Live registry review
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.
Filter the catalogue
Filter by spell metadata or search across names, IDs, descriptions, traditions, traits, and other canonical fields.
Current result set: 898 matching canonical spell rows
No filters are active. Showing the full canonical library.
Spell review results
Showing page 30 of 36 for 898 matching canonical spell rows.
Page 30 of 36
Core Rulebook (4th Printing)
Dominate
Rank 6 · Spell · Uncommon
A creature must
Advanced review details
Description snippet: A creature must
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "enchantment",
"traditions": [
"arcane",
"occult"
],
"heightenable": true,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "A creature must",
"content_id": "dominate",
"type": "spell",
"description": "A creature must"
}
Core Rulebook (Fourth Printing)
Dragon Form
Rank 6 · Spell · Common
Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet, fly Speed 100 feet. • Resistance 10 against the damage type of your breath weapon (see below). • Darkvision and imprecise scent 60 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. 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. See below for more on these attacks. • Athletics modifier of +23, unless your own modifier is higher. • Breath Weapon [two-actions] (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals. You also gain specific abilities based on the type of dragon: • Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 11d6 acid. • Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 80-foot line, 6d12 electricity. • Green swim Speed 40 feet, ignores difficult terrain from non-magical foliage; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex). • Red ignore concealed from smoke; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 30-foot cone, 10d6 fire. • White climb Speed 25 feet on ice only; Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 10d6 cold. • Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 15d4 fire. • Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing; breath weapon 80-foot line, 6d12 electricity. • Copper climb Speed 25 feet on stone only; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 60-foot line, 10d6 acid. • Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d10 fire. • Silver cloud walk; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 8d8 cold.
Advanced review details
Description snippet: Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of ch
Source lines: 51729 - 51830
Raw text block
DRAGON FORM POLYMORPH SPELL 6 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet, fly Speed 100 feet. • Resistance 10 against the damage type of your breath weapon (see below). • Darkvision and imprecise scent 60 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. 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. See below for more on these attacks. • Athletics modifier of +23, unless your own modifier is higher. • Breath Weapon [two-actions] (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals. You also gain specific abilities based on the type of dragon: • Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 11d6 acid. • Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 80-foot line, 6d12 electricity. • Green swim Speed 40 feet, ignores difficult terrain from non-magical foliage; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex). • Red ignore concealed from smoke; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 30-foot cone, 10d6 fire. • White climb Speed 25 feet on ice only; Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 10d6 cold. • Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 15d4 fire. • Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing; breath weapon 80-foot line, 6d12 electricity. • Copper climb Speed 25 feet on stone only; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 60-foot line, 10d6 acid. • Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d10 fire. • Silver cloud walk; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 8d8 cold. Heightened (8th) Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage.
Heightened
[
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet, fly Speed 100 feet. • Resistance 10 against the damage type of your breath weapon (see below). • Darkvision and imprecise scent 60 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. 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. See below for more on these attacks. • Athletics modifier of +23, unless your own modifier is higher. • Breath Weapon [two-actions] (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals. You also gain specific abilities based on the type of dragon: • Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 11d6 acid. • Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 80-foot line, 6d12 electricity. • Green swim Speed 40 feet, ignores difficult terrain from non-magical foliage; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex). • Red ignore concealed from smoke; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 30-foot cone, 10d6 fire. • White climb Speed 25 feet on ice only; Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 10d6 cold. • Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 15d4 fire. • Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing; breath weapon 80-foot line, 6d12 electricity. • Copper climb Speed 25 feet on stone only; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 60-foot line, 10d6 acid. • Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d10 fire. • Silver cloud walk; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 8d8 cold.",
"outcomes": []
}
Full schema_data
{
"id": "dragon-form",
"name": "Dragon Form",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet, fly Speed 100 feet. • Resistance 10 against the damage type of your breath weapon (see below). • Darkvision and imprecise scent 60 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. 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. See below for more on these attacks. • Athletics modifier of +23, unless your own modifier is higher. • Breath Weapon [two-actions] (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals. You also gain specific abilities based on the type of dragon: • Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 11d6 acid. • Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 80-foot line, 6d12 electricity. • Green swim Speed 40 feet, ignores difficult terrain from non-magical foliage; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex). • Red ignore concealed from smoke; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 30-foot cone, 10d6 fire. • White climb Speed 25 feet on ice only; Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 10d6 cold. • Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 15d4 fire. • Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing; breath weapon 80-foot line, 6d12 electricity. • Copper climb Speed 25 feet on stone only; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 60-foot line, 10d6 acid. • Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d10 fire. • Silver cloud walk; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 8d8 cold.",
"description_snippet": "Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of ch",
"heightened": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage."
