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Spell Catalogue

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

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Showing page 29 of 36 for 898 matching canonical spell rows.

Page 29 of 36

Secrets of Magic

Transmute Rock and Mud APG

Rank 5 · Spell · Common

Registry ID
transmute-rock-and-mud-apg
SpellCommontransmutationprimal

Turn an area of rock

Description snippet: Turn an area of rock

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 5,
    "school": "transmutation",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Turn an area of rock",
    "content_id": "transmute_rock_and_mud_apg",
    "type": "spell",
    "description": "Turn an area of rock"
}

Core Rulebook (Fourth Printing)

Tree Stride

Rank 5 · Spell · Uncommon

Registry ID
tree-stride
SpellUncommonconjurationprimal

You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.

Description snippet: You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently larg

Source lines: 59389 - 59408

Raw text block

TREE STRIDE
UNCOMMON
CONJURATION
SPELL 5
PLANT
TELEPORTATION
Traditions primal
Cast 1 minute (material, somatic, verbal)
You step into a living tree with a trunk big enough for you
to fit inside it and instantly teleport to any tree of the same
species within 5 miles that also has a sufficiently large trunk.
Once you enter the first tree, you instantly know the rough
locations of other sufficiently large trees of the same species
within range and can exit from the original tree, if you prefer.
You can't carry extradimensional spaces with you; if you
attempt to do so, the spell fails.
Heightened (6th) The tree you exit can be up to 50 miles away.
Heightened (8th) The tree you exit can be up to 500 miles away.
Heightened (9th) The tree you exit can be anywhere on the
same planet.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "The tree you exit can be up to 50 miles away."
    },
    {
        "label": "8th",
        "type": "fixed_rank",
        "rank": 8,
        "text": "The tree you exit can be up to 500 miles away."
    },
    {
        "label": "9th",
        "type": "fixed_rank",
        "rank": 9,
        "text": "The tree you exit can be anywhere on the same planet."
    }
]

Damage clauses

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

Effects

{
    "description": "You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.",
    "outcomes": []
}

Full schema_data

{
    "id": "tree-stride",
    "name": "Tree Stride",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "plant",
        "teleportation"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.",
    "description_snippet": "You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently larg",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The tree you exit can be up to 50 miles away."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The tree you exit can be up to 500 miles away."
        },
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The tree you exit can be anywhere on the same planet."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "The tree you exit can be up to 50 miles away."
        },
        {
            "label": "8th",
            "type": "fixed_rank",
            "rank": 8,
            "text": "The tree you exit can be up to 500 miles away."
        },
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "The tree you exit can be anywhere on the same planet."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.",
        "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": 59389,
    "source_line_end": 59408,
    "raw_text_block": "TREE STRIDE\nUNCOMMON\nCONJURATION\nSPELL 5\nPLANT\nTELEPORTATION\nTraditions primal\nCast 1 minute (material, somatic, verbal)\nYou step into a living tree with a trunk big enough for you\nto fit inside it and instantly teleport to any tree of the same\nspecies within 5 miles that also has a sufficiently large trunk.\nOnce you enter the first tree, you instantly know the rough\nlocations of other sufficiently large trees of the same species\nwithin range and can exit from the original tree, if you prefer.\nYou can't carry extradimensional spaces with you; if you\nattempt to do so, the spell fails.\nHeightened (6th) The tree you exit can be up to 50 miles away.\nHeightened (8th) The tree you exit can be up to 500 miles away.\nHeightened (9th) The tree you exit can be anywhere on the\nsame planet.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "tree-stride",
    "content_id": "tree-stride",
    "level": 5
}

Core Rulebook (Fourth Printing)

Unusual Anatomy

Rank 5 · Focus · Uncommon

Registry ID
unusual-anatomy
FocusUncommontransmutationoccult

You transform your flesh and organs into a bizarre amalgam that resists precision, blunts critical-hit damage, grants darkvision, and burns melee attackers with acid.

Description snippet: Warp your body into a bizarre defensive anatomy.

Source lines: 64937 - 65025

Raw text block

UNUSUAL ANATOMY
UNCOMMON POLYMORPH SORCERER
FOCUS 5
TRANSMUTATION
Cast [one-action] somatic
Duration 1 minute
You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects: you gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits; you gain darkvision; and any creature that hits you with an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage.
Heightened (+2) The resistances increase by 5, and the acid damage increases by 1d6.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The resistances increase by 5, and the acid damage increases by 1d6."
    }
]

Damage clauses

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

Effects

{
    "description": "You transform your flesh and organs into a bizarre amalgam that resists precision, blunts critical-hit damage, grants darkvision, and burns melee attackers with acid.",
    "outcomes": []
}

Full schema_data

{
    "id": "unusual-anatomy",
    "name": "Unusual Anatomy",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "self",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You transform your flesh and organs into a bizarre amalgam that resists precision, blunts critical-hit damage, grants darkvision, and burns melee attackers with acid.",
    "description_snippet": "Warp your body into a bizarre defensive anatomy.",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The resistances increase by 5, and the acid damage increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The resistances increase by 5, and the acid damage increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You transform your flesh and organs into a bizarre amalgam that resists precision, blunts critical-hit damage, grants darkvision, and burns melee attackers with acid.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "sorcerer",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 64937,
    "source_line_end": 65025,
    "raw_text_block": "UNUSUAL ANATOMY\nUNCOMMON POLYMORPH SORCERER\nFOCUS 5\nTRANSMUTATION\nCast [one-action] somatic\nDuration 1 minute\nYou transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects: you gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits; you gain darkvision; and any creature that hits you with an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage.\nHeightened (+2) The resistances increase by 5, and the acid damage increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "unusual-anatomy",
    "content_id": "unusual-anatomy",
    "level": 5
}

Advanced Player's Guide

Wall Of Flesh

Rank 5 · Spell · Common

Registry ID
wall-of-flesh
SpellCommonnecromancydivineoccultprimal

You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. When you Cast the Spell, choose one of the following features for your wall. • Mouths The wall has countless toothy mouths along its surface. The mouths Strike any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these Strikes and dealing piercing damage equal to 1d6 + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. • Eyes The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual Perception checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. • Arms The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save. Success: The creature is unaffected. Failure: The creature is grabbed by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. Critical Failure: The creature is restrained by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. FOCUS SPELLS A focus spell is unique to a class and reflects its individual role and style. This section introduces focus spells for the oracle and witch and presents several new options for some Core Rulebook classes. The full rules for casting focus spells appear on page 300 of the Core Rulebook. Bard

Description snippet: You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wa

Source lines: 31949 - 31994

Raw text block

WALL OF FLESH
SPELL 5
NECROMANCY
Traditions divine, occult, primal
Cast [two-actions] material, somatic
Range 20 feet
Duration 10 minutes
You craft a 20-foot-tall wall of living flesh in a straight line up to
30 feet long. The wall is 3 feet thick, and each 5-foot-long section
has AC 10 and 75 HP. If you wish, the wall can be of a smaller
length or height. You must create the wall in an unbroken open
space so its edges don't pass through any creatures or objects,
or the spell is lost. The wall can't be Repaired but can be healed
by positive energy and healing spells and abilities.
When you Cast the Spell, choose one of the following
features for your wall.
• Mouths The wall has countless toothy mouths along its
surface. The mouths Strike any creature that ends its turn
within 5 feet of the wall, using your spell attack roll for
these Strikes and dealing piercing damage equal to 1d6 +
your spellcasting ability modifier. The mouths are capable
of consuming potions; since the wall is alive, it can recover
Hit Points from a potion of healing, but it can't benefit from
any effect that would give it the ability to move. Otherwise,
the GM determines which potions can affect the wall.
• Eyes The wall sprouts hundreds of unblinking eyes. You
can see through these eyes, gaining a +2 circumstance
bonus to visual Perception checks within the wall's line
of sight. You can also use the eyes for determining line
of sight for ranged attacks and spells, but you don't have
line of effect through the wall.
• Arms The wall is a mass of grasping arms. Any creature
that ends its turn within 5 feet of the wall must attempt
a Reflex save.
Success The creature is unaffected.
Failure The creature is grabbed by the wall for 1 round
or until it Escapes against your spell DC, whichever
comes first.
Critical Failure The creature is restrained by the wall
for 1 round or until it Escapes against your spell DC,
whichever comes first.
FOCUS SPELLS
A focus spell is unique to a class and reflects its individual role and style. This section introduces
focus spells for the oracle and witch and presents several new options for some Core Rulebook
classes. The full rules for casting focus spells appear on page 300 of the Core Rulebook.
Bard

Heightened

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

Damage clauses

[
    {
        "formula": "1d6 + your spellcasting ability modifier",
        "type": "piercing",
        "persistent": false
    }
]

Effects

{
    "description": "You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. When you Cast the Spell, choose one of the following features for your wall. • Mouths The wall has countless toothy mouths along its surface. The mouths Strike any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these Strikes and dealing piercing damage equal to 1d6 + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. • Eyes The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual Perception checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. • Arms The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save.",
    "outcomes": {
        "Success": "The creature is unaffected.",
        "Failure": "The creature is grabbed by the wall for 1 round or until it Escapes against your spell DC, whichever comes first.",
        "Critical Failure": "The creature is restrained by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. FOCUS SPELLS A focus spell is unique to a class and reflects its individual role and style. This section introduces focus spells for the oracle and witch and presents several new options for some Core Rulebook classes. The full rules for casting focus spells appear on page 300 of the Core Rulebook. Bard"
    }
}

Full schema_data

{
    "id": "wall-of-flesh",
    "name": "Wall Of Flesh",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] material, somatic",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "20 feet",
    "area": "none",
    "targets": "none",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. When you Cast the Spell, choose one of the following features for your wall. • Mouths The wall has countless toothy mouths along its surface. The mouths Strike any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these Strikes and dealing piercing damage equal to 1d6 + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. • Eyes The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual Perception checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. • Arms The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save. Success: The creature is unaffected. Failure: The creature is grabbed by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. Critical Failure: The creature is restrained by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. FOCUS SPELLS A focus spell is unique to a class and reflects its individual role and style. This section introduces focus spells for the oracle and witch and presents several new options for some Core Rulebook classes. The full rules for casting focus spells appear on page 300 of the Core Rulebook. Bard",
    "description_snippet": "You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wa",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "1d6 + your spellcasting ability modifier",
            "type": "piercing",
            "persistent": false
        }
    ],
    "damage_type": [
        "piercing"
    ],
    "effects": {
        "description": "You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. When you Cast the Spell, choose one of the following features for your wall. • Mouths The wall has countless toothy mouths along its surface. The mouths Strike any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these Strikes and dealing piercing damage equal to 1d6 + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. • Eyes The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual Perception checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. • Arms The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save.",
        "outcomes": {
            "Success": "The creature is unaffected.",
            "Failure": "The creature is grabbed by the wall for 1 round or until it Escapes against your spell DC, whichever comes first.",
            "Critical Failure": "The creature is restrained by the wall for 1 round or until it Escapes against your spell DC, whichever comes first. FOCUS SPELLS A focus spell is unique to a class and reflects its individual role and style. This section introduces focus spells for the oracle and witch and presents several new options for some Core Rulebook classes. The full rules for casting focus spells appear on page 300 of the Core Rulebook. Bard"
        }
    },
    "conditions_caused": [
        "grabbed",
        "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": 31949,
    "source_line_end": 31994,
    "raw_text_block": "WALL OF FLESH\nSPELL 5\nNECROMANCY\nTraditions divine, occult, primal\nCast [two-actions] material, somatic\nRange 20 feet\nDuration 10 minutes\nYou craft a 20-foot-tall wall of living flesh in a straight line up to\n30 feet long. The wall is 3 feet thick, and each 5-foot-long section\nhas AC 10 and 75 HP. If you wish, the wall can be of a smaller\nlength or height. You must create the wall in an unbroken open\nspace so its edges don't pass through any creatures or objects,\nor the spell is lost. The wall can't be Repaired but can be healed\nby positive energy and healing spells and abilities.\nWhen you Cast the Spell, choose one of the following\nfeatures for your wall.\n• Mouths The wall has countless toothy mouths along its\nsurface. The mouths Strike any creature that ends its turn\nwithin 5 feet of the wall, using your spell attack roll for\nthese Strikes and dealing piercing damage equal to 1d6 +\nyour spellcasting ability modifier. The mouths are capable\nof consuming potions; since the wall is alive, it can recover\nHit Points from a potion of healing, but it can't benefit from\nany effect that would give it the ability to move. Otherwise,\nthe GM determines which potions can affect the wall.\n• Eyes The wall sprouts hundreds of unblinking eyes. You\ncan see through these eyes, gaining a +2 circumstance\nbonus to visual Perception checks within the wall's line\nof sight. You can also use the eyes for determining line\nof sight for ranged attacks and spells, but you don't have\nline of effect through the wall.\n• Arms The wall is a mass of grasping arms. Any creature\nthat ends its turn within 5 feet of the wall must attempt\na Reflex save.\nSuccess The creature is unaffected.\nFailure The creature is grabbed by the wall for 1 round\nor until it Escapes against your spell DC, whichever\ncomes first.\nCritical Failure The creature is restrained by the wall\nfor 1 round or until it Escapes against your spell DC,\nwhichever comes first.\nFOCUS SPELLS\nA focus spell is unique to a class and reflects its individual role and style. This section introduces\nfocus spells for the oracle and witch and presents several new options for some Core Rulebook\nclasses. The full rules for casting focus spells appear on page 300 of the Core Rulebook.\nBard",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wall-of-flesh",
    "content_id": "wall-of-flesh",
    "level": 5
}

