58832
Raw text block
SUMMON ENTITY SPELL 5 CONJURATION Traditions occult Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. Heightened As summon animal.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. Heightened As summon animal.",
"outcomes": []
}
Full schema_data
{
"id": "summon-entity",
"name": "Summon Entity",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. Heightened As summon animal.",
"description_snippet": "You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. Heighten",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. Heightened As summon animal.",
"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": 58822,
"source_line_end": 58832,
"raw_text_block": "SUMMON ENTITY\nSPELL 5\nCONJURATION\nTraditions occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure an aberration to fight for you. This works like\nsummon animal, except you summon a common creature that\nhas the aberration trait and whose level is 5 or lower.\nHeightened As summon animal.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-entity",
"content_id": "summon-entity",
"level": 5
}
Core Rulebook (Fourth Printing)
Summon Fiend
Rank 5 · Spell · Common
You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. Heightened As summon animal. SUMMON GIANT
Advanced review details
Description snippet: You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't su
Source lines: 58867 - 58883
Raw text block
SUMMON FIEND SPELL 5 CONJURATION Traditions divine Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. Heightened As summon animal. SUMMON GIANT
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. Heightened As summon animal. SUMMON GIANT",
"outcomes": []
}
Full schema_data
{
"id": "summon-fiend",
"name": "Summon Fiend",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. Heightened As summon animal. SUMMON GIANT",
"description_snippet": "You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't su",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. Heightened As summon animal. SUMMON GIANT",
"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": 58867,
"source_line_end": 58883,
"raw_text_block": "SUMMON FIEND\nSPELL 5\nCONJURATION\nTraditions divine\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure a fiend to fight on your behalf. This works like\nsummon animal, except you summon a common creature that\nhas the fiend trait and whose level is 5 or lower. You can't\nsummon a creature unless its alignment is one of your deity's\npreferred alignments (or, if you don't have a deity, is within\none step of your alignment). At the GM's discretion, some\ndeities might restrict specific types of fiends, even if their\nalignments match.\nHeightened As summon animal.\nSUMMON GIANT",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-fiend",
"content_id": "summon-fiend",
"level": 5
}
Core Rulebook (Fourth Printing)
Summon Giant
Rank 5 · Spell · Common
You conjure a giant to fight for you. It works like summon animal, except the summoned creature must be a common giant of level 5 or lower.
Advanced review details
Description snippet: Conjure a giant to fight on your behalf.
Source lines: 59300 - 59307
Raw text block
SUMMON GIANT SPELL 5 CONJURATION Traditions primal Cast [three-actions] material, somatic, verbal Range 30 feet Duration sustained up to 1 minute You conjure a giant to fight for you. This works like summon animal, except you summon a common creature that has the giant trait and whose level is 5 or lower. Heightened As summon animal.
Heightened
[
{
"label": "As summon animal",
"type": "special",
"text": "Heightened As summon animal."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure a giant to fight for you. It works like summon animal, except the summoned creature must be a common giant of level 5 or lower.",
"outcomes": []
}
Full schema_data
{
"id": "summon-giant",
"name": "Summon Giant",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure a giant to fight for you. It works like summon animal, except the summoned creature must be a common giant of level 5 or lower.",
"description_snippet": "Conjure a giant to fight on your behalf.",
"heightened": [
{
"label": "As summon animal",
"type": "special",
"text": "Heightened As summon animal."
}
],
"heightened_scaling": [
{
"label": "As summon animal",
"type": "special",
"text": "Heightened As summon animal."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You conjure a giant to fight for you. It works like summon animal, except the summoned creature must be a common giant of level 5 or lower.",
"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": 59300,
"source_line_end": 59307,
"raw_text_block": "SUMMON GIANT\nSPELL 5\nCONJURATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou conjure a giant to fight for you. This works like summon animal, except you summon a common creature that has the giant trait and whose level is 5 or lower.\nHeightened As summon animal.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-giant",
"content_id": "summon-giant",
"level": 5
}
Advanced Player's Guide
Symphony Of The Unfettered Heart
Rank 5 · Focus · Uncommon
Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract one of the following conditions affecting the target: grabbed, immobilized, paralyzed, restrained, slowed, or stunned. If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the Escape DC for grabbed).