}
],
"heightened_scaling": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet, fly Speed 100 feet. • Resistance 10 against the damage type of your breath weapon (see below). • Darkvision and imprecise scent 60 feet. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. 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. See below for more on these attacks. • Athletics modifier of +23, unless your own modifier is higher. • Breath Weapon [two-actions] (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals. You also gain specific abilities based on the type of dragon: • Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 11d6 acid. • Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 80-foot line, 6d12 electricity. • Green swim Speed 40 feet, ignores difficult terrain from non-magical foliage; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex). • Red ignore concealed from smoke; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 30-foot cone, 10d6 fire. • White climb Speed 25 feet on ice only; Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 10d6 cold. • Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 15d4 fire. • Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing; breath weapon 80-foot line, 6d12 electricity. • Copper climb Speed 25 feet on stone only; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 60-foot line, 10d6 acid. • Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d10 fire. • Silver cloud walk; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 8d8 cold.",
"outcomes": []
},
"conditions_caused": [
"concealed",
"enfeebled"
],
"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": 51729,
"source_line_end": 51830,
"raw_text_block": "DRAGON FORM\nPOLYMORPH\nSPELL 6\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nCalling upon powerful transformative magic, you gain a Large\ndragon battle form. You must have space to expand or the spell\nis lost. When you cast this spell, choose one type of chromatic\nor metallic dragon. While in this form, you gain the dragon trait.\nYou have hands in this battle form and can take manipulate\nactions. You can Dismiss the spell.\nYou gain the following statistics and abilities regardless of\nwhich battle form you choose:\n• AC = 18 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 10 temporary Hit Points.\n• Speed 40 feet, fly Speed 100 feet.\n• Resistance 10 against the damage type of your breath\nweapon (see below).\n• Darkvision and imprecise scent 60 feet.\n• One or more unarmed melee attacks specific to the battle\nform you choose, which are the only attacks you can Strike\nwith. You're trained with them. Your attack modifier is +22,\nand your damage bonus is +6. These attacks are Strength\nbased (for the purpose of the enfeebled condition, for\nexample). If your unarmed attack modifier is higher, you\ncan use it instead. See below for more on these attacks.\n• Athletics modifier of +23, unless your own modifier\nis higher.\n• Breath Weapon [two-actions] (arcane, evocation) The shape,\ndamage, and damage type of your breath weapon\ndepend on your specific dragon form (see below). A\ncreature in the area attempts a basic save against\nyour spell DC. This is a Reflex save unless stated\notherwise in the special ability description for your\nspecific dragon form. Once activated, your breath\nweapon can't be used again for 1d4 rounds. Your\nbreath weapon has the trait corresponding to the\ntype of damage it deals.\nYou also gain specific abilities based on the type of dragon:\n• Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12\npiercing plus 2d6 acid; Melee [one-action] claw (agile), Damage\n3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10\nbludgeoning; Melee [one-action] horns (reach 10 feet), Damage\n3d8 piercing; breath weapon 60-foot line, 11d6 acid.\n• Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage\n2d10 piercing plus 1d12 electricity; Melee [one-action] claw\n(agile), Damage 3d10 slashing; Melee [one-action] tail (reach\n10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns\n(reach 10 feet), Damage 3d8 piercing; breath weapon\n80-foot line, 6d12 electricity.\n• Green swim Speed 40 feet, ignores difficult terrain\nfrom non-magical foliage; Melee [one-action] jaws, Damage\n2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile),\nDamage 3d10 slashing; Melee [one-action] tail (reach 10 feet),\nDamage 3d10 bludgeoning; Melee [one-action] horns (reach 10\nfeet), Damage 3d8 piercing; breath weapon 30-foot\ncone, 10d6 poison (Fortitude save instead of Reflex).\n• Red ignore concealed from smoke; Melee [one-action] jaws, Damage\n2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage\n4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10\nbludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8\nbludgeoning; breath weapon 30-foot cone, 10d6 fire.\n• White climb Speed 25 feet on ice only; Melee [one-action] jaws,\nDamage 3d6 piercing plus 2d6 cold; Melee [one-action] claw\n(agile), Damage 3d10 slashing; Melee [one-action] tail (reach\n10 feet), Damage 3d10 bludgeoning; breath weapon\n30-foot cone, 10d6 cold.\n• Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage\n3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10\nslashing; Melee [one-action] tail (reach 10 feet), Damage 3d10\nbludgeoning; Melee [one-action] spikes (reach 10 feet), Damage\n3d8 piercing; breath weapon 60-foot line, 15d4 fire.\n• Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage\n2d10 piercing plus 1d12 electricity; Melee [one-action] claw\n(agile), Damage 3d10 slashing; Melee [one-action] tail (reach\n10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing\n(reach 10 feet), Damage 3d8 slashing; breath weapon\n80-foot line, 6d12 electricity.\n• Copper climb Speed 25 feet on stone only; Melee [one-action]\njaws, Damage 2d12 piercing plus 2d6 acid; Melee\n[one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail\n(reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action]\nwing (reach 10 feet), Damage 3d8 bludgeoning; breath\nweapon 60-foot line, 10d6 acid.\n• Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12\npiercing plus 2d6 fire; Melee [one-action] claw (agile), Damage\n4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10\nbludgeoning; Melee [one-action] horns (reach 10 feet), Damage\n3d8 piercing; breath weapon 30-foot cone, 6d10 fire.\n• Silver cloud walk; Melee [one-action] jaws, Damage 2d12\npiercing plus 2d6 cold; Melee [one-action] claw (agile), Damage\n3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10\nbludgeoning; breath weapon 30-foot cone, 8d8 cold.\nHeightened (8th) Your battle form is Huge, you gain a +20-foot\nstatus bonus to your fly Speed, and your attacks have 10-foot\nreach (or 15-foot reach if they previously had 10-foot reach).\nYou instead gain AC = 21 + your level, 15 temporary HP, an\nattack modifier of +28, a damage bonus of +12, Athletics +28,\nand a +14 status bonus to breath weapon damage.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "dragon-form",
"content_id": "dragon-form",
"level": 6
}
Secrets of Magic
Elemental Confluence
Rank 6 · Spell · Common
You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has First Lesson Abadius 11, 4681 Last night I dreamed about storms. It wasn't a regular dream, though. Pepper was with me, and we stood in the ruins of an old tower as lightning flash ed above. The fog-shrouded ground beyond the tower looked almost like clouds, just pretending to be solid. A figure emerged from the obscuring winds . Or were they of the wind? They seemed almost insubstantial at the edges, and lightning flickered behind their eyes as they regarded us, neither welco ming nor hostile. Anxious not to disrespect, and filled with sudden suspicion, I asked, “Are you... my patron?” “Alas, I am but an emissary,” replied the figure, “but they are pleased with your progress. I convey a lesson on your patron's behalf.” They reached out and Pepper flew over, an indigo spark leaping from the emissary's eyes to the blackbird's as she alighted on their arm, and I felt her learn how to manipulate the air around me so I could brea the in any environment. “Elements aid you on your journey,” said the emissary as Pepper returned to me, and as the winds strengthened at their words, I realized they were showing me how to weaken someone against the power of the elements... Handy, but hopefully I'll never need to rely on that. Gratitude and countless questions filled my mind, but before I could speak, I awoke, noises from the city carried on the breeze through my open window. AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. • Air (air, electricity) The elemental looses a bolt of electricity from the confluence, dealing 4d4 electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. • Earth (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. • Fire (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence. • Water (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.