Core Rulebook (Fourth Printing)

Wall Of Ice

Rank 5 · Spell · Common

Registry ID
wall-of-ice
SpellCommonevocationarcaneprimal

You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.

Description snippet: You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (

Source lines: 60043 - 60071

Raw text block

WALL OF ICE
COLD
EVOCATION
SPELL 5
WATER
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 1 minute
You sculpt an ice barrier that blocks sight and, once shattered,
freezes foes. You create either a 1-foot-thick wall of ice in a
straight line up to 60 feet long and 10 feet high (the wall doesn't
have to be vertical, but it must be anchored on both sides to a
solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice.
The ice that makes up the wall is opaque. If you wish, the wall
can be of a smaller length, height, or radius. You must create
the wall in an unbroken open space so its edges don't pass
through any creatures or objects, or the spell is lost.
Each 10-foot-by-10-foot section of the wall has AC 10,
Hardness 10, and 40 Hit Points, and it's immune to critical
hits, cold damage, and precision damage. A section also has
weakness to fire 15; a section of the wall destroyed by fire
melts, evaporating into water and steam. A section destroyed
by means other than fire leaves behind a chilling mass of ice
that is difficult terrain and deals 2d6 cold damage to any
creature passing through it.
Heightened (+2) The Hit Points of each section of the wall
increase by 10, and the cold damage dealt to creatures
crossing a destroyed section increases by 1d6.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "cold",
        "persistent": false
    }
]

Effects

{
    "description": "You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.",
    "outcomes": []
}

Full schema_data

{
    "id": "wall-of-ice",
    "name": "Wall Of Ice",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "cold",
        "water"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.",
    "description_snippet": "You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "cold",
            "persistent": false
        }
    ],
    "damage_type": [
        "cold"
    ],
    "effects": {
        "description": "You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.",
        "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": 60043,
    "source_line_end": 60071,
    "raw_text_block": "WALL OF ICE\nCOLD\nEVOCATION\nSPELL 5\nWATER\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration 1 minute\nYou sculpt an ice barrier that blocks sight and, once shattered,\nfreezes foes. You create either a 1-foot-thick wall of ice in a\nstraight line up to 60 feet long and 10 feet high (the wall doesn't\nhave to be vertical, but it must be anchored on both sides to a\nsolid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice.\nThe ice that makes up the wall is opaque. If you wish, the wall\ncan be of a smaller length, height, or radius. You must create\nthe wall in an unbroken open space so its edges don't pass\nthrough any creatures or objects, or the spell is lost.\nEach 10-foot-by-10-foot section of the wall has AC 10,\nHardness 10, and 40 Hit Points, and it's immune to critical\nhits, cold damage, and precision damage. A section also has\nweakness to fire 15; a section of the wall destroyed by fire\nmelts, evaporating into water and steam. A section destroyed\nby means other than fire leaves behind a chilling mass of ice\nthat is difficult terrain and deals 2d6 cold damage to any\ncreature passing through it.\nHeightened (+2) The Hit Points of each section of the wall\nincrease by 10, and the cold damage dealt to creatures\ncrossing a destroyed section increases by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wall-of-ice",
    "content_id": "wall-of-ice",
    "level": 5
}

Core Rulebook (Fourth Printing)

Wall Of Stone

Rank 5 · Spell · Common

Registry ID
wall-of-stone
SpellCommonconjurationarcaneprimal

You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.

Description snippet: You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on th

Source lines: 60095 - 60116

Raw text block

WALL OF STONE
CONJURATION
SPELL 5
EARTH
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet
You shape a wall of solid stone. You create a 1-inch-thick wall
of stone up to 120 feet long, and 20 feet high. You can shape
the wall's path, placing each 5 feet of the wall on the border
between squares. The wall doesn't need to stand vertically,
so you can use it to form a bridge or set of stairs, for example.
You must conjure the wall in an unbroken open space so its
edges don't pass through any creatures or objects, or the
spell is lost.
Each 10-foot-by-10-foot section of the wall has AC 10,
Hardness 14, and 50 Hit Points, and it's immune to critical
hits and precision damage. A destroyed section of the wall
can be moved through, but the rubble created from it is
difficult terrain.
Heightened (+2) The Hit Points of each section of the wall
increase by 15.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The Hit Points of each section of the wall increase by 15."
    }
]

Damage clauses

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

Effects

{
    "description": "You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.",
    "outcomes": []
}

Full schema_data

{
    "id": "wall-of-stone",
    "name": "Wall Of Stone",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "earth"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 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 shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.",
    "description_snippet": "You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on th",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The Hit Points of each section of the wall increase by 15."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The Hit Points of each section of the wall increase by 15."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.",
        "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": 60095,
    "source_line_end": 60116,
    "raw_text_block": "WALL OF STONE\nCONJURATION\nSPELL 5\nEARTH\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nYou shape a wall of solid stone. You create a 1-inch-thick wall\nof stone up to 120 feet long, and 20 feet high. You can shape\nthe wall's path, placing each 5 feet of the wall on the border\nbetween squares. The wall doesn't need to stand vertically,\nso you can use it to form a bridge or set of stairs, for example.\nYou must conjure the wall in an unbroken open space so its\nedges don't pass through any creatures or objects, or the\nspell is lost.\nEach 10-foot-by-10-foot section of the wall has AC 10,\nHardness 14, and 50 Hit Points, and it's immune to critical\nhits and precision damage. A destroyed section of the wall\ncan be moved through, but the rubble created from it is\ndifficult terrain.\nHeightened (+2) The Hit Points of each section of the wall\nincrease by 15.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wall-of-stone",
    "content_id": "wall-of-stone",
    "level": 5
}

Core Rulebook (Fourth Printing)

Wind Jump

Rank 5 · Focus · Uncommon

Registry ID
wind-jump
FocusUncommontransmutationdivineoccult

You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.

Description snippet: You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.

Source lines: 63759 - 63772

Raw text block

WIND JUMP
UNCOMMON
AIR
FOCUS 5
MONK
TRANSMUTATION
Cast [one-action] verbal
Duration 1 minute
You gain a fly Speed equal to your Speed. You must end your
turn on solid ground, or you fall.
Heightened (6th) At the end of your turn, you can attempt a
DC 30 Acrobatics check to find purchase in midair. If you
succeed, you don't fall.
Sorcerers can gain the following bloodline spells.

Heightened

[
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall. Sorcerers can gain the following bloodline spells."
    }
]

Damage clauses

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

Effects

{
    "description": "You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.",
    "outcomes": []
}

Full schema_data

{
    "id": "wind-jump",
    "name": "Wind Jump",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "air"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.",
    "description_snippet": "You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.",
    "heightened": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall. Sorcerers can gain the following bloodline spells."
        }
    ],
    "heightened_scaling": [
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall. Sorcerers can gain the following bloodline spells."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "monk",
    "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": 63759,
    "source_line_end": 63772,
    "raw_text_block": "WIND JUMP\nUNCOMMON\nAIR\nFOCUS 5\nMONK\nTRANSMUTATION\nCast [one-action] verbal\nDuration 1 minute\nYou gain a fly Speed equal to your Speed. You must end your\nturn on solid ground, or you fall.\nHeightened (6th) At the end of your turn, you can attempt a\nDC 30 Acrobatics check to find purchase in midair. If you\nsucceed, you don't fall.\nSorcerers can gain the following bloodline spells.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wind-jump",
    "content_id": "wind-jump",
    "level": 5
}

Advanced Player's Guide

Wish-twisted Form

Rank 5 · Focus · Uncommon

Registry ID
wish-twisted-form
FocusUncommontransmutationNone

You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. The target must attempt one Will saving throw for all of the following effects. • The target gains weakness 5 to one energy type of your choice. • The target's resistances are reduced by 5. • The target takes a -10-foot status penalty to all its Speeds. • The target takes a -1 status penalty to its saving throws. Critical Success: The target is unaffected. Success: The target takes the penalties for 1 round. Failure: The target takes the penalties for 1 minute. Critical Failure: As failure, and the target takes a -1 status penalty to AC for the duration. Witches can gain the following hex spells. This section also includes their hex cantrips.