Advanced review details
Description snippet: Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract one of the following conditions affecting the target: grabbed, immobilized, par
Source lines: 32151 - 32167
Raw text block
SYMPHONY OF THE UNFETTERED HEART UNCOMMON ABJURATION BARD FOCUS 5 COMPOSITION Cast [two-actions] verbal, somatic Range 30 feet; Targets you or 1 ally Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract one of the following conditions affecting the target: grabbed, immobilized, paralyzed, restrained, slowed, or stunned. If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the Escape DC for grabbed). Heightened (9th) You can target up to four creatures. Champion
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can target up to four creatures. Champion"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract one of the following conditions affecting the target: grabbed, immobilized, paralyzed, restrained, slowed, or stunned. If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the Escape DC for grabbed).",
"outcomes": []
}
Full schema_data
{
"id": "symphony-of-the-unfettered-heart",
"name": "Symphony Of The Unfettered Heart",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"occult"
],
"traits": [
"composition"
],
"cast": "[two-actions] verbal, somatic",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "you or 1 ally",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract one of the following conditions affecting the target: grabbed, immobilized, paralyzed, restrained, slowed, or stunned. If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the Escape DC for grabbed).",
"description_snippet": "Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract one of the following conditions affecting the target: grabbed, immobilized, par",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can target up to four creatures. Champion"
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can target up to four creatures. Champion"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract one of the following conditions affecting the target: grabbed, immobilized, paralyzed, restrained, slowed, or stunned. If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the Escape DC for grabbed).",
"outcomes": []
},
"conditions_caused": [
"grabbed",
"immobilized",
"paralyzed",
"restrained",
"slowed",
"stunned"
],
"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": 32151,
"source_line_end": 32167,
"raw_text_block": "SYMPHONY OF THE UNFETTERED HEART\nUNCOMMON\nABJURATION\nBARD\nFOCUS 5\nCOMPOSITION\nCast [two-actions] verbal, somatic\nRange 30 feet; Targets you or 1 ally\nYour symphony lifts listeners from their worldly concerns.\nAttempt a Performance check to counteract one of the\nfollowing conditions affecting the target: grabbed, immobilized,\nparalyzed, restrained, slowed, or stunned. If you fail, you can't\ntarget that effect on the target for 1 day. Use the condition's\nsource to determine the counteract DC (for example, the Escape\nDC for grabbed).\nHeightened (9th) You can target up to four creatures.\nChampion",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "symphony-of-the-unfettered-heart",
"content_id": "symphony-of-the-unfettered-heart",
"level": 5
}
Core Rulebook (Fourth Printing)
Synaptic Pulse
Rank 5 · Spell · Common
You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. Critical Success: The creature is unaffected. Success: The creature is stunned 1. Failure: The creature is stunned 2. Critical Failure: The creature is stunned for 1 round.
Advanced review details
Description snippet: You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save.
Source lines: 58965 - 58979
Raw text block
SYNAPTIC PULSE SPELL 5 ENCHANTMENT INCAPACITATION MENTAL Traditions occult Cast [two-actions] somatic, verbal Area 30-foot emanation Saving Throw Will; Duration 1 round You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned for 1 round.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is stunned 1.",
"Failure": "The creature is stunned 2.",
"Critical Failure": "The creature is stunned for 1 round."
}
}
Full schema_data
{
"id": "synaptic-pulse",
"name": "Synaptic Pulse",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"incapacitation",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "30-foot emanation",
"targets": "none",
"duration": "1 round",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. Critical Success: The creature is unaffected. Success: The creature is stunned 1. Failure: The creature is stunned 2. Critical Failure: The creature is stunned for 1 round.",
"description_snippet": "You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area 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 emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is stunned 1.",
"Failure": "The creature is stunned 2.",
"Critical Failure": "The creature is stunned for 1 round."