Advanced review details
Description snippet: You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has First Lesson Abadius 11, 4681 Last night I dreamed about storms. It wasn't
Source lines: 11762 - 11842
Raw text block
ELEMENTAL CONFLUENCE AIR CONJURATION EARTH FIRE SPELL 6 WATER Traditions arcane, primal Cast [three-actions] material, somatic, verbal Range 60 feet; Area 10-foot burst Duration sustained up to 1 minute You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has First Lesson Abadius 11, 4681 Last night I dreamed about storms. It wasn't a regular dream, though. Pepper was with me, and we stood in the ruins of an old tower as lightning flash ed above. The fog-shrouded ground beyond the tower looked almost like clouds, just pretending to be solid. A figure emerged from the obscuring winds . Or were they of the wind? They seemed almost insubstantial at the edges, and lightning flickered behind their eyes as they regarded us, neither welco ming nor hostile. Anxious not to disrespect, and filled with sudden suspicion, I asked, “Are you... my patron?” “Alas, I am but an emissary,” replied the figure, “but they are pleased with your progress. I convey a lesson on your patron's behalf.” They reached out and Pepper flew over, an indigo spark leaping from the emissary's eyes to the blackbird's as she alighted on their arm, and I felt her learn how to manipulate the air around me so I could brea the in any environment. “Elements aid you on your journey,” said the emissary as Pepper returned to me, and as the winds strengthened at their words, I realized they were showing me how to weaken someone against the power of the elements... Handy, but hopefully I'll never need to rely on that. Gratitude and countless questions filled my mind, but before I could speak, I awoke, noises from the city carried on the breeze through my open window. AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. • Air (air, electricity) The elemental looses a bolt of electricity from the confluence, dealing 4d4 electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. • Earth (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. • Fire (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence. • Water (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "4d4",
"type": "electricity",
"persistent": false
},
{
"formula": "1d6",
"type": "fire",
"persistent": true
},
{
"formula": "4d6",
"type": "bludgeoning",
"persistent": false
}
]
Effects
{
"description": "You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has First Lesson Abadius 11, 4681 Last night I dreamed about storms. It wasn't a regular dream, though. Pepper was with me, and we stood in the ruins of an old tower as lightning flash ed above. The fog-shrouded ground beyond the tower looked almost like clouds, just pretending to be solid. A figure emerged from the obscuring winds . Or were they of the wind? They seemed almost insubstantial at the edges, and lightning flickered behind their eyes as they regarded us, neither welco ming nor hostile. Anxious not to disrespect, and filled with sudden suspicion, I asked, “Are you... my patron?” “Alas, I am but an emissary,” replied the figure, “but they are pleased with your progress. I convey a lesson on your patron's behalf.” They reached out and Pepper flew over, an indigo spark leaping from the emissary's eyes to the blackbird's as she alighted on their arm, and I felt her learn how to manipulate the air around me so I could brea the in any environment. “Elements aid you on your journey,” said the emissary as Pepper returned to me, and as the winds strengthened at their words, I realized they were showing me how to weaken someone against the power of the elements... Handy, but hopefully I'll never need to rely on that. Gratitude and countless questions filled my mind, but before I could speak, I awoke, noises from the city carried on the breeze through my open window. AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. • Air (air, electricity) The elemental looses a bolt of electricity from the confluence, dealing 4d4 electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. • Earth (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. • Fire (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence. • Water (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.",
"outcomes": []
}
Full schema_data
{
"id": "elemental-confluence",
"name": "Elemental Confluence",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"air",
"earth",
"fire",
"water"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "60 feet",
"area": "10-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has First Lesson Abadius 11, 4681 Last night I dreamed about storms. It wasn't a regular dream, though. Pepper was with me, and we stood in the ruins of an old tower as lightning flash ed above. The fog-shrouded ground beyond the tower looked almost like clouds, just pretending to be solid. A figure emerged from the obscuring winds . Or were they of the wind? They seemed almost insubstantial at the edges, and lightning flickered behind their eyes as they regarded us, neither welco ming nor hostile. Anxious not to disrespect, and filled with sudden suspicion, I asked, “Are you... my patron?” “Alas, I am but an emissary,” replied the figure, “but they are pleased with your progress. I convey a lesson on your patron's behalf.” They reached out and Pepper flew over, an indigo spark leaping from the emissary's eyes to the blackbird's as she alighted on their arm, and I felt her learn how to manipulate the air around me so I could brea the in any environment. “Elements aid you on your journey,” said the emissary as Pepper returned to me, and as the winds strengthened at their words, I realized they were showing me how to weaken someone against the power of the elements... Handy, but hopefully I'll never need to rely on that. Gratitude and countless questions filled my mind, but before I could speak, I awoke, noises from the city carried on the breeze through my open window. AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. • Air (air, electricity) The elemental looses a bolt of electricity from the confluence, dealing 4d4 electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. • Earth (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. • Fire (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence. • Water (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.",
"description_snippet": "You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has First Lesson Abadius 11, 4681 Last night I dreamed about storms. It wasn't",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "4d4",
"type": "electricity",
"persistent": false
},
{
"formula": "1d6",
"type": "fire",
"persistent": true
},
{
"formula": "4d6",
"type": "bludgeoning",
"persistent": false
}
],
"damage_type": [
"bludgeoning",
"electricity",
"fire"
],
"effects": {