Description snippet: You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. The target must attempt one Will saving throw for all of the fol

Source lines: 33846 - 33869

Raw text block

WISH-TWISTED FORM
UNCOMMON
SORCERER
FOCUS 5
TRANSMUTATION
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration varies
You focus your magic upon an enemy, wishing for their
defenses to fail and turning their strengths into weaknesses.
The target must attempt one Will saving throw for all of the
following effects.
• The target gains weakness 5 to one energy type of
your choice.
• The target's resistances are reduced by 5.
• The target takes a -10-foot status penalty to all its Speeds.
• The target takes a -1 status penalty to its saving throws.
Critical Success The target is unaffected.
Success The target takes the penalties for 1 round.
Failure The target takes the penalties for 1 minute.
Critical Failure As failure, and the target takes a -1 status
penalty to AC for the duration.
Witches can gain the following hex spells. This section
also includes their hex cantrips.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. The target must attempt one Will saving throw for all of the following effects. • The target gains weakness 5 to one energy type of your choice. • The target's resistances are reduced by 5. • The target takes a -10-foot status penalty to all its Speeds. • The target takes a -1 status penalty to its saving throws.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes the penalties for 1 round.",
        "Failure": "The target takes the penalties for 1 minute.",
        "Critical Failure": "As failure, and the target takes a -1 status penalty to AC for the duration. Witches can gain the following hex spells. This section also includes their hex cantrips."
    }
}

Full schema_data

{
    "id": "wish-twisted-form",
    "name": "Wish-twisted Form",
    "rank": 5,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. The target must attempt one Will saving throw for all of the following effects. • The target gains weakness 5 to one energy type of your choice. • The target's resistances are reduced by 5. • The target takes a -10-foot status penalty to all its Speeds. • The target takes a -1 status penalty to its saving throws. Critical Success: The target is unaffected. Success: The target takes the penalties for 1 round. Failure: The target takes the penalties for 1 minute. Critical Failure: As failure, and the target takes a -1 status penalty to AC for the duration. Witches can gain the following hex spells. This section also includes their hex cantrips.",
    "description_snippet": "You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. The target must attempt one Will saving throw for all of the fol",
    "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 focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. The target must attempt one Will saving throw for all of the following effects. • The target gains weakness 5 to one energy type of your choice. • The target's resistances are reduced by 5. • The target takes a -10-foot status penalty to all its Speeds. • The target takes a -1 status penalty to its saving throws.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes the penalties for 1 round.",
            "Failure": "The target takes the penalties for 1 minute.",
            "Critical Failure": "As failure, and the target takes a -1 status penalty to AC for the duration. Witches can gain the following hex spells. This section also includes their hex cantrips."
        }
    },
    "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": 33846,
    "source_line_end": 33869,
    "raw_text_block": "WISH-TWISTED FORM\nUNCOMMON\nSORCERER\nFOCUS 5\nTRANSMUTATION\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou focus your magic upon an enemy, wishing for their\ndefenses to fail and turning their strengths into weaknesses.\nThe target must attempt one Will saving throw for all of the\nfollowing effects.\n• The target gains weakness 5 to one energy type of\nyour choice.\n• The target's resistances are reduced by 5.\n• The target takes a -10-foot status penalty to all its Speeds.\n• The target takes a -1 status penalty to its saving throws.\nCritical Success The target is unaffected.\nSuccess The target takes the penalties for 1 round.\nFailure The target takes the penalties for 1 minute.\nCritical Failure As failure, and the target takes a -1 status\npenalty to AC for the duration.\nWitches can gain the following hex spells. This section\nalso includes their hex cantrips.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wish-twisted-form",
    "content_id": "wish-twisted-form",
    "level": 5
}

Advanced Player's Guide

Ancestral Form

Rank 6 · Focus · Common

Registry ID
ancestral-form
FocusCommontransmutationdivine

Mystery ancestors Cast [two-actions] somatic, verbal Duration sustained up to 1 minute You take the form of your ancestral spirits, becoming invisible and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from Strikes with the ghost touch property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't Cast Spells (but you can Sustain a Spell), activate items, or use actions that have the attack or manipulate trait.

Description snippet: Mystery ancestors Cast [two-actions] somatic, verbal Duration sustained up to 1 minute You take the form of your ancestral spirits, becoming invisible and quasi-corporeal. You gain

Source lines: 32439 - 32458

Raw text block

CURSEBOUND
FOCUS 6
ORACLE
TRANSMUTATION
Mystery ancestors
Cast [two-actions] somatic, verbal
Duration sustained up to 1 minute
You take the form of your ancestral spirits, becoming invisible
and quasi-corporeal. You gain resistance 10 to all damage (except
force and damage from Strikes with the ghost touch property
rune), and this resistance is doubled against non-magical and
precision damage. You gain a fly Speed equal to your land Speed;
when Flying, moving upward isn't difficult terrain for you. You
can't move through solid objects, but you can float through tiny
gaps. You can't Cast Spells (but you can Sustain a Spell), activate
items, or use actions that have the attack or manipulate trait.
Heightened (+2) The resistance increases by 5.
ABJURATION
ANCESTRAL TOUCH
UNCOMMON

Heightened

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

Damage clauses

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

Effects

{
    "description": "Mystery ancestors Cast [two-actions] somatic, verbal Duration sustained up to 1 minute You take the form of your ancestral spirits, becoming invisible and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from Strikes with the ghost touch property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't Cast Spells (but you can Sustain a Spell), activate items, or use actions that have the attack or manipulate trait.",
    "outcomes": []
}

Full schema_data

{
    "id": "ancestral-form",
    "name": "Ancestral Form",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "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": "Mystery ancestors Cast [two-actions] somatic, verbal Duration sustained up to 1 minute You take the form of your ancestral spirits, becoming invisible and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from Strikes with the ghost touch property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't Cast Spells (but you can Sustain a Spell), activate items, or use actions that have the attack or manipulate trait.",
    "description_snippet": "Mystery ancestors Cast [two-actions] somatic, verbal Duration sustained up to 1 minute You take the form of your ancestral spirits, becoming invisible and quasi-corporeal. You gain",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The resistance increases by 5. ABJURATION ANCESTRAL TOUCH UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The resistance increases by 5. ABJURATION ANCESTRAL TOUCH UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Mystery ancestors Cast [two-actions] somatic, verbal Duration sustained up to 1 minute You take the form of your ancestral spirits, becoming invisible and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from Strikes with the ghost touch property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't Cast Spells (but you can Sustain a Spell), activate items, or use actions that have the attack or manipulate trait.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "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": 32439,
    "source_line_end": 32458,
    "raw_text_block": "CURSEBOUND\nFOCUS 6\nORACLE\nTRANSMUTATION\nMystery ancestors\nCast [two-actions] somatic, verbal\nDuration sustained up to 1 minute\nYou take the form of your ancestral spirits, becoming invisible\nand quasi-corporeal. You gain resistance 10 to all damage (except\nforce and damage from Strikes with the ghost touch property\nrune), and this resistance is doubled against non-magical and\nprecision damage. You gain a fly Speed equal to your land Speed;\nwhen Flying, moving upward isn't difficult terrain for you. You\ncan't move through solid objects, but you can float through tiny\ngaps. You can't Cast Spells (but you can Sustain a Spell), activate\nitems, or use actions that have the attack or manipulate trait.\nHeightened (+2) The resistance increases by 5.\nABJURATION\nANCESTRAL TOUCH\nUNCOMMON",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ancestral-form",
    "content_id": "ancestral-form",
    "level": 6
}

Core Rulebook (Fourth Printing)

Baleful Polymorph

Rank 6 · Spell · Common

Registry ID
baleful-polymorph
SpellCommontransmutationarcaneprimal

You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. Critical Success: The target is unaffected. Success: The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal. Failure: The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately. Critical Failure: The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.

Description snippet: You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.

Source lines: 49693 - 49713

Raw text block

BALEFUL POLYMORPH
INCAPACITATION
POLYMORPH
SPELL 6
TRANSMUTATION
Traditions arcane, primal
Cast [one-action] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You transform the target creature into a harmless animal
appropriate to the area, with effects based on its Fortitude save.
Critical Success The target is unaffected.
Success The target's body gains minor features of the harmless
animal. Its insides churn as they partially transform, causing
it to be sickened 1. When it recovers from the sickened
condition, its features revert to normal.
Failure The target transforms for 1 minute but keeps its mind. If
it spends all its actions on its turn concentrating on its original
form, it can attempt a Will save to end the effect immediately.
Critical Failure The target is transformed into the chosen
harmless animal, body and mind, for an unlimited duration.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal.",
        "Failure": "The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.",
        "Critical Failure": "The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration."
    }
}

Full schema_data

{
    "id": "baleful-polymorph",
    "name": "Baleful Polymorph",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "incapacitation",
        "polymorph"
    ],
    "cast": "[one-action] somatic, verbal",
    "cast_actions": "1_action",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. Critical Success: The target is unaffected. Success: The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal. Failure: The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately. Critical Failure: The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.",
    "description_snippet": "You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal.",
            "Failure": "The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.",
            "Critical Failure": "The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration."
        }
    },
    "conditions_caused": [
        "sickened"
    ],
    "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": 49693,
    "source_line_end": 49713,
    "raw_text_block": "BALEFUL POLYMORPH\nINCAPACITATION\nPOLYMORPH\nSPELL 6\nTRANSMUTATION\nTraditions arcane, primal\nCast [one-action] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude; Duration varies\nYou transform the target creature into a harmless animal\nappropriate to the area, with effects based on its Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target's body gains minor features of the harmless\nanimal. Its insides churn as they partially transform, causing\nit to be sickened 1. When it recovers from the sickened\ncondition, its features revert to normal.\nFailure The target transforms for 1 minute but keeps its mind. If\nit spends all its actions on its turn concentrating on its original\nform, it can attempt a Will save to end the effect immediately.\nCritical Failure The target is transformed into the chosen\nharmless animal, body and mind, for an unlimited duration.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "baleful-polymorph",
    "content_id": "baleful-polymorph",
    "level": 6
}

Core Rulebook (Fourth Printing)

Blade Barrier

Rank 6 · Spell · Common

Registry ID
blade-barrier
SpellCommonevocationdivine

Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals 7d8 force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.

Description snippet: Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals 7d8 force damage to each cr

Source lines: 49864 - 49883

Raw text block

BLADE BARRIER
EVOCATION
SPELL 6
FORCE
Traditions divine
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 1 minute
Blades of force form a churning wall. The wall is a straight
line 20 feet high, 120 feet long, and 2 inches thick, and it
provides cover. The wall deals 7d8 force damage to each
creature that's in the wall's space when it is created, that
attempts to pass through the wall, or that ends its turn
inside the wall. A basic Reflex save reduces the damage.
A creature that succeeds at this save when the wall is
created is pushed to the nearest space on the side of its
choice. Creatures trying to move through the wall fail to
do so if they critically fail the save, ending their movement
adjacent to the wall.
Heightened (+1) The damage increases by 1d8.

Heightened

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

Damage clauses

[
    {
        "formula": "7d8",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals 7d8 force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.",
    "outcomes": []
}

Full schema_data

{
    "id": "blade-barrier",
    "name": "Blade Barrier",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "force"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals 7d8 force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.",
    "description_snippet": "Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals 7d8 force damage to each cr",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d8."
        }
    ],
    "damage": [
        {
            "formula": "7d8",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals 7d8 force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.",
        "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": 49864,
    "source_line_end": 49883,
    "raw_text_block": "BLADE BARRIER\nEVOCATION\nSPELL 6\nFORCE\nTraditions divine\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration 1 minute\nBlades of force form a churning wall. The wall is a straight\nline 20 feet high, 120 feet long, and 2 inches thick, and it\nprovides cover. The wall deals 7d8 force damage to each\ncreature that's in the wall's space when it is created, that\nattempts to pass through the wall, or that ends its turn\ninside the wall. A basic Reflex save reduces the damage.\nA creature that succeeds at this save when the wall is\ncreated is pushed to the nearest space on the side of its\nchoice. Creatures trying to move through the wall fail to\ndo so if they critically fail the save, ending their movement\nadjacent to the wall.\nHeightened (+1) The damage increases by 1d8.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blade-barrier",
    "content_id": "blade-barrier",
    "level": 6
}

Advanced Player's Guide

Blanket Of Stars

Rank 6 · Spell · Common

Registry ID
blanket-of-stars
SpellCommonillusionoccultprimal

A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak. While outside under a starry night sky, you're also invisible as long as you remain still. When moving under a starry night sky, you are concealed instead. Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, visual effect. Success: The creature is unaffected. Failure: The creature is dazzled until the end of its next turn. Critical Failure: The creature is confused and dazzled until the end of its next turn.

Description snippet: A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus

Source lines: 30158 - 30176

Raw text block

BLANKET OF STARS
SPELL 6
ILLUSION
Traditions occult, primal
Cast [two-actions] somatic, verbal
Saving Throw Will; Duration 10 minutes
A flowing cloak of utter darkness drapes over you, filled with
pinpricks of light like distant stars. It imparts the stillness of
the cosmos to you, granting you a +2 status bonus to Stealth
checks to Hide and Sneak. While outside under a starry night
sky, you're also invisible as long as you remain still. When
moving under a starry night sky, you are concealed instead.
Gazing too closely into the stars is disorienting. Any creature
that ends its turn adjacent to you must attempt a Will save; this
is a mental, visual effect.
Success The creature is unaffected.
Failure The creature is dazzled until the end of its next turn.
Critical Failure The creature is confused and dazzled until the
end of its next turn.