}
},
"conditions_caused": [
"stunned"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 58965,
"source_line_end": 58979,
"raw_text_block": "SYNAPTIC PULSE\nSPELL 5\nENCHANTMENT INCAPACITATION\nMENTAL\nTraditions occult\nCast [two-actions] somatic, verbal\nArea 30-foot emanation\nSaving Throw Will; Duration 1 round\nYou emit a pulsating mental blast that penetrates the minds of\nall enemies in the area. Each enemy in the area must attempt\na Will save.\nCritical Success The creature is unaffected.\nSuccess The creature is stunned 1.\nFailure The creature is stunned 2.\nCritical Failure The creature is stunned for 1 round.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "synaptic-pulse",
"content_id": "synaptic-pulse",
"level": 5
}
Core Rulebook (4th Printing)
Synesthesia
Rank 5 · Spell · Common
Rewire a creature’s
Advanced review details
Description snippet: Rewire a creature’s
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 5,
"school": "divination",
"traditions": [
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Rewire a creature’s",
"content_id": "synesthesia",
"type": "spell",
"description": "Rewire a creature’s"
}
Core Rulebook (Fourth Printing)
Telekinetic Haul
Rank 5 · Spell · Common
You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. TELEKINETIC MANEUVER ATTACK EVOCATION
Advanced review details
Description snippet: You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. TELE
Source lines: 59117 - 59130
Raw text block
TELEKINETIC HAUL SPELL 5 EVOCATION Traditions arcane, occult Cast [two-actions] somatic, verbal Range 120 feet; Targets 1 unattended object of up to 80 Bulk with no dimension longer than 20 feet Duration sustained up to 1 minute You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. TELEKINETIC MANEUVER ATTACK EVOCATION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. TELEKINETIC MANEUVER ATTACK EVOCATION",
"outcomes": []
}
Full schema_data
{
"id": "telekinetic-haul",
"name": "Telekinetic Haul",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "none",
"targets": "1 unattended object of up to 80 Bulk with no dimension longer than 20 feet",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. TELEKINETIC MANEUVER ATTACK EVOCATION",
"description_snippet": "You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. TELE",
"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 move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. TELEKINETIC MANEUVER ATTACK EVOCATION",
"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": 59117,
"source_line_end": 59130,
"raw_text_block": "TELEKINETIC HAUL\nSPELL 5\nEVOCATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 unattended object of up to 80 Bulk\nwith no dimension longer than 20 feet\nDuration sustained up to 1 minute\nYou move the target up to 20 feet, potentially suspending it\nin midair. When you Sustain the Spell, you can do so again, or\nyou can choose a different eligible target to move.\nTELEKINETIC MANEUVER\nATTACK\nEVOCATION",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "telekinetic-haul",
"content_id": "telekinetic-haul",
"level": 5
}
Core Rulebook (Fourth Printing)
Telepathic Bond
Rank 5 · Spell · Uncommon
The targets can communicate telepathically with any or all of the other targets from any point on the same planet.
Advanced review details
Description snippet: The targets can communicate telepathically with any or all of the other targets from any point on the same planet.
Source lines: 59176 - 59187
Raw text block
TELEPATHIC BOND UNCOMMON DIVINATION SPELL 5 MENTAL Traditions arcane, occult Cast 1 minute (material, somatic, verbal) Range touch; Targets you and up to 4 willing creatures touched Duration 8 hours The targets can communicate telepathically with any or all of the other targets from any point on the same planet.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The targets can communicate telepathically with any or all of the other targets from any point on the same planet.",
"outcomes": []
}
Full schema_data
{
"id": "telepathic-bond",
"name": "Telepathic Bond",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"arcane",
"occult"
],
"traits": [
"mental"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "you and up to 4 willing creatures touched",
"duration": "8 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The targets can communicate telepathically with any or all of the other targets from any point on the same planet.",
"description_snippet": "The targets can communicate telepathically with any or all of the other targets from any point on the same planet.",
"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": "The targets can communicate telepathically with any or all of the other targets from any point on the same planet.",
"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": 59176,
"source_line_end": 59187,
"raw_text_block": "TELEPATHIC BOND\nUNCOMMON\nDIVINATION\nSPELL 5\nMENTAL\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange touch; Targets you and up to 4 willing creatures\ntouched\nDuration 8 hours\nThe targets can communicate telepathically with any or all of\nthe other targets from any point on the same planet.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "telepathic-bond",
"content_id": "telepathic-bond",
"level": 5
}
Secrets of Magic
Temporary Glyph
Rank 5 · Spell · Common
You temporarily bind a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a hostile effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. You can also set a more specific trigger to limit which types of creatures set off the glyph (Core Rulebook 305). Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss temporary glyph.