"description": "You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has First Lesson Abadius 11, 4681 Last night I dreamed about storms. It wasn't a regular dream, though. Pepper was with me, and we stood in the ruins of an old tower as lightning flash ed above. The fog-shrouded ground beyond the tower looked almost like clouds, just pretending to be solid. A figure emerged from the obscuring winds . Or were they of the wind? They seemed almost insubstantial at the edges, and lightning flickered behind their eyes as they regarded us, neither welco ming nor hostile. Anxious not to disrespect, and filled with sudden suspicion, I asked, “Are you... my patron?” “Alas, I am but an emissary,” replied the figure, “but they are pleased with your progress. I convey a lesson on your patron's behalf.” They reached out and Pepper flew over, an indigo spark leaping from the emissary's eyes to the blackbird's as she alighted on their arm, and I felt her learn how to manipulate the air around me so I could brea the in any environment. “Elements aid you on your journey,” said the emissary as Pepper returned to me, and as the winds strengthened at their words, I realized they were showing me how to weaken someone against the power of the elements... Handy, but hopefully I'll never need to rely on that. Gratitude and countless questions filled my mind, but before I could speak, I awoke, noises from the city carried on the breeze through my open window. AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. • Air (air, electricity) The elemental looses a bolt of electricity from the confluence, dealing 4d4 electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. • Earth (earth) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. • Fire (fire) Flames roar through the confluence, dealing 1d6 persistent fire damage to those partially or entirely inside the confluence. • Water (attack, water) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. The water deals 4d6 bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.",
"outcomes": []
},
"conditions_caused": [
"concealed"
],
"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": 11762,
"source_line_end": 11842,
"raw_text_block": "ELEMENTAL CONFLUENCE\nAIR\nCONJURATION\nEARTH\nFIRE\nSPELL 6\nWATER\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 60 feet; Area 10-foot burst\nDuration sustained up to 1 minute\nYou conjure four types of elementals who combine\nforces to form into a chaotic storm. The confluence has\nFirst Lesson\nAbadius 11, 4681\nLast night I dreamed about storms.\nIt wasn't a regular dream, though. Pepper\nwas with me, and we stood in\nthe ruins of an old tower as lightning flash\ned above. The fog-shrouded ground\nbeyond the tower looked almost like clouds,\njust pretending to be solid.\nA figure emerged from the obscuring winds\n. Or were they of the wind? They\nseemed almost insubstantial at the edges,\nand lightning flickered behind\ntheir eyes as they regarded us, neither welco\nming nor hostile. Anxious not to\ndisrespect, and filled with sudden suspicion,\nI asked, “Are you... my patron?”\n“Alas, I am but an emissary,” replied the\nfigure, “but they are pleased\nwith your progress. I convey a lesson on your\npatron's behalf.” They reached\nout and Pepper flew over, an indigo spark\nleaping from the emissary's eyes\nto the blackbird's as she alighted on their\narm, and I felt her learn how to\nmanipulate the air around me so I could brea\nthe in any environment.\n“Elements aid you on your journey,” said the\nemissary as Pepper returned\nto me, and as the winds strengthened at\ntheir words, I realized they were\nshowing me how to weaken someone against\nthe power of the elements...\nHandy, but hopefully I'll never need to rely\non that.\nGratitude and countless questions filled my\nmind, but before I could speak,\nI awoke, noises from the city carried on the\nbreeze through my open window.\nAC 28 and 120 Hit Points, weakness 10 to area effects,\nand immunity to bleed and poison. Creatures can move\nthrough the confluence; creatures within the confluence\nare concealed, and all creatures outside the confluence\nare concealed to creatures within it. When you Cast or\nSustain this Spell, you choose up to two different types\nof elementals to act.\n• Air (air, electricity) The elemental looses a bolt\nof electricity from the confluence, dealing 4d4\nelectricity damage to creatures within 20 feet\nof the confluence, with a basic Reflex save. This\ndoesn't affect creatures that are completely inside\nof the confluence.\n• Earth (earth) The confluence gains a +2 circumstance\nbonus to AC and resistance 10 to all physical damage\n(except adamantine) for 1 round.\n• Fire (fire) Flames roar through the confluence, dealing\n1d6 persistent fire damage to those partially or\nentirely inside the confluence.\n• Water (attack, water) The elemental expels a\npowerful jet of water. Attempt a ranged spell attack\nagainst a target within 60 feet of the confluence,\nusing your spell attack roll modifier. This attack\nignores concealment granted by the confluence, and\nthe elemental gets a +2 circumstance bonus on the\nspell attack roll against a target inside the confluence.\nThe water deals 4d6 bludgeoning damage on a hit\n(doubled on a critical hit). This attack doesn't count\ntoward your multiple attack penalty.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "elemental-confluence",
"content_id": "elemental-confluence",
"level": 6
}
Core Rulebook (4th Printing)
Feeblemind
Rank 6 · Spell · Common
Stupefy a creature
Advanced review details
Description snippet: Stupefy a creature
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "enchantment",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Stupefy a creature",
"content_id": "feeblemind",
"type": "spell",
"description": "Stupefy a creature"
}
Core Rulebook (Fourth Printing)
Field Of Life
Rank 6 · Spell · Common
A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 positive damage.
Advanced review details
Description snippet: Create a positive energy field that heals the living and harms undead.
Source lines: 48154 - 48155
Raw text block
FIELD OF LIFE SPELL 6 NECROMANCY POSITIVE Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Area 20-foot burst Duration sustained up to 1 minute A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 positive damage. Heightened (8th) The healing and damage increase to 1d10. Heightened (9th) The healing and damage increase to 1d12.
Heightened
[
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The healing and damage increase to 1d10."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The healing and damage increase to 1d12."
}
]
Damage clauses
[
{
"formula": "1d8",
"type": "positive",
"persistent": false
}
]
Effects
{
"description": "A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 positive damage.",
"outcomes": []
}
Full schema_data
{
"id": "field-of-life",
"name": "Field Of Life",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"positive"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "20-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 positive damage.",
"description_snippet": "Create a positive energy field that heals the living and harms undead.",
"heightened": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The healing and damage increase to 1d10."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The healing and damage increase to 1d12."