Heightened

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

Damage clauses

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

Effects

{
    "description": "A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak. While outside under a starry night sky, you're also invisible as long as you remain still. When moving under a starry night sky, you are concealed instead. Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, visual effect.",
    "outcomes": {
        "Success": "The creature is unaffected.",
        "Failure": "The creature is dazzled until the end of its next turn.",
        "Critical Failure": "The creature is confused and dazzled until the end of its next turn."
    }
}

Full schema_data

{
    "id": "blanket-of-stars",
    "name": "Blanket Of Stars",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "occult",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "10 minutes",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak. While outside under a starry night sky, you're also invisible as long as you remain still. When moving under a starry night sky, you are concealed instead. Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, visual effect. Success: The creature is unaffected. Failure: The creature is dazzled until the end of its next turn. Critical Failure: The creature is confused and dazzled until the end of its next turn.",
    "description_snippet": "A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak. While outside under a starry night sky, you're also invisible as long as you remain still. When moving under a starry night sky, you are concealed instead. Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, visual effect.",
        "outcomes": {
            "Success": "The creature is unaffected.",
            "Failure": "The creature is dazzled until the end of its next turn.",
            "Critical Failure": "The creature is confused and dazzled until the end of its next turn."
        }
    },
    "conditions_caused": [
        "concealed",
        "confused"
    ],
    "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": 30158,
    "source_line_end": 30176,
    "raw_text_block": "BLANKET OF STARS\nSPELL 6\nILLUSION\nTraditions occult, primal\nCast [two-actions] somatic, verbal\nSaving Throw Will; Duration 10 minutes\nA flowing cloak of utter darkness drapes over you, filled with\npinpricks of light like distant stars. It imparts the stillness of\nthe cosmos to you, granting you a +2 status bonus to Stealth\nchecks to Hide and Sneak. While outside under a starry night\nsky, you're also invisible as long as you remain still. When\nmoving under a starry night sky, you are concealed instead.\nGazing too closely into the stars is disorienting. Any creature\nthat ends its turn adjacent to you must attempt a Will save; this\nis a mental, visual effect.\nSuccess The creature is unaffected.\nFailure The creature is dazzled until the end of its next turn.\nCritical Failure The creature is confused and dazzled until the\nend of its next turn.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blanket-of-stars",
    "content_id": "blanket-of-stars",
    "level": 6
}

Advanced Player's Guide

Blinding Fury

Rank 6 · Spell · Common

Registry ID
blinding-fury
SpellCommonenchantmentdivineoccultprimal

You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. Critical Success: The target is unaffected. Success: The target can't observe you until the end of its turn, and if you're currently observed by it, you become hidden to it. Failure: As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn. Critical Failure: As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures.

Description snippet: You curse the target with your outrage at being attacked. The effect is determined by the target's Will save.

Source lines: 30194 - 30215

Raw text block

BLINDING FURY
CURSE
SPELL 6
ENCHANTMENT
INCAPACITATION
MENTAL
Traditions divine, occult, primal
Cast [reaction] verbal; Trigger A creature damages you.
Range 60 feet; Targets the triggering creature
Saving Throw Will; Duration varies
You curse the target with your outrage at being attacked. The
effect is determined by the target's Will save.
Critical Success The target is unaffected.
Success The target can't observe you until the end of its turn,
and if you're currently observed by it, you become hidden to it.
Failure As success, and for 1 minute, every time the target
damages you, it can't observe you until the end of its turn.
Critical Failure As success, and for an unlimited duration, the
first time each round the target damages a creature, it can't
observe that creature until the end of its turn. If it damages
several creatures at once, the creature it can't perceive is
chosen randomly among those creatures.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You curse the target with your outrage at being attacked. The effect is determined by the target's Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target can't observe you until the end of its turn, and if you're currently observed by it, you become hidden to it.",
        "Failure": "As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn.",
        "Critical Failure": "As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures."
    }
}

Full schema_data

{
    "id": "blinding-fury",
    "name": "Blinding Fury",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "curse",
        "incapacitation",
        "mental"
    ],
    "cast": "[reaction] verbal",
    "cast_actions": "reaction",
    "components": [
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "the triggering creature",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "A creature damages you.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. Critical Success: The target is unaffected. Success: The target can't observe you until the end of its turn, and if you're currently observed by it, you become hidden to it. Failure: As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn. Critical Failure: As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures.",
    "description_snippet": "You curse the target with your outrage at being attacked. The effect is determined by the target's Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You curse the target with your outrage at being attacked. The effect is determined by the target's Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target can't observe you until the end of its turn, and if you're currently observed by it, you become hidden to it.",
            "Failure": "As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn.",
            "Critical Failure": "As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures."
        }
    },
    "conditions_caused": [
        "hidden"
    ],
    "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": 30194,
    "source_line_end": 30215,
    "raw_text_block": "BLINDING FURY\nCURSE\nSPELL 6\nENCHANTMENT\nINCAPACITATION\nMENTAL\nTraditions divine, occult, primal\nCast [reaction] verbal; Trigger A creature damages you.\nRange 60 feet; Targets the triggering creature\nSaving Throw Will; Duration varies\nYou curse the target with your outrage at being attacked. The\neffect is determined by the target's Will save.\nCritical Success The target is unaffected.\nSuccess The target can't observe you until the end of its turn,\nand if you're currently observed by it, you become hidden to it.\nFailure As success, and for 1 minute, every time the target\ndamages you, it can't observe you until the end of its turn.\nCritical Failure As success, and for an unlimited duration, the\nfirst time each round the target damages a creature, it can't\nobserve that creature until the end of its turn. If it damages\nseveral creatures at once, the creature it can't perceive is\nchosen randomly among those creatures.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blinding-fury",
    "content_id": "blinding-fury",
    "level": 6
}

Secrets of Magic

Cast Into Time

Rank 6 · Spell · Common

Registry ID
cast-into-time
SpellCommondivinationarcaneoccult

You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets 5d8 mental damage and 5d6 bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. Critical Success: The creature is unaffected. Success: The creature falls into time. When it returns, it takes half damage. Failure: The creature falls into time. When it returns, it takes full damage and is sickened 1. Critical Failure: The creature falls into time. When it returns, it takes double damage and is sickened 2.

Description snippet: You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey c

Source lines: 10786 - 10811

Raw text block

CAST INTO TIME
SPELL 6
DIVINATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw Fortitude
You release a wave of temporal energy that sends creatures
violently tumbling through time, scarring their thoughts
with the information flowing around them. Although the
journey can feel like it lasts for minutes or even days, the
targets reappear instantly. Witnessing this chaotic flow of
time and being bashed against objects from different times
deals the targets 5d8 mental damage and 5d6 bludgeoning
damage, with a Fortitude save. A creature that falls into time
disappears until the end of your turn. It then reappears in
the same space it left; if that space is occupied, it appears in
the nearest empty space, chosen by the GM.
Critical Success The creature is unaffected.
Success The creature falls into time. When it returns, it
takes half damage.
Failure The creature falls into time. When it returns, it takes
full damage and is sickened 1.
Critical Failure The creature falls into time. When it
returns, it takes double damage and is sickened 2.
Heightened (+1) The bludgeoning damage increase by 2d6.

Heightened

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

Damage clauses

[
    {
        "formula": "5d8",
        "type": "mental",
        "persistent": false
    },
    {
        "formula": "5d6",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets 5d8 mental damage and 5d6 bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature falls into time. When it returns, it takes half damage.",
        "Failure": "The creature falls into time. When it returns, it takes full damage and is sickened 1.",
        "Critical Failure": "The creature falls into time. When it returns, it takes double damage and is sickened 2."
    }
}

Full schema_data

{
    "id": "cast-into-time",
    "name": "Cast Into Time",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets 5d8 mental damage and 5d6 bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. Critical Success: The creature is unaffected. Success: The creature falls into time. When it returns, it takes half damage. Failure: The creature falls into time. When it returns, it takes full damage and is sickened 1. Critical Failure: The creature falls into time. When it returns, it takes double damage and is sickened 2.",
    "description_snippet": "You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey c",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning damage increase by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning damage increase by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "5d8",
            "type": "mental",
            "persistent": false
        },
        {
            "formula": "5d6",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "mental"
    ],
    "effects": {
        "description": "You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets 5d8 mental damage and 5d6 bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature falls into time. When it returns, it takes half damage.",
            "Failure": "The creature falls into time. When it returns, it takes full damage and is sickened 1.",
            "Critical Failure": "The creature falls into time. When it returns, it takes double damage and is sickened 2."
        }
    },
    "conditions_caused": [
        "sickened"
    ],
    "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": 10786,
    "source_line_end": 10811,
    "raw_text_block": "CAST INTO TIME\nSPELL 6\nDIVINATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nArea 15-foot cone\nSaving Throw Fortitude\nYou release a wave of temporal energy that sends creatures\nviolently tumbling through time, scarring their thoughts\nwith the information flowing around them. Although the\njourney can feel like it lasts for minutes or even days, the\ntargets reappear instantly. Witnessing this chaotic flow of\ntime and being bashed against objects from different times\ndeals the targets 5d8 mental damage and 5d6 bludgeoning\ndamage, with a Fortitude save. A creature that falls into time\ndisappears until the end of your turn. It then reappears in\nthe same space it left; if that space is occupied, it appears in\nthe nearest empty space, chosen by the GM.\nCritical Success The creature is unaffected.\nSuccess The creature falls into time. When it returns, it\ntakes half damage.\nFailure The creature falls into time. When it returns, it takes\nfull damage and is sickened 1.\nCritical Failure The creature falls into time. When it\nreturns, it takes double damage and is sickened 2.\nHeightened (+1) The bludgeoning damage increase by 2d6.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cast-into-time",
    "content_id": "cast-into-time",
    "level": 6
}

Core Rulebook (Fourth Printing)

Chain Lightning

Rank 6 · Spell · Common

Registry ID
chain-lightning
SpellCommonevocationarcaneprimal

You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.