Advanced review details
Description snippet: You temporarily bind a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 2 actio
Source lines: 15913 - 15940
Raw text block
TEMPORARY GLYPH SPELL 5 ABJURATION Traditions arcane, divine, occult, primal Cast [three-actions] material, somatic, verbal Range 30 feet; Area a 5-foot square Duration 1 minute You temporarily bind a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a hostile effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. You can also set a more specific trigger to limit which types of creatures set off the glyph (Core Rulebook 305). Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss temporary glyph.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You temporarily bind a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a hostile effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. You can also set a more specific trigger to limit which types of creatures set off the glyph (Core Rulebook 305). Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss temporary glyph.",
"outcomes": []
}
Full schema_data
{
"id": "temporary-glyph",
"name": "Temporary Glyph",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "a 5-foot square",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You temporarily bind a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a hostile effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. You can also set a more specific trigger to limit which types of creatures set off the glyph (Core Rulebook 305). Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss temporary glyph.",
"description_snippet": "You temporarily bind a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 2 actio",
"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 temporarily bind a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a hostile effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. You can also set a more specific trigger to limit which types of creatures set off the glyph (Core Rulebook 305). Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss temporary glyph.",
"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": 15913,
"source_line_end": 15940,
"raw_text_block": "TEMPORARY GLYPH\nSPELL 5\nABJURATION\nTraditions arcane, divine, occult, primal\nCast [three-actions] material, somatic, verbal\nRange 30 feet; Area a 5-foot square\nDuration 1 minute\nYou temporarily bind a hostile spell into a symbol. While\nCasting this Spell, you also Cast a Spell of a lower spell level\nto store in the glyph. The stored spell must take 2 actions or\nfewer to Cast, have a hostile effect, and target one creature\nor have an area. Any creature that enters temporary glyph's\narea activates the glyph, releasing the harmful spell within.\nYou can set a password for the glyph. Speaking it when\nentering the spell's area prevents the glyph from triggering.\nYou can also set a more specific trigger to limit which types\nof creatures set off the glyph (Core Rulebook 305).\nOnce a spell is stored in the glyph, the glyph gains\nall the traits of that spell. If the stored spell can target\none or more creatures, it targets the creature that set off\nthe glyph. If it has an area, that area is centered on the\ncreature that set off the glyph. Temporary glyph's duration\nends when the glyph is triggered. The glyph is a magical\ntrap, using your spell DC for both the Perception check to\nnotice it and the Thievery check to disable it; both checks\nrequire the creature attempting them to be trained in\norder to succeed.\nYou can Dismiss temporary glyph.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "temporary-glyph",
"content_id": "temporary-glyph",
"level": 5
}
Advanced Player's Guide
Terrain Transposition
Rank 5 · Focus · Common
You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. If you have Favored Terrain and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost. UNCOMMON CONJURATION RANGER TELEPORTATION
Advanced review details
Description snippet: You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within
Source lines: 33484 - 33500
Raw text block
TERRAIN TRANSPOSITION FOCUS 5 Cast [two-actions] somatic, verbal Range 90 feet You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. If you have Favored Terrain and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost. UNCOMMON CONJURATION RANGER TELEPORTATION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. If you have Favored Terrain and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost. UNCOMMON CONJURATION RANGER TELEPORTATION",
"outcomes": []
}
Full schema_data
{
"id": "terrain-transposition",
"name": "Terrain Transposition",
"rank": 5,
"is_cantrip": false,
"spell_type": "focus",
"school": "none",
"rarity": "common",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "90 feet",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. If you have Favored Terrain and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost. UNCOMMON CONJURATION RANGER TELEPORTATION",
"description_snippet": "You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within",
"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 mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. If you have Favored Terrain and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost. UNCOMMON CONJURATION RANGER TELEPORTATION",
"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": 33484,
"source_line_end": 33500,
"raw_text_block": "TERRAIN TRANSPOSITION\nFOCUS 5\nCast [two-actions] somatic, verbal\nRange 90 feet\nYou mystically transpose your current location with another.\nWhile in a wilderness environment, you transport yourself and\nitems you're holding to a clear space you can see within range.\nIf you have Favored Terrain and both your starting and ending\nposition are in your favored terrain, the range increases to 180\nfeet. If you have an animal companion and it is adjacent to\nyou, you can transport it along with you to an adjacent open\nspace, but if this spell would bring any other creature with\nyou, even in an extradimensional container, the spell is lost.\nUNCOMMON\nCONJURATION\nRANGER\nTELEPORTATION",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "terrain-transposition",
"content_id": "terrain-transposition",
"level": 5
}
Secrets of Magic
The World's A Stage
Rank 5 · Ritual · Uncommon