}
],
"heightened_scaling": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The healing and damage increase to 1d10."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The healing and damage increase to 1d12."
}
],
"damage": [
{
"formula": "1d8",
"type": "positive",
"persistent": false
}
],
"damage_type": [
"positive"
],
"effects": {
"description": "A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 positive damage.",
"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": 48154,
"source_line_end": 48155,
"raw_text_block": "FIELD OF LIFE\nSPELL 6\nNECROMANCY\nPOSITIVE\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 20-foot burst\nDuration sustained up to 1 minute\nA field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 positive damage.\nHeightened (8th) The healing and damage increase to 1d10.\nHeightened (9th) The healing and damage increase to 1d12.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "field-of-life",
"content_id": "field-of-life",
"level": 6
}
Core Rulebook (Fourth Printing)
Fire Seeds
Rank 6 · Spell · Common
Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil.
Advanced review details
Description snippet: Make four explosive acorns.
Source lines: 52351 - 52388
Raw text block
FIRE SEEDS SPELL 6 EVOCATION FIRE PLANT Traditions primal Cast [two-actions] somatic, verbal Saving Throw basic Reflex; Duration 1 minute Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil. Heightened (8th) The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6. Heightened (9th) The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6.
Heightened
[
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6."
}
]
Damage clauses
[
{
"formula": "4d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil.",
"outcomes": []
}
Full schema_data
{
"id": "fire-seeds",
"name": "Fire Seeds",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"fire",
"plant"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "basic Reflex",
"save_type": "basic_reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil.",
"description_snippet": "Make four explosive acorns.",
"heightened": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6."
}
],
"heightened_scaling": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6."
}
],
"damage": [
{
"formula": "4d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil.",
"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": 52351,
"source_line_end": 52388,
"raw_text_block": "FIRE SEEDS\nSPELL 6\nEVOCATION\nFIRE\nPLANT\nTraditions primal\nCast [two-actions] somatic, verbal\nSaving Throw basic Reflex; Duration 1 minute\nFour acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil.\nHeightened (8th) The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6.\nHeightened (9th) The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fire-seeds",
"content_id": "fire-seeds",
"level": 6
}
Secrets of Magic
Flame Vortex
Rank 6 · Spell · Common
You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round.
Advanced review details
Description snippet: You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex a
Source lines: 12113 - 12135
Raw text block
FLAME VORTEX AIR EVOCATION SPELL 6 FIRE Traditions arcane, primal Cast [three-actions] material, somatic, verbal Range 120 feet; Area 5-foot radius, 40-foot tall cylinder Saving Throw basic Reflex; Duration sustained up to 1 minute You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round. Heightened (+2) The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage."
}
]
Damage clauses
[
{
"formula": "3d4",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "3d6",
"type": "fire",
"persistent": false
},
{
"formula": "1d4",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "1d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round.",
"outcomes": []
}
Full schema_data
{
"id": "flame-vortex",
"name": "Flame Vortex",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"air",
"fire"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "5-foot radius, 40-foot tall cylinder",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "basic Reflex",
"save_type": "basic_reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round.",
"description_snippet": "You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex a",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage."
}
],
"damage": [
{
"formula": "3d4",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "3d6",
"type": "fire",
"persistent": false
},
{
"formula": "1d4",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "1d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"bludgeoning",
"fire"
],
"effects": {
"description": "You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round.",
"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": 12113,
"source_line_end": 12135,
"raw_text_block": "FLAME VORTEX\nAIR\nEVOCATION\nSPELL 6\nFIRE\nTraditions arcane, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 5-foot radius, 40-foot tall cylinder\nSaving Throw basic Reflex; Duration sustained up to 1\nminute\nYou combine a blazing inferno and air currents into a fiery\nvortex. You can Cast this Spell only if you are outside or\nthe ceiling is 40 feet or higher. All squares in the vortex are\ndifficult terrain for flying creatures.\nAll creatures in the area take 3d4 bludgeoning damage\nand 3d6 fire damage as gusts of fiery wind buffet them,\nwith a basic Reflex save. Each time you Sustain the Spell,\nyou can move the whirlwind up to 20 feet in a straight\nline. Each creature the whirlwind moves through takes\nthe damage with a basic Reflex save. A creature can take\ndamage from a flame vortex only once per round.\nHeightened (+2) The vortex deals an additional 1d4\nbludgeoning damage and 1d6 fire damage.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "flame-vortex",
"content_id": "flame-vortex",
"level": 6
}
Advanced Player's Guide
Flaming Fusillade
Rank 6 · Focus · 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.
Advanced review details
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": "flaming-fusillade",
"name": "Flaming Fusillade",
"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": "flaming-fusillade",
"content_id": "flaming-fusillade",
"level": 6
}
Core Rulebook (Fourth Printing)
Flesh To Stone
Rank 6 · Spell · Common
You try to turn the target's flesh into stone. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is slowed 1 for 1 round. Failure: The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed. Critical Failure: As failure, but the target is initially slowed 2.
Advanced review details
Description snippet: You try to turn the target's flesh into stone. The target must attempt a Fortitude save.
Source lines: 52851 - 52871
Raw text block
FLESH TO STONE SPELL 6 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range 120 feet; Targets 1 creature made of flesh Saving Throw Fortitude; Duration varies You try to turn the target's flesh into stone. The target must attempt a Fortitude save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round. Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed. Critical Failure As failure, but the target is initially slowed 2.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You try to turn the target's flesh into stone. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is slowed 1 for 1 round.",
"Failure": "The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed.",
"Critical Failure": "As failure, but the target is initially slowed 2."
}
}
Full schema_data
{
"id": "flesh-to-stone",
"name": "Flesh To Stone",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "none",
"targets": "1 creature made of flesh",
"duration": "varies",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You try to turn the target's flesh into stone. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is slowed 1 for 1 round. Failure: The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed. Critical Failure: As failure, but the target is initially slowed 2.",
"description_snippet": "You try to turn the target's flesh into stone. The target must attempt a 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 try to turn the target's flesh into stone. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target is slowed 1 for 1 round.",
"Failure": "The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed.",
"Critical Failure": "As failure, but the target is initially slowed 2."