Description snippet: You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature wit

Source lines: 50059 - 50107

Raw text block

CHAIN LIGHTNING
SPELL 6
EVOCATION
Traditions arcane, primal
Cast [one-action] somatic, verbal
Range 500 feet; Targets 1 creature, plus any number of
additional creatures
Saving Throw Reflex
You discharge a powerful bolt of lightning at the target, dealing
8d12 electricity damage. The target must attempt a basic
Reflex save. The electricity arcs to another creature within 30
feet of the first target, jumps to another creature within 30
feet of that target, and so on. You can end the chain at any
point. You can't target the same creature more than once, and
you must have line of effect to all targets. Roll the damage
only once, and apply it to each target (halving or doubling as
appropriate for its saving throw outcome). The chain ends if
any one of the targets critically succeeds at its save.
Heightened (+1) The damage increases by 1d12.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d12."
    }
]

Damage clauses

[
    {
        "formula": "8d12",
        "type": "electricity",
        "persistent": false
    }
]

Effects

{
    "description": "You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.",
    "outcomes": []
}

Full schema_data

{
    "id": "chain-lightning",
    "name": "Chain Lightning",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] somatic, verbal",
    "cast_actions": "1_action",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "none",
    "targets": "1 creature, plus any number of additional creatures",
    "duration": "none",
    "save": "Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.",
    "description_snippet": "You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature wit",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12."
        }
    ],
    "damage": [
        {
            "formula": "8d12",
            "type": "electricity",
            "persistent": false
        }
    ],
    "damage_type": [
        "electricity"
    ],
    "effects": {
        "description": "You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.",
        "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": 50059,
    "source_line_end": 50107,
    "raw_text_block": "CHAIN LIGHTNING\nSPELL 6\nEVOCATION\nTraditions arcane, primal\nCast [one-action] somatic, verbal\nRange 500 feet; Targets 1 creature, plus any number of\nadditional creatures\nSaving Throw Reflex\nYou discharge a powerful bolt of lightning at the target, dealing\n8d12 electricity damage. The target must attempt a basic\nReflex save. The electricity arcs to another creature within 30\nfeet of the first target, jumps to another creature within 30\nfeet of that target, and so on. You can end the chain at any\npoint. You can't target the same creature more than once, and\nyou must have line of effect to all targets. Roll the damage\nonly once, and apply it to each target (halving or doubling as\nappropriate for its saving throw outcome). The chain ends if\nany one of the targets critically succeeds at its save.\nHeightened (+1) The damage increases by 1d12.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chain-lightning",
    "content_id": "chain-lightning",
    "level": 6
}

Core Rulebook (Fourth Printing)

Champion's Sacrifice

Rank 6 · Focus · Common

Registry ID
champions-sacrifice
FocusCommonabjurationdivine

You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect. HERO'S DEFIANCE CHAMPION Champion UNCOMMON

Description snippet: You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target

Source lines: 60909 - 60926

Raw text block

CHAMPION'S SACRIFICE
ABJURATION
FOCUS 6
CHAMPION
Cast [reaction] somatic; Trigger An ally is hit by a Strike, or an ally
fails a saving throw against an effect that doesn't affect you.
Range 30 feet; Targets 1 ally
You form a link with an ally, allowing you to take harm in their
stead. All the effects of the hit or failed save are applied to
you instead of the ally. For example, if the target critically
fails a saving throw against a fireball, you would take double
damage. These effects ignore any resistances, immunities, or
other abilities you have that might mitigate them in any way,
although those of the target apply before you take the effect.
HERO'S DEFIANCE
CHAMPION
Champion
UNCOMMON

Heightened

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

Damage clauses

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

Effects

{
    "description": "You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect. HERO'S DEFIANCE CHAMPION Champion UNCOMMON",
    "outcomes": []
}

Full schema_data

{
    "id": "champions-sacrifice",
    "name": "Champion's Sacrifice",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 ally",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "An ally is hit by a Strike, or an ally fails a saving throw against an effect that doesn't affect you.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect. HERO'S DEFIANCE CHAMPION Champion UNCOMMON",
    "description_snippet": "You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target",
    "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 form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect. HERO'S DEFIANCE CHAMPION Champion UNCOMMON",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "champion",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 60909,
    "source_line_end": 60926,
    "raw_text_block": "CHAMPION'S SACRIFICE\nABJURATION\nFOCUS 6\nCHAMPION\nCast [reaction] somatic; Trigger An ally is hit by a Strike, or an ally\nfails a saving throw against an effect that doesn't affect you.\nRange 30 feet; Targets 1 ally\nYou form a link with an ally, allowing you to take harm in their\nstead. All the effects of the hit or failed save are applied to\nyou instead of the ally. For example, if the target critically\nfails a saving throw against a fireball, you would take double\ndamage. These effects ignore any resistances, immunities, or\nother abilities you have that might mitigate them in any way,\nalthough those of the target apply before you take the effect.\nHERO'S DEFIANCE\nCHAMPION\nChampion\nUNCOMMON",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "champions-sacrifice",
    "content_id": "champions-sacrifice",
    "level": 6
}

Secrets of Magic

Chromatic Image

Rank 6 · Spell · Common

Registry ID
chromatic-image
SpellCommonillusionarcaneoccult

You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll 1d4 to see which color the image was when it was destroyed. The attacker takes the corresponding effect. 1. Red 5 fire damage and 5 mental damage. 2. Orange 5 acid damage and 5 mental damage. 3. Yellow 5 electricity damage and 5 mental damage. 4. Green 5 poison damage and 5 mental damage, plus it's frightened 1.

Description snippet: You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effec

Source lines: 10856 - 10874

Raw text block

CHROMATIC IMAGE
ILLUSION
SPELL 6
VISUAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 1 minute
You call forth three illusory images of yourself, and each
of the four of you takes on a different color, your colors
all shifting each time someone attacks you. This has
the effects of mirror image, except that whenever a foe
destroys one of the images, roll 1d4 to see which color the
image was when it was destroyed. The attacker takes the
corresponding effect.
1. Red 5 fire damage and 5 mental damage.
2. Orange 5 acid damage and 5 mental damage.
3. Yellow 5 electricity damage and 5 mental damage.
4. Green 5 poison damage and 5 mental damage, plus it's
frightened 1.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll 1d4 to see which color the image was when it was destroyed. The attacker takes the corresponding effect. 1. Red 5 fire damage and 5 mental damage. 2. Orange 5 acid damage and 5 mental damage. 3. Yellow 5 electricity damage and 5 mental damage. 4. Green 5 poison damage and 5 mental damage, plus it's frightened 1.",
    "outcomes": []
}

Full schema_data

{
    "id": "chromatic-image",
    "name": "Chromatic Image",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "visual"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll 1d4 to see which color the image was when it was destroyed. The attacker takes the corresponding effect. 1. Red 5 fire damage and 5 mental damage. 2. Orange 5 acid damage and 5 mental damage. 3. Yellow 5 electricity damage and 5 mental damage. 4. Green 5 poison damage and 5 mental damage, plus it's frightened 1.",
    "description_snippet": "You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effec",
    "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 call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll 1d4 to see which color the image was when it was destroyed. The attacker takes the corresponding effect. 1. Red 5 fire damage and 5 mental damage. 2. Orange 5 acid damage and 5 mental damage. 3. Yellow 5 electricity damage and 5 mental damage. 4. Green 5 poison damage and 5 mental damage, plus it's frightened 1.",
        "outcomes": []
    },
    "conditions_caused": [
        "frightened"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 10856,
    "source_line_end": 10874,
    "raw_text_block": "CHROMATIC IMAGE\nILLUSION\nSPELL 6\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou call forth three illusory images of yourself, and each\nof the four of you takes on a different color, your colors\nall shifting each time someone attacks you. This has\nthe effects of mirror image, except that whenever a foe\ndestroys one of the images, roll 1d4 to see which color the\nimage was when it was destroyed. The attacker takes the\ncorresponding effect.\n1. Red 5 fire damage and 5 mental damage.\n2. Orange 5 acid damage and 5 mental damage.\n3. Yellow 5 electricity damage and 5 mental damage.\n4. Green 5 poison damage and 5 mental damage, plus it's\nfrightened 1.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chromatic-image",
    "content_id": "chromatic-image",
    "level": 6
}

Advanced Player's Guide

Claim Undead

Rank 6 · Focus · Common

Registry ID
claim-undead
FocusCommonnecromancydivine

Mystery bones Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Will; Duration 10 minutes You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is controlled by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save. Critical Success: The target is unaffected. Success: The target is stunned 1 as it fights off your commands. Failure: The target becomes controlled by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. Critical Failure: As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature. DEBILITATING DICHOTOMY UNCOMMON

Description snippet: Mystery bones Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Will; Duration 10 minutes You attempt to wrest control of a target undead or

Source lines: 32589 - 32614

Raw text block

CURSEBOUND
FOCUS 6
INCAPACITATION
NECROMANCY
ORACLE
Mystery bones
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 undead creature
Saving Throw Will; Duration 10 minutes
You attempt to wrest control of a target undead or force it to
recognize you as its master. If the target is controlled by another
creature, that controller attempts a Will saving throw to retain
control; otherwise, the target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is stunned 1 as it fights off your commands.
Failure The target becomes controlled by you and follows
your orders. It (or the creature previously controlling it) can
attempt a new Will save at the end of each of its turns,
and the spell ends on a success. If you issue an obviously
self-destructive order, the target doesn't act until you issue
a new order.
Critical Failure As failure, but the target (or the creature
previously controlling it) receives a new save only if you
give it a new order that is against its nature.
DEBILITATING DICHOTOMY
UNCOMMON

Heightened

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

Damage clauses

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

Effects

{
    "description": "Mystery bones Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Will; Duration 10 minutes You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is controlled by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is stunned 1 as it fights off your commands.",
        "Failure": "The target becomes controlled by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order.",
        "Critical Failure": "As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature. DEBILITATING DICHOTOMY UNCOMMON"
    }
}

Full schema_data

{
    "id": "claim-undead",
    "name": "Claim Undead",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "incapacitation"
    ],
    "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": "Mystery bones Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Will; Duration 10 minutes You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is controlled by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save. Critical Success: The target is unaffected. Success: The target is stunned 1 as it fights off your commands. Failure: The target becomes controlled by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. Critical Failure: As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature. DEBILITATING DICHOTOMY UNCOMMON",
    "description_snippet": "Mystery bones Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Will; Duration 10 minutes You attempt to wrest control of a target undead or",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Mystery bones Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Will; Duration 10 minutes You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is controlled by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is stunned 1 as it fights off your commands.",
            "Failure": "The target becomes controlled by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order.",
            "Critical Failure": "As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature. DEBILITATING DICHOTOMY UNCOMMON"
        }
    },
    "conditions_caused": [
        "stunned"
    ],
    "focus_class": "oracle",
    "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": 32589,
    "source_line_end": 32614,
    "raw_text_block": "CURSEBOUND\nFOCUS 6\nINCAPACITATION\nNECROMANCY\nORACLE\nMystery bones\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 undead creature\nSaving Throw Will; Duration 10 minutes\nYou attempt to wrest control of a target undead or force it to\nrecognize you as its master. If the target is controlled by another\ncreature, that controller attempts a Will saving throw to retain\ncontrol; otherwise, the target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target is stunned 1 as it fights off your commands.\nFailure The target becomes controlled by you and follows\nyour orders. It (or the creature previously controlling it) can\nattempt a new Will save at the end of each of its turns,\nand the spell ends on a success. If you issue an obviously\nself-destructive order, the target doesn't act until you issue\na new order.\nCritical Failure As failure, but the target (or the creature\npreviously controlling it) receives a new save only if you\ngive it a new order that is against its nature.\nDEBILITATING DICHOTOMY\nUNCOMMON",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "claim-undead",
    "content_id": "claim-undead",
    "level": 6
}

Core Rulebook (Fourth Printing)

Collective Transposition

Rank 6 · Spell · Common

Registry ID
collective-transposition
SpellCommonconjurationarcaneoccult

You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save. Critical Success: The target can teleport if it wants, but it chooses the destination within range. Success: The target is unaffected. Failure: You teleport the target and choose its destination.