Crafting, Performance Duration 1 month This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors (Performance) or significant backstage figures, such as set or costume designers (Crafting). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead. Critical Success: Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance). Success: As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check. Failure: The ritual has no effect. Critical Failure: The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are doomed 1 for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic CHAPTER 4: MAGIC ITEMS Magic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine. Secrets of Magic Creating a Magic Item As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. Investing a Magic Item The word “preparation” means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. Activating a Magic Item You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a third eye gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a potion of dragon's breath explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a staff of power—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. Collected Notes In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. CHAPTER MAP The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. • Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript “U” indicates the item is uncommon. • Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. • Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. • Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. • Personal Staves (page 166) are staves you build and customize yourself. • Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. • Spellhearts (page 170) are akin to permanent talismans. • Consumables (page 172) contains other types of consumables, such as potions and talismans. • Permanent Items (page 178) contains more permanent items and runes. Essentials of Magic Magic Items Book of Unlimited Magic
Advanced review details
Description snippet: Crafting, Performance Duration 1 month This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual,
Source lines: 17851 - 18008
Raw text block
THE WORLD'S A STAGE UNCOMMON DIVINATION RITUAL 5 FORTUNE Cast 1 day; Cost costumes and a stage large enough to fit all casters; Secondary Casters 2 to 12 Primary Check Occultism (expert); Secondary Checks Crafting, Performance Duration 1 month This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors (Performance) or significant backstage figures, such as set or costume designers (Crafting). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead. Critical Success Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance). Success As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check. Failure The ritual has no effect. Critical Failure The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are doomed 1 for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic CHAPTER 4: MAGIC ITEMS Magic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine. Secrets of Magic Creating a Magic Item As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. Investing a Magic Item The word “preparation” means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. Activating a Magic Item You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a third eye gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a potion of dragon's breath explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a staff of power—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. Collected Notes In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. CHAPTER MAP The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. • Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript “U” indicates the item is uncommon. • Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. • Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. • Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. • Personal Staves (page 166) are staves you build and customize yourself. • Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. • Spellhearts (page 170) are akin to permanent talismans. • Consumables (page 172) contains other types of consumables, such as potions and talismans. • Permanent Items (page 178) contains more permanent items and runes. Essentials of Magic Magic Items Book of Unlimited Magic
Heightened
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"description": "Crafting, Performance Duration 1 month This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors (Performance) or significant backstage figures, such as set or costume designers (Crafting). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead.",
"outcomes": {
"Critical Success": "Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance).",
"Success": "As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check.",
"Failure": "The ritual has no effect.",
"Critical Failure": "The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are doomed 1 for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic CHAPTER 4: MAGIC ITEMS Magic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine. Secrets of Magic Creating a Magic Item As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. Investing a Magic Item The word “preparation” means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. Activating a Magic Item You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a third eye gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a potion of dragon's breath explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a staff of power—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. Collected Notes In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. CHAPTER MAP The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. • Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript “U” indicates the item is uncommon. • Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. • Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. • Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. • Personal Staves (page 166) are staves you build and customize yourself. • Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. • Spellhearts (page 170) are akin to permanent talismans. • Consumables (page 172) contains other types of consumables, such as potions and talismans. • Permanent Items (page 178) contains more permanent items and runes. Essentials of Magic Magic Items Book of Unlimited Magic"