}
},
"conditions_caused": [
"petrified",
"slowed"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 52851,
"source_line_end": 52871,
"raw_text_block": "FLESH TO STONE\nSPELL 6\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature made of flesh\nSaving Throw Fortitude; Duration varies\nYou try to turn the target's flesh into stone. The target must\nattempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target is slowed 1 for 1 round.\nFailure The target is slowed 1 and must attempt a Fortitude\nsave at the end of each of its turns; this ongoing save\nhas the incapacitation trait. On a failed save, the slowed\ncondition increases by 1 (or 2 on a critical failure). A\nsuccessful save reduces the slowed condition by 1. When a\ncreature is unable to act due to the slowed condition from\nflesh to stone, the creature is permanently non-magically\npetrified. The spell ends if the creature is petrified or the\nslowed condition is removed.\nCritical Failure As failure, but the target is initially slowed 2.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "flesh-to-stone",
"content_id": "flesh-to-stone",
"level": 6
}
Secrets of Magic
Fragmentary Names
Rank 6 · Spell · Rare
You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips. COMPEL TRUE NAME Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. RARE AUDITORY ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL TRUE NAME INVOKE TRUE NAME RARE CANTRIP ENCHANTMENT
Advanced review details
Description snippet: You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. Yo
Source lines: 29724 - 29765
Raw text block
FRAGMENTARY NAMES CATCH YOUR NAME RARE SPELL 6 DIVINATION Traditions arcane, divine, occult, primal Cast [reaction] somatic; Trigger A creature on your plane speaks your private or true name; Requirements You know your own true name. Saving Throw Will You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips. COMPEL TRUE NAME Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. RARE AUDITORY ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL TRUE NAME INVOKE TRUE NAME RARE CANTRIP ENCHANTMENT
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips. COMPEL TRUE NAME\b Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. RARE AUDITORY ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL TRUE NAME INVOKE TRUE NAME\b RARE CANTRIP ENCHANTMENT",
"outcomes": []
}
Full schema_data
{
"id": "fragmentary-names",
"name": "Fragmentary Names",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "rare",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"catch",
"name\b",
"your"
],
"cast": "[reaction] somatic",
"cast_actions": "reaction",
"components": [
"somatic"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "A creature on your plane speaks your private or true name",
"requirements": "You know your own true name.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips. COMPEL TRUE NAME\b Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. RARE AUDITORY ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL TRUE NAME INVOKE TRUE NAME\b RARE CANTRIP ENCHANTMENT",
"description_snippet": "You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. Yo",
"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 learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. This can become a nuisance if you are so famous that your name is regularly on others' lips. COMPEL TRUE NAME\b Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. RARE AUDITORY ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL TRUE NAME INVOKE TRUE NAME\b RARE CANTRIP ENCHANTMENT",
"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": 29724,
"source_line_end": 29765,
"raw_text_block": "FRAGMENTARY NAMES\nCATCH YOUR NAME\b\nRARE\nSPELL 6\nDIVINATION\nTraditions arcane, divine, occult, primal\nCast [reaction] somatic; Trigger A creature on your plane speaks\nyour private or true name; Requirements You know your\nown true name.\nSaving Throw Will\nYou learn a private name (but not the true name) of the\ncreature who spoke your name, as well as their precise\nlocation, unless they succeed at a Will save to negate\nthe effect. You are aware any time the trigger conditions\nare met as long as you have the spell prepared or in your\nrepertoire. There is no way to distinguish one trigger of\nthis spell from another without actually casting the spell.\nThis can become a nuisance if you are so famous that your\nname is regularly on others' lips.\nCOMPEL TRUE NAME\b\nSometimes characters know only pieces of a\ncreature's true name, not the whole thing. You\ndon't gain the benefits listed under Using True\nNames if you only have fragments of the name,\nbut you can still try to use abilities with the\ntrue name trait, though it's very dangerous. If\nyour true name ability requires you to attempt\na check, reduce your degree of success by one\nstep. If your ability requires the named creature\nto attempt a saving throw, improve their degree\nof success by one step. For example, Invoke True\nName would do nothing, since its effects would\nbe canceled out. If the true name ability also has\nthe incapacitation trait and the creature is high\nenough level, these effects combine, reducing\nyour degree of success by two steps or improving\ntheir degree of success by two steps.\nRARE AUDITORY ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL TRUE NAME\nINVOKE TRUE NAME\b\nRARE\nCANTRIP\nENCHANTMENT",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fragmentary-names",
"content_id": "fragmentary-names",
"level": 6
}
Advanced Player's Guide
Heroic Feat
Rank 6 · Focus · Uncommon
Mystery battle Cast [two-actions] or [three-actions] somatic, verbal You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you Cast this Spell, you use the action granted by one common fighter feat from pages 144-153 of the Core Rulebook or pages 126-127 of this book (your GM might add feats to this list). If you Cast this Spell using 2 actions, the granted action must be a single action, and if you Cast this Spell using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it. Failure: As success, and the creature becomes frightened 1 from the revelation of its dread secret. Critical Failure: As failure, except the creature is frightened 3. INCENDIARY AURA UNCOMMON
Advanced review details
Description snippet: Mystery battle Cast [two-actions] or [three-actions] somatic, verbal You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your m
Source lines: 32783 - 32808
Raw text block
HEROIC FEAT UNCOMMON FOCUS 6 CURSEBOUND DIVINATION MENTAL ORACLE Mystery battle Cast [two-actions] or [three-actions] somatic, verbal You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you Cast this Spell, you use the action granted by one common fighter feat from pages 144-153 of the Core Rulebook or pages 126-127 of this book (your GM might add feats to this list). If you Cast this Spell using 2 actions, the granted action must be a single action, and if you Cast this Spell using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it. Failure As success, and the creature becomes frightened 1 from the revelation of its dread secret. Critical Failure As failure, except the creature is frightened 3. INCENDIARY AURA UNCOMMON