Description snippet: You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the ar

Source lines: 50463 - 50478

Raw text block

COLLECTIVE TRANSPOSITION
CONJURATION
SPELL 6
TELEPORTATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Area 30-foot emanation; Targets up to 2 creatures
You teleport the targets to new positions within the area. The
creatures must each be able to fit in their new space, and their
positions must be unoccupied, entirely within the area, and in
your line of sight. Unwilling creatures can attempt a Will save.
Critical Success The target can teleport if it wants, but it
chooses the destination within range.
Success The target is unaffected.
Failure You teleport the target and choose its destination.
Heightened (+1) The number of targets increases by 1.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The number of targets increases by 1."
    }
]

Damage clauses

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

Effects

{
    "description": "You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target can teleport if it wants, but it chooses the destination within range.",
        "Success": "The target is unaffected.",
        "Failure": "You teleport the target and choose its destination."
    }
}

Full schema_data

{
    "id": "collective-transposition",
    "name": "Collective Transposition",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "teleportation"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot emanation",
    "targets": "up to 2 creatures",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save. Critical Success: The target can teleport if it wants, but it chooses the destination within range. Success: The target is unaffected. Failure: You teleport the target and choose its destination.",
    "description_snippet": "You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the ar",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The number of targets increases by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The number of targets increases by 1."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target can teleport if it wants, but it chooses the destination within range.",
            "Success": "The target is unaffected.",
            "Failure": "You teleport the target and choose its destination."
        }
    },
    "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": 50463,
    "source_line_end": 50478,
    "raw_text_block": "COLLECTIVE TRANSPOSITION\nCONJURATION\nSPELL 6\nTELEPORTATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nArea 30-foot emanation; Targets up to 2 creatures\nYou teleport the targets to new positions within the area. The\ncreatures must each be able to fit in their new space, and their\npositions must be unoccupied, entirely within the area, and in\nyour line of sight. Unwilling creatures can attempt a Will save.\nCritical Success The target can teleport if it wants, but it\nchooses the destination within range.\nSuccess The target is unaffected.\nFailure You teleport the target and choose its destination.\nHeightened (+1) The number of targets increases by 1.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "collective-transposition",
    "content_id": "collective-transposition",
    "level": 6
}

Core Rulebook (Fourth Printing)

Commune

Rank 6 · Ritual · Uncommon

Registry ID
commune
RitualUncommondivinationNone

You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect. Critical Success: You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won't attempt to deceive you, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as “If you leave immediately” or “That was true once.” Success: You can ask your questions and receive answers. Failure: You fail to contact a planar entity. Critical Failure: You are exposed to the enormity of the cosmos and are stupefied 4 for 1 week (can't remove by any means). CALL SPIRIT COMMUNE WITH NATURE

Description snippet: You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritu

Source lines: 65354 - 65402

Raw text block

COMMUNE
UNCOMMON
DIVINATION
RITUAL 6
PREDICTION
Cast 1 day; Secondary Casters 1
Primary Check Nature (expert); Secondary Checks Survival
Area 1/2-mile-radius circle centered on you
Duration 1 year
You twist and stunt plants in the area, causing them to wither. In
addition to other dangers from failing plant life, this decreases
the crop yield for farms. If you cast this ritual in an area affected
by plant growth, blight attempts to counteract plant growth
instead of producing its usual effect.
Critical Success Completely spoil the crop yield in the area, or
decrease the yield by half in an area with up to a 1-mile radius.
Success Decease the crop yield in the area by half.
Failure The ritual has no effect.
Critical Failure The flora in the area changes in an unexpected
way, determined by the GM but generally as contradictory
to your true desires as possible (for instance, enriching
crops when you would prefer to blight them).
Cast 1 day; Cost rare incense worth a total value of 150 gp;
Secondary Casters 1
Primary Check Occultism (master) or Religion (master);
Secondary Checks Occultism or Religion (whichever is used
for the primary check)
Duration up to 10 minutes
You call upon an unknown planar entity to answer questions;
this is a servitor of your deity if you have one and use Religion.
You can ask up to seven questions that could be answered
with “Yes” or “No.” The entity is likely to know answers related
to its purview; a servitor of Gozreh would likely know about
unnatural weather patterns and a servitor of Desna would likely
know someone's travel route. The entity answers with one word
answers such as “Yes,” “No,” “Likely,” and “Unknown,” though its
answers always reflect its own agenda and could be deceptive.
Critical Success You contact a more powerful entity aligned
strongly with your interests, possibly even your deity. The
entity won't attempt to deceive you, though it still might not
know the answers. When it's important to provide clarity, the
entity will answer your questions with up to five words, such
as “If you leave immediately” or “That was true once.”
Success You can ask your questions and receive answers.
Failure You fail to contact a planar entity.
Critical Failure You are exposed to the enormity of the cosmos
and are stupefied 4 for 1 week (can't remove by any means).
CALL SPIRIT
COMMUNE WITH NATURE

Heightened

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

Damage clauses

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

Effects

{
    "description": "You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect.",
    "outcomes": {
        "Critical Success": "You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won't attempt to deceive you, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as “If you leave immediately” or “That was true once.”",
        "Success": "You can ask your questions and receive answers.",
        "Failure": "You fail to contact a planar entity.",
        "Critical Failure": "You are exposed to the enormity of the cosmos and are stupefied 4 for 1 week (can't remove by any means). CALL SPIRIT COMMUNE WITH NATURE"
    }
}

Full schema_data

{
    "id": "commune",
    "name": "Commune",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "prediction"
    ],
    "cast": "1 day",
    "cast_actions": "one_day",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "1/2-mile-radius circle centered on you",
    "targets": "none",
    "duration": "1 year",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "Nature (expert) Secondary Checks Survival",
    "secondary_casters": "1",
    "description": "You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect. Critical Success: You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won't attempt to deceive you, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as “If you leave immediately” or “That was true once.” Success: You can ask your questions and receive answers. Failure: You fail to contact a planar entity. Critical Failure: You are exposed to the enormity of the cosmos and are stupefied 4 for 1 week (can't remove by any means). CALL SPIRIT COMMUNE WITH NATURE",
    "description_snippet": "You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritu",
    "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 twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect.",
        "outcomes": {
            "Critical Success": "You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won't attempt to deceive you, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as “If you leave immediately” or “That was true once.”",
            "Success": "You can ask your questions and receive answers.",
            "Failure": "You fail to contact a planar entity.",
            "Critical Failure": "You are exposed to the enormity of the cosmos and are stupefied 4 for 1 week (can't remove by any means). CALL SPIRIT COMMUNE WITH NATURE"
        }
    },
    "conditions_caused": [
        "stupefied"
    ],
    "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": 65354,
    "source_line_end": 65402,
    "raw_text_block": "COMMUNE\nUNCOMMON\nDIVINATION\nRITUAL 6\nPREDICTION\nCast 1 day; Secondary Casters 1\nPrimary Check Nature (expert); Secondary Checks Survival\nArea 1/2-mile-radius circle centered on you\nDuration 1 year\nYou twist and stunt plants in the area, causing them to wither. In\naddition to other dangers from failing plant life, this decreases\nthe crop yield for farms. If you cast this ritual in an area affected\nby plant growth, blight attempts to counteract plant growth\ninstead of producing its usual effect.\nCritical Success Completely spoil the crop yield in the area, or\ndecrease the yield by half in an area with up to a 1-mile radius.\nSuccess Decease the crop yield in the area by half.\nFailure The ritual has no effect.\nCritical Failure The flora in the area changes in an unexpected\nway, determined by the GM but generally as contradictory\nto your true desires as possible (for instance, enriching\ncrops when you would prefer to blight them).\nCast 1 day; Cost rare incense worth a total value of 150 gp;\nSecondary Casters 1\nPrimary Check Occultism (master) or Religion (master);\nSecondary Checks Occultism or Religion (whichever is used\nfor the primary check)\nDuration up to 10 minutes\nYou call upon an unknown planar entity to answer questions;\nthis is a servitor of your deity if you have one and use Religion.\nYou can ask up to seven questions that could be answered\nwith “Yes” or “No.” The entity is likely to know answers related\nto its purview; a servitor of Gozreh would likely know about\nunnatural weather patterns and a servitor of Desna would likely\nknow someone's travel route. The entity answers with one word\nanswers such as “Yes,” “No,” “Likely,” and “Unknown,” though its\nanswers always reflect its own agenda and could be deceptive.\nCritical Success You contact a more powerful entity aligned\nstrongly with your interests, possibly even your deity. The\nentity won't attempt to deceive you, though it still might not\nknow the answers. When it's important to provide clarity, the\nentity will answer your questions with up to five words, such\nas “If you leave immediately” or “That was true once.”\nSuccess You can ask your questions and receive answers.\nFailure You fail to contact a planar entity.\nCritical Failure You are exposed to the enormity of the cosmos\nand are stupefied 4 for 1 week (can't remove by any means).\nCALL SPIRIT\nCOMMUNE WITH NATURE",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "commune",
    "content_id": "commune",
    "level": 6
}

Advanced Player's Guide

Cursebound

Rank 6 · Focus · Uncommon

Registry ID
cursebound
FocusUncommonevocationdivine

Mystery flames Cast [two-actions] somatic, verbal Duration 1 minute You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast produce flame as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1.

Description snippet: Mystery flames Cast [two-actions] somatic, verbal Duration 1 minute You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cas

Source lines: 32760 - 32776

Raw text block

CURSEBOUND
FOCUS 6
EVOCATION
FIRE
ORACLE
UNCOMMON
Mystery flames
Cast [two-actions] somatic, verbal
Duration 1 minute
You call upon an endless barrage of flames, producing
miniature fireballs in your hands to hurl at foes. You cast
produce flame as part of casting flaming fusillade. For the
duration of flaming fusillade, produce flame's casting time is
reduced from 2 actions to 1.
Heightened (9th) For the duration, you also gain a status
bonus to the damage dealt by produce flame equal to
flaming fusillade's spell level.

Heightened

[
    {
        "label": "9th",
        "type": "fixed_rank",
        "rank": 9,
        "text": "For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level."
    }
]

Damage clauses

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

Effects

{
    "description": "Mystery flames Cast [two-actions] somatic, verbal Duration 1 minute You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast produce flame as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1.",
    "outcomes": []
}

Full schema_data

{
    "id": "cursebound",
    "name": "Cursebound",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fire"
    ],
    "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": "Mystery flames Cast [two-actions] somatic, verbal Duration 1 minute You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast produce flame as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1.",
    "description_snippet": "Mystery flames Cast [two-actions] somatic, verbal Duration 1 minute You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cas",
    "heightened": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level."
        }
    ],
    "heightened_scaling": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Mystery flames Cast [two-actions] somatic, verbal Duration 1 minute You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast produce flame as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "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": 32760,
    "source_line_end": 32776,
    "raw_text_block": "CURSEBOUND\nFOCUS 6\nEVOCATION\nFIRE\nORACLE\nUNCOMMON\nMystery flames\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou call upon an endless barrage of flames, producing\nminiature fireballs in your hands to hurl at foes. You cast\nproduce flame as part of casting flaming fusillade. For the\nduration of flaming fusillade, produce flame's casting time is\nreduced from 2 actions to 1.\nHeightened (9th) For the duration, you also gain a status\nbonus to the damage dealt by produce flame equal to\nflaming fusillade's spell level.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cursebound",
    "content_id": "cursebound",
    "level": 6
}

Secrets of Magic

Daemon Form

Rank 6 · Spell · Common

Registry ID
daemon-form
SpellCommontransmutationarcanedivine

You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to good. • A +2 status bonus to all saving throws against death effects. • Resistance 10 to poison. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of Daemon you choose: • Ceustodaemon Speed 25 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage. • Leukodaemon Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 2d8 piercing plus 1d6 evil. • Meladaemon Speed 25 feet, fly 40 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target. • Piscodaemon Speed 25 feet, swim 40 feet; Melee [one-action] claw, Damage 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target; Melee [one-action] tentacle (agile), Damage 2d6 bludgeoning plus 1d6 evil and 1d6 poison.