}
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"rarity": "uncommon",
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"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
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"description": "Crafting, Performance Duration 1 month This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors (Performance) or significant backstage figures, such as set or costume designers (Crafting). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead. Critical Success: Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance). Success: As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check. Failure: The ritual has no effect. Critical Failure: The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are doomed 1 for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic CHAPTER 4: MAGIC ITEMS Magic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine. Secrets of Magic Creating a Magic Item As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. Investing a Magic Item The word “preparation” means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. Activating a Magic Item You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a third eye gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a potion of dragon's breath explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a staff of power—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. Collected Notes In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. CHAPTER MAP The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. • Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript “U” indicates the item is uncommon. • Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. • Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. • Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. • Personal Staves (page 166) are staves you build and customize yourself. • Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. • Spellhearts (page 170) are akin to permanent talismans. • Consumables (page 172) contains other types of consumables, such as potions and talismans. • Permanent Items (page 178) contains more permanent items and runes. Essentials of Magic Magic Items Book of Unlimited Magic",
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"description": "Crafting, Performance Duration 1 month This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors (Performance) or significant backstage figures, such as set or costume designers (Crafting). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead.",
"outcomes": {
"Critical Success": "Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance).",
"Success": "As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check.",
"Failure": "The ritual has no effect.",
"Critical Failure": "The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are doomed 1 for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic CHAPTER 4: MAGIC ITEMS Magic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine. Secrets of Magic Creating a Magic Item As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. Investing a Magic Item The word “preparation” means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. Activating a Magic Item You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a third eye gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a potion of dragon's breath explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a staff of power—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. Collected Notes In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. CHAPTER MAP The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. • Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript “U” indicates the item is uncommon. • Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. • Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. • Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. • Personal Staves (page 166) are staves you build and customize yourself. • Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. • Spellhearts (page 170) are akin to permanent talismans. • Consumables (page 172) contains other types of consumables, such as potions and talismans. • Permanent Items (page 178) contains more permanent items and runes. Essentials of Magic Magic Items Book of Unlimited Magic"
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"raw_text_block": "THE WORLD'S A STAGE\nUNCOMMON\nDIVINATION\nRITUAL 5\nFORTUNE\nCast 1 day; Cost costumes and a stage large enough to fit\nall casters; Secondary Casters 2 to 12\nPrimary Check Occultism (expert); Secondary Checks\nCrafting, Performance\nDuration 1 month\nThis famous ritual is a sophisticated example of symbolic\nmagic, binding fate and fortune to follow a prepared script. To\nconduct the ritual, you and the secondary casters must put\non a long-form, multi-person, plot-based performance that's\nusually a play or opera, though more unusual performances\nhave been known. You take the role of the director, while\nthe secondary casters are either actors (Performance)\nor significant backstage figures, such as set or costume\ndesigners (Crafting). The casting time of the ritual includes\nboth preparations and rehearsals of various sorts and the\nactual performance, which must be at least an hour long.\nThe performance presents current events and offers a\nparticular vision on how they resolve, often in metaphorical\nor allegorical format (proposing the overthrow of a\ntyrant by referring to a different, legendary tyrant who\nwas overthrown, or suggesting that a murderous secret\nmight be uncovered by presenting an allegory of truth\ndefeating murder). This performance must be presented\nto an audience of at least a hundred people, a majority of\nwhom must both be connected, at least peripherally, to\nthe events in question (the people of the tyrant's city, or\nthe residents of the village where the murder occurred)\nand who must understand what the metaphor or allegory\nactually refers to. For the magic to spark, the performance\nmust declare its purpose loudly and clearly to the parties\nmost concerned. If a major antagonist featured in the\nperformance is in the audience and the ritual is a success,\nyou get a critical success instead.