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Mystery battle Cast [two-actions] or [three-actions] somatic, verbal You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you Cast this Spell, you use the action granted by one common fighter feat from pages 144-153 of the Core Rulebook or pages 126-127 of this book (your GM might add feats to this list). If you Cast this Spell using 2 actions, the granted action must be a single action, and if you Cast this Spell using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it.",
"outcomes": {
"Failure": "As success, and the creature becomes frightened 1 from the revelation of its dread secret.",
"Critical Failure": "As failure, except the creature is frightened 3. INCENDIARY AURA UNCOMMON"
}
}
Full schema_data
{
"id": "heroic-feat",
"name": "Heroic Feat",
"rank": 6,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"cursebound",
"mental"
],
"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 battle Cast [two-actions] or [three-actions] somatic, verbal You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you Cast this Spell, you use the action granted by one common fighter feat from pages 144-153 of the Core Rulebook or pages 126-127 of this book (your GM might add feats to this list). If you Cast this Spell using 2 actions, the granted action must be a single action, and if you Cast this Spell using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it. Failure: As success, and the creature becomes frightened 1 from the revelation of its dread secret. Critical Failure: As failure, except the creature is frightened 3. INCENDIARY AURA UNCOMMON",
"description_snippet": "Mystery battle Cast [two-actions] or [three-actions] somatic, verbal You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your m",
"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 battle Cast [two-actions] or [three-actions] somatic, verbal You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you Cast this Spell, you use the action granted by one common fighter feat from pages 144-153 of the Core Rulebook or pages 126-127 of this book (your GM might add feats to this list). If you Cast this Spell using 2 actions, the granted action must be a single action, and if you Cast this Spell using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it.",
"outcomes": {
"Failure": "As success, and the creature becomes frightened 1 from the revelation of its dread secret.",
"Critical Failure": "As failure, except the creature is frightened 3. INCENDIARY AURA UNCOMMON"
}
},
"conditions_caused": [
"frightened"
],
"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": 32783,
"source_line_end": 32808,
"raw_text_block": "HEROIC FEAT\nUNCOMMON\nFOCUS 6\nCURSEBOUND\nDIVINATION\nMENTAL\nORACLE\nMystery battle\nCast [two-actions] or [three-actions] somatic, verbal\nYou gain the ability to perform a specialized combat technique\nfrom the vast wealth of martial knowledge your mystery\nprovides. When you Cast this Spell, you use the action granted\nby one common fighter feat from pages 144-153 of the Core\nRulebook or pages 126-127 of this book (your GM might add\nfeats to this list). If you Cast this Spell using 2 actions, the\ngranted action must be a single action, and if you Cast this\nSpell using 3 actions, you can instead choose a feat that grants\na 2-action activity. The chosen feat's level can be no higher\nthan heroic feat's spell level. The feat can't have a Frequency\nentry, and you must meet its prerequisites and requirements\nin order to select it.\nFailure As success, and the creature becomes frightened 1\nfrom the revelation of its dread secret.\nCritical Failure As failure, except the creature is frightened 3.\nINCENDIARY AURA\nUNCOMMON",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "heroic-feat",
"content_id": "heroic-feat",
"level": 6
}
Secrets of Magic
Ideal Mimicry
Rank 6 · Ritual · Uncommon
You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. Once the doll is complete, you can Interact with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you Interact with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust. Critical Success: The doll becomes connected to the target. Each Interact action causes 3d6 mental damage to the target for each of the three body part components (maximum 9d6 for all three components). The connection is more powerful than normal, increasing the number of times you can Interact to cause pain from 10 to 20. Success: As critical success, except you can only Interact the normal 10 times. Failure: The doll is just an ordinary doll. Critical Failure: Any Interact actions you take to cause pain to target instead cause 9d6 damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted.
Advanced review details
Description snippet: You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of
Source lines: 17610 - 17664
Raw text block
IDEAL MIMICRY UNCOMMON ENCHANTMENT RITUAL 6 MENTAL Cast 6 days; Cost crafting materials worth at least 50 gp × the target's level; a lock of hair from the target, nail clippings from the target, or a vial of blood from the target; Secondary Casters 1 Primary Check Occultism (expert); Secondary Checks Range see text; Target 1 sentient living creature Duration until used 10 times or until the target's body parts are removed from the doll You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. Once the doll is complete, you can Interact with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you Interact with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust. Critical Success The doll becomes connected to the target. Each Interact action causes 3d6 mental damage to the target for each of the three body part components (maximum 9d6 for all three components). The connection is more powerful than normal, increasing the number of times you can Interact to cause pain from 10 to 20. Success As critical success, except you can only Interact the normal 10 times. Failure The doll is just an ordinary doll. Critical Failure Any Interact actions you take to cause pain to target instead cause 9d6 damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted. Heightened (+2) Increase the damage to the target by 1d6 per body part component, and the damage to the casters on a critical failure by 3d6. Secrets of Magic Essentials of Magic
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the damage to the target by 1d6 per body part component, and the damage to the casters on a critical failure by 3d6. Secrets of Magic Essentials of Magic"
}
]
Damage clauses
[
{
"formula": "3d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. Once the doll is complete, you can Interact with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you Interact with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust.",
"outcomes": {
"Critical Success": "The doll becomes connected to the target. Each Interact action causes 3d6 mental damage to the target for each of the three body part components (maximum 9d6 for all three components). The connection is more powerful than normal, increasing the number of times you can Interact to cause pain from 10 to 20.",
"Success": "As critical success, except you can only Interact the normal 10 times.",
"Failure": "The doll is just an ordinary doll.",
"Critical Failure": "Any Interact actions you take to cause pain to target instead cause 9d6 damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted."