Description snippet: You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell

Source lines: 11188 - 11249

Raw text block

DAEMON FORM
EVIL
POLYMORPH
SPELL 6
TRANSMUTATION
Traditions arcane, divine
Cast [two-actions] somatic, verbal
Duration 1 minute
You infuse yourself with the corrupting death and pure
malevolence of Abaddon, transforming into a Large
daemon battle form. You must have enough space
to expand into or the spell is lost. When you cast this
spell you choose either ceustodaemon, leukodaemon,
meladaemon, or piscodaemon. The battle form is Medium
if you choose ceustodaemon. While in this form, you gain
the daemon and fiend traits. You have hands in this battle
form and can use manipulate actions. You can Dismiss
the spell.
You gain the following statistics and abilities regardless
of the form that you choose:
• AC = 21 + your level. Ignore your armor check's penalty
and Speed reduction.
• 15 temporary Hit Points and weakness 5 to good.
• A +2 status bonus to all saving throws against death
effects.
• Resistance 10 to poison.
• Darkvision.
• One or more attacks specific to the battle form you use.
You're trained with them. Your attack modifier is
+21, and you use the listed damage. These attacks
are Strength based (for the purpose of the enfeebled
condition, for example). If your unarmed attack
modifier is higher, you can use it instead.
• Athletics modifier of +23, unless your own modifier
is higher.
You also gain specific abilities based on the type of
Daemon you choose:
• Ceustodaemon Speed 25 feet; Melee [one-action] jaws (reach
10 feet), Damage 2d10+10 piercing plus 1d6 evil;
Melee [one-action] claw (agile, reach 10 feet), Damage 2d6
slashing plus 1d6 evil; any successful jaws or claw
Strike deals an additional 1d6 damage, and you take
the same amount of damage.
• Leukodaemon Speed 25 feet, fly 40 feet; +2 status
bonus to saves against diseases; Melee [one-action] jaws
(reach 10 feet), Damage 2d10+10 piercing plus 1d6
evil; Melee [one-action] claw (agile, reach 10 feet), Damage
2d6 slashing plus 1d6 evil; Ranged [one-action] composite
longbow (deadly d10, range increment 100 feet,
volley), Damage 2d8 piercing plus 1d6 evil.
• Meladaemon Speed 25 feet, fly 40 feet; Melee
[one-action] jaws (reach 10 feet), Damage 2d10+10 piercing
plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet),
Damage 1d8 slashing plus 1d6 evil and 1d6 negative,
and you can spend an action after a hit to Grab the
target.
• Piscodaemon Speed 25 feet, swim 40 feet; Melee
[one-action] claw, Damage 2d10+10 piercing plus 1d6 evil and
1d6 persistent bleed, and you can spend an action
after a hit to Grab the target; Melee [one-action] tentacle
(agile), Damage 2d6 bludgeoning plus 1d6 evil and
1d6 poison.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to good. • A +2 status bonus to all saving throws against death effects. • Resistance 10 to poison. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of Daemon you choose: • Ceustodaemon Speed 25 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage. • Leukodaemon Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 2d8 piercing plus 1d6 evil. • Meladaemon Speed 25 feet, fly 40 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target. • Piscodaemon Speed 25 feet, swim 40 feet; Melee [one-action] claw, Damage 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target; Melee [one-action] tentacle (agile), Damage 2d6 bludgeoning plus 1d6 evil and 1d6 poison.",
    "outcomes": []
}

Full schema_data

{
    "id": "daemon-form",
    "name": "Daemon Form",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine"
    ],
    "traits": [
        "evil",
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to good. • A +2 status bonus to all saving throws against death effects. • Resistance 10 to poison. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of Daemon you choose: • Ceustodaemon Speed 25 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage. • Leukodaemon Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 2d8 piercing plus 1d6 evil. • Meladaemon Speed 25 feet, fly 40 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target. • Piscodaemon Speed 25 feet, swim 40 feet; Melee [one-action] claw, Damage 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target; Melee [one-action] tentacle (agile), Damage 2d6 bludgeoning plus 1d6 evil and 1d6 poison.",
    "description_snippet": "You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell",
    "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 infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the daemon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 15 temporary Hit Points and weakness 5 to good. • A +2 status bonus to all saving throws against death effects. • Resistance 10 to poison. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of Daemon you choose: • Ceustodaemon Speed 25 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; any successful jaws or claw Strike deals an additional 1d6 damage, and you take the same amount of damage. • Leukodaemon Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 2d8 piercing plus 1d6 evil. • Meladaemon Speed 25 feet, fly 40 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 1d8 slashing plus 1d6 evil and 1d6 negative, and you can spend an action after a hit to Grab the target. • Piscodaemon Speed 25 feet, swim 40 feet; Melee [one-action] claw, Damage 2d10+10 piercing plus 1d6 evil and 1d6 persistent bleed, and you can spend an action after a hit to Grab the target; Melee [one-action] tentacle (agile), Damage 2d6 bludgeoning plus 1d6 evil and 1d6 poison.",
        "outcomes": []
    },
    "conditions_caused": [
        "enfeebled",
        "persistent bleed"
    ],
    "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": 11188,
    "source_line_end": 11249,
    "raw_text_block": "DAEMON FORM\nEVIL\nPOLYMORPH\nSPELL 6\nTRANSMUTATION\nTraditions arcane, divine\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou infuse yourself with the corrupting death and pure\nmalevolence of Abaddon, transforming into a Large\ndaemon battle form. You must have enough space\nto expand into or the spell is lost. When you cast this\nspell you choose either ceustodaemon, leukodaemon,\nmeladaemon, or piscodaemon. The battle form is Medium\nif you choose ceustodaemon. While in this form, you gain\nthe daemon and fiend traits. You have hands in this battle\nform and can use manipulate actions. You can Dismiss\nthe spell.\nYou gain the following statistics and abilities regardless\nof the form that you choose:\n• AC = 21 + your level. Ignore your armor check's penalty\nand Speed reduction.\n• 15 temporary Hit Points and weakness 5 to good.\n• A +2 status bonus to all saving throws against death\neffects.\n• Resistance 10 to poison.\n• Darkvision.\n• One or more attacks specific to the battle form you use.\nYou're trained with them. Your attack modifier is\n+21, and you use the listed damage. These attacks\nare Strength based (for the purpose of the enfeebled\ncondition, for example). If your unarmed attack\nmodifier is higher, you can use it instead.\n• Athletics modifier of +23, unless your own modifier\nis higher.\nYou also gain specific abilities based on the type of\nDaemon you choose:\n• Ceustodaemon Speed 25 feet; Melee [one-action] jaws (reach\n10 feet), Damage 2d10+10 piercing plus 1d6 evil;\nMelee [one-action] claw (agile, reach 10 feet), Damage 2d6\nslashing plus 1d6 evil; any successful jaws or claw\nStrike deals an additional 1d6 damage, and you take\nthe same amount of damage.\n• Leukodaemon Speed 25 feet, fly 40 feet; +2 status\nbonus to saves against diseases; Melee [one-action] jaws\n(reach 10 feet), Damage 2d10+10 piercing plus 1d6\nevil; Melee [one-action] claw (agile, reach 10 feet), Damage\n2d6 slashing plus 1d6 evil; Ranged [one-action] composite\nlongbow (deadly d10, range increment 100 feet,\nvolley), Damage 2d8 piercing plus 1d6 evil.\n• Meladaemon Speed 25 feet, fly 40 feet; Melee\n[one-action] jaws (reach 10 feet), Damage 2d10+10 piercing\nplus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet),\nDamage 1d8 slashing plus 1d6 evil and 1d6 negative,\nand you can spend an action after a hit to Grab the\ntarget.\n• Piscodaemon Speed 25 feet, swim 40 feet; Melee\n[one-action] claw, Damage 2d10+10 piercing plus 1d6 evil and\n1d6 persistent bleed, and you can spend an action\nafter a hit to Grab the target; Melee [one-action] tentacle\n(agile), Damage 2d6 bludgeoning plus 1d6 evil and\n1d6 poison.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "daemon-form",
    "content_id": "daemon-form",
    "level": 6
}

Secrets of Magic

Demon Form

Rank 6 · Spell · Common

Registry ID
demon-form
SpellCommontransmutationarcanedivine

You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the demon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. • 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of demon you choose: • Babau Speed 25 feet; Melee [one-action] longspear (reach 10 feet), Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] jaws, Damage 2d10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d4 slashing plus 1d6 evil; all Strikes deal 2d6 additional precision damage to flatfooted creatures. • Hezrou Speed 30 feet, swim 30 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+10 piercing plus 1d6 evil, and you can spend an action after a hit to Grab the target; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8 slashing plus 1d6 evil. • Nabasu Speed 25 feet, fly 40 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil. • Vrock Speed 25 feet, fly 35 feet; resistance 10 to electricity; Melee [one-action] beak, Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] talon (agile), Damage 2d6 slashing plus 1d6 evil. DEVIL FORM EVIL

Description snippet: You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou

Source lines: 11309 - 11363

Raw text block

DEMON FORM
CHAOTIC
EVIL
POLYMORPH
SPELL 6
TRANSMUTATION
Traditions arcane, divine
Cast [two-actions] somatic, verbal
Duration 1 minute
You corrupt yourself with the sin of the Abyss,
transforming into a Medium demon battle form. When you
cast this spell, choose babau, hezrou, nabasu, or vrock. If
you choose hezrou, the battle form is Large and you must
have enough space to expand into or the spell is lost. While
in this form, you gain the demon and fiend traits. You have
hands in this battle form and can use manipulate actions.
You can Dismiss the spell.
You gain the following statistics and abilities regardless
of the form that you choose:
• AC = 20 + your level. Ignore your armor check's
penalty and Speed reduction.
• 30 temporary Hit Points, weakness 5 to cold iron, and
weakness 5 to good.
• Darkvision.
• One or more attacks specific to the battle form you
use. You're trained with them. Your attack modifier
is +22, and you use the listed damage. These attacks
are Strength based (for the purpose of the enfeebled
condition, for example). If your attack modifier is
higher for the given unarmed attack or weapon, you
can use it instead.
• Athletics modifier of +23, unless your own modifier is
higher.
You also gain specific abilities based on the type of
demon you choose:
• Babau Speed 25 feet; Melee [one-action] longspear (reach
10 feet), Damage 2d8+10 piercing plus 1d6 evil; Melee
[one-action] jaws, Damage 2d10 piercing plus 1d6 evil; Melee
[one-action] claw (agile), Damage 2d4 slashing plus 1d6 evil; all
Strikes deal 2d6 additional precision damage to flatfooted creatures.
• Hezrou Speed 30 feet, swim 30 feet; Melee [one-action]
jaws (reach 10 feet), Damage 2d12+10 piercing plus
1d6 evil, and you can spend an action after a hit to
Grab the target; Melee [one-action] claw (agile, reach 10 feet),
Damage 2d8 slashing plus 1d6 evil.
• Nabasu Speed 25 feet, fly 40 feet; Melee [one-action] jaws,
Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action]
claw (agile), Damage 2d6 slashing plus 1d6 evil.
• Vrock Speed 25 feet, fly 35 feet; resistance 10 to
electricity; Melee [one-action] beak, Damage 2d8+10 piercing
plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6
slashing plus 1d6 evil; Melee [one-action] talon (agile), Damage
2d6 slashing plus 1d6 evil.
DEVIL FORM
EVIL

Heightened

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

Damage clauses

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

Effects

{
    "description": "You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the demon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. • 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of demon you choose: • Babau Speed 25 feet; Melee [one-action] longspear (reach 10 feet), Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] jaws, Damage 2d10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d4 slashing plus 1d6 evil; all Strikes deal 2d6 additional precision damage to flatfooted creatures. • Hezrou Speed 30 feet, swim 30 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+10 piercing plus 1d6 evil, and you can spend an action after a hit to Grab the target; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8 slashing plus 1d6 evil. • Nabasu Speed 25 feet, fly 40 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil. • Vrock Speed 25 feet, fly 35 feet; resistance 10 to electricity; Melee [one-action] beak, Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] talon (agile), Damage 2d6 slashing plus 1d6 evil. DEVIL FORM EVIL",
    "outcomes": []
}