\nCritical Success Something sublime sparks between\nperformance and audience, and destiny conspires to push\nevents in the right direction. You and each secondary\ncaster can reroll up to three skill checks at any point\nduring the duration of the ritual after determining the\nresults, as long as the skill check is connected to ensuring\nthe topic of the performance comes true (to sneak past the\ntyrant's guards or find the murder weapon, for instance).\nSuccess As critical success except the sparks of destiny are\nweaker, so each caster can reroll only a single skill check.\nFailure The ritual has no effect.\nCritical Failure The performance is a dramatic and\nhorrendous botch, and fate strikes out at the casters.\nYou and each secondary caster are doomed 1 for the\nnext month, and this condition can't be removed by\nanything less than a wish or similarly powerful magic.\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nCHAPTER 4:\nMAGIC ITEMS\nMagic items come in many shapes and sizes, but that doesn't mean they're interchangeable!\nEach magic item is as different as the crafter who created it, and the experience of using\nthem can be as rote and detached or as rich and detailed as you can imagine.\nSecrets\nof\nMagic\nCreating a Magic Item\nAs a crafter, creating a magic item is one of the most intensely personal\nprojects you can undertake. While every serpentine wondrous figurine\nmight more or less resemble a knotted snake carved out of jade, what\ntype of snake is it? And what type of jade? Ten different figurines from\nten different crafters could each show a distinct artistic mark, and experts\ncan identify the handiwork of noteworthy crafters on sight. Similarly, items\nactivated with commands typically each have unique utterances determined\nby the crafter. Before setting out to create a magic item, contemplate how\nyour personality might inhabit and shape the item created.\nInvesting a Magic Item\nThe word “preparation” means different things to different wearers of\ninvested magic items. To some, investing a diadem of intellect may involve\nsitting silently with it at the beginning of the day and feeling the magical\nenergy course through it and themselves, but others may simply pull the\nheadband out of their rucksack, wipe it off, and give it a glance to make\nsure the gems aren't cracked. Still others might refuse to ever take the\nheadband off in the first place, even while washing up or sleeping. Any\nof these could work! The difference between these habits isn't a matter of\nrespect or proper vs. improper technique, it simply reflects what investiture\nmeans to the person using the item.\nActivating a Magic Item\nYou might activate a magic item flamboyantly, pragmatically, intensely, or\noff-handedly, but those choices are only external manifestations of how\nyou activate the item. A deeper question is what the act of using a magic\nitem feels like. Does the world seem to emit a deep thrum for an instant as\na third eye gemstone sinks into your brow and manifests as a tattoo? Do\nyou experience a counter-intuitive icy coolness when a blast from a potion\nof dragon's breath explodes from your mouth? A wizard might have a\nstep-by-step instruction list that they mentally follow when they use a staff\nof power—potentially out of habit or concerns for safety. Imagining how\nyou interact with magic items, some of which possess world-altering power,\ncan be a revealing window into how you view your place in the cosmos.\nCollected Notes\nIn his 72 years as an amateur historian, Lambus of Magnimar amassed a\ncollection of thousands of accounts of people's everyday encounters and\nexperimentations with magic items from across Golarion. Excerpts from\nhis impressive collection can be found throughout the Consumables and\nPermanent Items sections later in the chapter.\nCHAPTER MAP\nThe chapter divides magic items into\neight distinct sections, plus a treasure\ntable. Six of these sections describe\nnew categories of items.\n• Treasure by Level (page 156)\nThe table lists the items and\nrunes appearing in this chapter,\norganized by item level then\ncategory and name. Each level\nhas a section for consumables,\nfollowed by a section for\npermanent items. A superscript\n“U” indicates the item is\nuncommon.\n• Fulus (page 158) are special\nconsumables; some function\nlike talismans, while others can\nbe affixed to a wider variety of\nobjects and creatures.\n• Grimoires (page 162) are\nmagic spellbooks with special\nactivations when you cast the\nspells contained within.\n• Magical Tattoos (page 164) are\nmagic items that you etch onto\nyourself, rather than wear.\n• Personal Staves (page 166) are\nstaves you build and customize\nyourself.\n• Spell Catalysts (page 168)\nare superpowered material\ncomponents that offer additional\neffects to their spell.\n• Spellhearts (page 170) are akin to\npermanent talismans.\n• Consumables (page 172) contains\nother types of consumables, such\nas potions and talismans.\n• Permanent Items (page 178)\ncontains more permanent items\nand runes.\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic",
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Core Rulebook (4th Printing)
Tongues
Rank 5 · Spell · Uncommon
Let a creature
Advanced review details
Description snippet: Let a creature
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 5,
"school": "divination",
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"arcane",
"divine",
"occult"
],
"heightenable": true,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
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"description_snippet": "Let a creature",
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Advanced Player's Guide
Transmute Rock And Mud
Rank 5 · Spell · Common
You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. • Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. • Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw. Critical Success: The creature escapes the mud and is atop the stone, unaffected. Success: The creature climbs out of the mud as it turns to rock and is prone atop the stone. Failure: The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first. Critical Failure: The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first.
Advanced review details
Description snippet: You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. • Rock to Mud You transform non-magical
Source lines: 31836 - 31874
Raw text block
TRANSMUTE ROCK AND MUD EARTH SPELL 5 TRANSMUTATION Traditions arcane, primal Cast [three-actions] material, somatic, verbal Range 60 feet; Area 2 adjacent 10-foot cubes You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. • Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. • Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw. Critical Success The creature escapes the mud and is atop the stone, unaffected. Success The creature climbs out of the mud as it turns to rock and is prone atop the stone. Failure The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first. Critical Failure The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first. Heightened (+2) Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes."
}
]
Damage clauses
[
{
"formula": "8d6",
"type": "bludgeoning",
"persistent": false
}
]
Effects
{
"description": "You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. • Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. • Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw.",
"outcomes": {
"Critical Success": "The creature escapes the mud and is atop the stone, unaffected.",
"Success": "The creature climbs out of the mud as it turns to rock and is prone atop the stone.",
"Failure": "The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first.",
"Critical Failure": "The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first."
}
}
Full schema_data
{
"id": "transmute-rock-and-mud",
"name": "Transmute Rock And Mud",
"rank": 5,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"earth"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "60 feet",
"area": "2 adjacent 10-foot cubes",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. • Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. • Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw. Critical Success: The creature escapes the mud and is atop the stone, unaffected. Success: The creature climbs out of the mud as it turns to rock and is prone atop the stone. Failure: The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first. Critical Failure: The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first.",
"description_snippet": "You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. • Rock to Mud You transform non-magical",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes."
}
],
"damage": [
{
"formula": "8d6",
"type": "bludgeoning",
"persistent": false
}
],
"damage_type": [
"bludgeoning"
],
"effects": {
"description": "You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell. • Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. • Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw.",
"outcomes": {
"Critical Success": "The creature escapes the mud and is atop the stone, unaffected.",
"Success": "The creature climbs out of the mud as it turns to rock and is prone atop the stone.",
"Failure": "The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first.",
"Critical Failure": "The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first."
}
},
"conditions_caused": [
"grabbed",
"prone",
"restrained"
],
"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": 31836,
"source_line_end": 31874,
"raw_text_block": "TRANSMUTE ROCK AND MUD\nEARTH\nSPELL 5\nTRANSMUTATION\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 60 feet; Area 2 adjacent 10-foot cubes\nYou warp the structure of earthen material, turning rock into\nmud or mud into rock. Choose one of these two options when\nyou Cast the Spell.\n• Rock to Mud You transform non-magical, unworked, and\nunattended stone in the area into an equal volume of\nmud. If you Cast this Spell on a stone floor, it becomes\ndifficult terrain; if the resulting mud is at least 3 feet\ndeep, it is greater difficult terrain, or the creature can\ntry to Swim through it (DC 10 Athletics). If the mud is\ndeep enough that a creature can't reach the bottom, the\ncreature must Swim to move through it. If you Cast this\nSpell on a ceiling, the falling mud deals 8d6 bludgeoning\ndamage (basic Reflex save) and spreads out, creating\ndifficult terrain in an area 10 feet larger in radius than\nthe original spell's area. Once the rock is transformed into\nmud, the mud is non-magical and remains until natural\nconditions cause it to dry out or otherwise disperse.\n• Mud to Rock Mud in the area turns into unworked stone.\nIf creatures are in the mud when it is transformed to\nstone, they must attempt a Reflex saving throw.\nCritical Success The creature escapes the mud and is atop\nthe stone, unaffected.\nSuccess The creature climbs out of the mud as it turns to\nrock and is prone atop the stone.\nFailure The creature is partially stuck in the mud and is\ngrabbed for 1 round or until it Escapes, whichever\ncomes first.\nCritical Failure The creature is entirely stuck. It is\nrestrained for 1 round or until it Escapes, whichever\ncomes first.\nHeightened (+2) Add an additional 10-foot cube to the area,\nadjacent to at least one of the other cubes.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "transmute-rock-and-mud",
"content_id": "transmute-rock-and-mud",
"level": 5
}
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