Full schema_data

{
    "id": "demon-form",
    "name": "Demon Form",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine"
    ],
    "traits": [
        "chaotic",
        "evil",
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the demon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. • 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of demon you choose: • Babau Speed 25 feet; Melee [one-action] longspear (reach 10 feet), Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] jaws, Damage 2d10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d4 slashing plus 1d6 evil; all Strikes deal 2d6 additional precision damage to flatfooted creatures. • Hezrou Speed 30 feet, swim 30 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+10 piercing plus 1d6 evil, and you can spend an action after a hit to Grab the target; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8 slashing plus 1d6 evil. • Nabasu Speed 25 feet, fly 40 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil. • Vrock Speed 25 feet, fly 35 feet; resistance 10 to electricity; Melee [one-action] beak, Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] talon (agile), Damage 2d6 slashing plus 1d6 evil. DEVIL FORM EVIL",
    "description_snippet": "You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou",
    "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 corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the demon and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. • 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of demon you choose: • Babau Speed 25 feet; Melee [one-action] longspear (reach 10 feet), Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] jaws, Damage 2d10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d4 slashing plus 1d6 evil; all Strikes deal 2d6 additional precision damage to flatfooted creatures. • Hezrou Speed 30 feet, swim 30 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+10 piercing plus 1d6 evil, and you can spend an action after a hit to Grab the target; Melee [one-action] claw (agile, reach 10 feet), Damage 2d8 slashing plus 1d6 evil. • Nabasu Speed 25 feet, fly 40 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil. • Vrock Speed 25 feet, fly 35 feet; resistance 10 to electricity; Melee [one-action] beak, Damage 2d8+10 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] talon (agile), Damage 2d6 slashing plus 1d6 evil. DEVIL FORM EVIL",
        "outcomes": []
    },
    "conditions_caused": [
        "enfeebled"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 11309,
    "source_line_end": 11363,
    "raw_text_block": "DEMON FORM\nCHAOTIC\nEVIL\nPOLYMORPH\nSPELL 6\nTRANSMUTATION\nTraditions arcane, divine\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou corrupt yourself with the sin of the Abyss,\ntransforming into a Medium demon battle form. When you\ncast this spell, choose babau, hezrou, nabasu, or vrock. If\nyou choose hezrou, the battle form is Large and you must\nhave enough space to expand into or the spell is lost. While\nin this form, you gain the demon and fiend traits. You have\nhands in this battle form and can use manipulate actions.\nYou can Dismiss the spell.\nYou gain the following statistics and abilities regardless\nof the form that you choose:\n• AC = 20 + your level. Ignore your armor check's\npenalty and Speed reduction.\n• 30 temporary Hit Points, weakness 5 to cold iron, and\nweakness 5 to good.\n• Darkvision.\n• One or more attacks specific to the battle form you\nuse. You're trained with them. Your attack modifier\nis +22, and you use the listed damage. These attacks\nare Strength based (for the purpose of the enfeebled\ncondition, for example). If your attack modifier is\nhigher for the given unarmed attack or weapon, you\ncan use it instead.\n• Athletics modifier of +23, unless your own modifier is\nhigher.\nYou also gain specific abilities based on the type of\ndemon you choose:\n• Babau Speed 25 feet; Melee [one-action] longspear (reach\n10 feet), Damage 2d8+10 piercing plus 1d6 evil; Melee\n[one-action] jaws, Damage 2d10 piercing plus 1d6 evil; Melee\n[one-action] claw (agile), Damage 2d4 slashing plus 1d6 evil; all\nStrikes deal 2d6 additional precision damage to flatfooted creatures.\n• Hezrou Speed 30 feet, swim 30 feet; Melee [one-action]\njaws (reach 10 feet), Damage 2d12+10 piercing plus\n1d6 evil, and you can spend an action after a hit to\nGrab the target; Melee [one-action] claw (agile, reach 10 feet),\nDamage 2d8 slashing plus 1d6 evil.\n• Nabasu Speed 25 feet, fly 40 feet; Melee [one-action] jaws,\nDamage 2d10+10 piercing plus 1d6 evil; Melee [one-action]\nclaw (agile), Damage 2d6 slashing plus 1d6 evil.\n• Vrock Speed 25 feet, fly 35 feet; resistance 10 to\nelectricity; Melee [one-action] beak, Damage 2d8+10 piercing\nplus 1d6 evil; Melee [one-action] claw (agile), Damage 2d6\nslashing plus 1d6 evil; Melee [one-action] talon (agile), Damage\n2d6 slashing plus 1d6 evil.\nDEVIL FORM\nEVIL",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "demon-form",
    "content_id": "demon-form",
    "level": 6
}

Secrets of Magic

Devil Form

Rank 6 · Spell · Common

Registry ID
devil-form
SpellCommontransmutationarcanedivine

You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: AC = 22 + your level; 5 temporary Hit Points; resistance 5 to physical damage (except silver); weakness 5 to good; resistance 10 to fire; darkvision; one or more attacks specific to the battle form you use; and an Athletics modifier of +23, unless your own modifier is higher. Barbazu Speed 35 feet; Melee [one-action] glaive (deadly d8, forceful, reach 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; Melee [one-action] beard, Damage 3d8 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 3d6 slashing plus 1d6 evil. Erinys Speed 25 feet, fly 40 feet; Melee [one-action] longsword (versatile P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 1d8 piercing plus 1d6 evil and 1d6 fire. Osyluth Speed 35 feet, fly 30 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] stinger (reach 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; Ranged [one-action] bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil. Sarglagon Speed 25 feet, fly 25 feet, swim 30 feet; Melee [one-action] fangs, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] tentacle arm (agile), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison.

Description snippet: Transform into a devil battle form.

Source lines: 11269 - 11347

Raw text block

DEVIL FORM
EVIL
LAWFUL
SPELL 6
POLYMORPH
TRANSMUTATION
Traditions arcane, divine
Cast [two-actions] somatic, verbal
Duration 1 minute
You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of the form that you choose: AC = 22 + your level; 5 temporary Hit Points; resistance 5 to physical damage (except silver); weakness 5 to good; resistance 10 to fire; darkvision; one or more attacks specific to the battle form you use; and an Athletics modifier of +23, unless your own modifier is higher.
Barbazu Speed 35 feet; Melee [one-action] glaive (deadly d8, forceful, reach 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; Melee [one-action] beard, Damage 3d8 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 3d6 slashing plus 1d6 evil.
Erinys Speed 25 feet, fly 40 feet; Melee [one-action] longsword (versatile P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 1d8 piercing plus 1d6 evil and 1d6 fire.
Osyluth Speed 35 feet, fly 30 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] stinger (reach 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; Ranged [one-action] bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil.
Sarglagon Speed 25 feet, fly 25 feet, swim 30 feet; Melee [one-action] fangs, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] tentacle arm (agile), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: AC = 22 + your level; 5 temporary Hit Points; resistance 5 to physical damage (except silver); weakness 5 to good; resistance 10 to fire; darkvision; one or more attacks specific to the battle form you use; and an Athletics modifier of +23, unless your own modifier is higher. Barbazu Speed 35 feet; Melee [one-action] glaive (deadly d8, forceful, reach 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; Melee [one-action] beard, Damage 3d8 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 3d6 slashing plus 1d6 evil. Erinys Speed 25 feet, fly 40 feet; Melee [one-action] longsword (versatile P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 1d8 piercing plus 1d6 evil and 1d6 fire. Osyluth Speed 35 feet, fly 30 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] stinger (reach 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; Ranged [one-action] bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil. Sarglagon Speed 25 feet, fly 25 feet, swim 30 feet; Melee [one-action] fangs, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] tentacle arm (agile), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison.",
    "outcomes": []
}

Full schema_data

{
    "id": "devil-form",
    "name": "Devil Form",
    "rank": 6,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine"
    ],
    "traits": [
        "evil",
        "lawful",
        "polymorph"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: AC = 22 + your level; 5 temporary Hit Points; resistance 5 to physical damage (except silver); weakness 5 to good; resistance 10 to fire; darkvision; one or more attacks specific to the battle form you use; and an Athletics modifier of +23, unless your own modifier is higher. Barbazu Speed 35 feet; Melee [one-action] glaive (deadly d8, forceful, reach 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; Melee [one-action] beard, Damage 3d8 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 3d6 slashing plus 1d6 evil. Erinys Speed 25 feet, fly 40 feet; Melee [one-action] longsword (versatile P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 1d8 piercing plus 1d6 evil and 1d6 fire. Osyluth Speed 35 feet, fly 30 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] stinger (reach 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; Ranged [one-action] bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil. Sarglagon Speed 25 feet, fly 25 feet, swim 30 feet; Melee [one-action] fangs, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] tentacle arm (agile), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison.",
    "description_snippet": "Transform into a devil battle form.",
    "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 bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: AC = 22 + your level; 5 temporary Hit Points; resistance 5 to physical damage (except silver); weakness 5 to good; resistance 10 to fire; darkvision; one or more attacks specific to the battle form you use; and an Athletics modifier of +23, unless your own modifier is higher. Barbazu Speed 35 feet; Melee [one-action] glaive (deadly d8, forceful, reach 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; Melee [one-action] beard, Damage 3d8 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 3d6 slashing plus 1d6 evil. Erinys Speed 25 feet, fly 40 feet; Melee [one-action] longsword (versatile P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 1d8 piercing plus 1d6 evil and 1d6 fire. Osyluth Speed 35 feet, fly 30 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] stinger (reach 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; Ranged [one-action] bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil. Sarglagon Speed 25 feet, fly 25 feet, swim 30 feet; Melee [one-action] fangs, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] tentacle arm (agile), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison.",
        "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": 11269,
    "source_line_end": 11347,
    "raw_text_block": "DEVIL FORM\nEVIL\nLAWFUL\nSPELL 6\nPOLYMORPH\nTRANSMUTATION\nTraditions arcane, divine\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the devil and fiend traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell.\nYou gain the following statistics and abilities regardless of the form that you choose: AC = 22 + your level; 5 temporary Hit Points; resistance 5 to physical damage (except silver); weakness 5 to good; resistance 10 to fire; darkvision; one or more attacks specific to the battle form you use; and an Athletics modifier of +23, unless your own modifier is higher.\nBarbazu Speed 35 feet; Melee [one-action] glaive (deadly d8, forceful, reach 10 feet), Damage 2d8+10 slashing plus 1d6 evil and 1d6 persistent bleed; Melee [one-action] beard, Damage 3d8 piercing plus 1d6 evil; Melee [one-action] claw (agile), Damage 3d6 slashing plus 1d6 evil.\nErinys Speed 25 feet, fly 40 feet; Melee [one-action] longsword (versatile P), Damage 1d8+10 slashing plus 1d6 evil and 1d6 fire; Ranged [one-action] composite longbow (deadly d10, range increment 100 feet, volley), Damage 1d8 piercing plus 1d6 evil and 1d6 fire.\nOsyluth Speed 35 feet, fly 30 feet; Melee [one-action] jaws, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] claw (agile, reach 10 feet), Damage 2d6 slashing plus 1d6 evil; Melee [one-action] stinger (reach 15 feet), Damage 1d10 piercing plus 1d6 evil and 1d6 poison; Ranged [one-action] bone shard (range increment 30 feet), Damage 2d6 piercing plus 1d6 evil.\nSarglagon Speed 25 feet, fly 25 feet, swim 30 feet; Melee [one-action] fangs, Damage 2d10+10 piercing plus 1d6 evil; Melee [one-action] tentacle arm (agile), Damage 1d8 bludgeoning plus 1d6 evil and 1d6 poison.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "devil-form",
    "content_id": "devil-form",
    "level": 6
}

Core Rulebook (4th Printing)

Disintegrate

Rank 6 · Spell · Common

Registry ID
disintegrate
SpellCommonevocationarcane

Reduce a creature

Description snippet: Reduce a creature

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 6,
    "school": "evocation",
    "traditions": [
        "arcane"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Reduce a creature",
    "content_id": "disintegrate",
    "type": "spell",
    "description": "Reduce a creature"
}

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