}
}
Full schema_data
{
"id": "ideal-mimicry",
"name": "Ideal Mimicry",
"rank": 6,
"is_cantrip": false,
"spell_type": "ritual",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"mental"
],
"cast": "6 days",
"cast_actions": "none",
"components": [
"none"
],
"range": "see text Target 1 sentient living creature",
"area": "none",
"targets": "none",
"duration": "until used 10 times or until the target's body parts are removed from the doll",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "crafting materials worth at least 50 gp × the target's level a lock of hair from the target, nail clippings from the target, or a vial of blood from the target",
"primary_check": "Occultism (expert) Secondary Checks",
"secondary_casters": "1",
"description": "You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. Once the doll is complete, you can Interact with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you Interact with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust. Critical Success: The doll becomes connected to the target. Each Interact action causes 3d6 mental damage to the target for each of the three body part components (maximum 9d6 for all three components). The connection is more powerful than normal, increasing the number of times you can Interact to cause pain from 10 to 20. Success: As critical success, except you can only Interact the normal 10 times. Failure: The doll is just an ordinary doll. Critical Failure: Any Interact actions you take to cause pain to target instead cause 9d6 damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted.",
"description_snippet": "You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the damage to the target by 1d6 per body part component, and the damage to the casters on a critical failure by 3d6. Secrets of Magic Essentials of Magic"
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the damage to the target by 1d6 per body part component, and the damage to the casters on a critical failure by 3d6. Secrets of Magic Essentials of Magic"
}
],
"damage": [
{
"formula": "3d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. Once the doll is complete, you can Interact with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you Interact with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust.",
"outcomes": {
"Critical Success": "The doll becomes connected to the target. Each Interact action causes 3d6 mental damage to the target for each of the three body part components (maximum 9d6 for all three components). The connection is more powerful than normal, increasing the number of times you can Interact to cause pain from 10 to 20.",
"Success": "As critical success, except you can only Interact the normal 10 times.",
"Failure": "The doll is just an ordinary doll.",
"Critical Failure": "Any Interact actions you take to cause pain to target instead cause 9d6 damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted."
}
},
"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": 17610,
"source_line_end": 17664,
"raw_text_block": "IDEAL MIMICRY\nUNCOMMON\nENCHANTMENT\nRITUAL 6\nMENTAL\nCast 6 days; Cost crafting materials worth at least 50 gp ×\nthe target's level; a lock of hair from the target, nail\nclippings from the target, or a vial of blood from the\ntarget; Secondary Casters 1\nPrimary Check Occultism (expert); Secondary Checks\nRange see text; Target 1 sentient living creature\nDuration until used 10 times or until the target's body\nparts are removed from the doll\nYou craft a doll with care and quiet meditation on the\ntarget, inserting the fingernails into the body, tying the lock\nof hair around the neck of the doll, or emptying the vial of\nblood into the stuffing and allowing it to be absorbed. You\nthen stuff the doll and form it to mimic the shape of the\ntarget, creating clothing and accessories for the doll that\nare similar to commonly worn items. You must have been\nwithin 5 feet of the target at least once and gotten a good\nlook at them to perform this ritual. You can cast the ritual\nand create the doll at any range from the target.\nOnce the doll is complete, you can Interact with the\ndoll violently once per round to cause pain to the target\nas long as they're within 200 feet. This pain manifests as\nmental damage inflicted on the target, and it depends on\nhow many of the three body part components (hair, nails,\nor blood) you included in the creation of the doll. After\nthe first time you manipulate the doll, you can continue\nto do so until either the target moves beyond 200 feet\nor until you Interact with the doll to cause pain 10 times,\nwhichever comes first. After either of those conditions is\nmet, the doll falls apart into stuffing and dust.\nCritical Success The doll becomes connected to the target.\nEach Interact action causes 3d6 mental damage to\nthe target for each of the three body part components\n(maximum 9d6 for all three components). The connection\nis more powerful than normal, increasing the number of\ntimes you can Interact to cause pain from 10 to 20.\nSuccess As critical success, except you can only Interact\nthe normal 10 times.\nFailure The doll is just an ordinary doll.\nCritical Failure Any Interact actions you take to cause pain\nto target instead cause 9d6 damage to the casters. The\ntarget is alerted to the attempt nonetheless, through a\nfeeling of the connection being subverted.\nHeightened (+2) Increase the damage to the target by 1d6\nper body part component, and the damage to the casters\non a critical failure by 3d6.\nSecrets\nof\nMagic\nEssentials\nof Magic",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "ideal-mimicry",
"content_id": "ideal-mimicry",
"level": 6
}
Secrets of Magic
Lawful
Rank 6 · Spell · Common
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. Ignore your armor check's penalty and Speed reduction. • 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. • Resistance 10 to fire. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, 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 devil you choose: • 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, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 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.
Advanced review details
Description snippet: 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
Source lines: 11371 - 11434
Raw text block
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. Ignore your armor check's penalty and Speed reduction. • 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. • Resistance 10 to fire. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, 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 devil you choose: • 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, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 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. Ignore your armor check's penalty and Speed reduction. • 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. • Resistance 10 to fire. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, 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 devil you choose: • 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, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 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": "lawful",
"name": "Lawful",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"divine"
],
"traits": [
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You 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. Ignore your armor check's penalty and Speed reduction. • 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. • Resistance 10 to fire. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, 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 devil you choose: • 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, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 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": "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",
"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. Ignore your armor check's penalty and Speed reduction. • 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. • Resistance 10 to fire. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, 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 devil you choose: • 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, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic 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": [
"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": 11371,
"source_line_end": 11434,
"raw_text_block": "LAWFUL\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\na Medium devil battle form. When you cast this spell,\nchoose barbazu, erinys, osyluth, or sarglagon. If you\nchoose osyluth or sarglagon, the battle form is Large and\nyou must have enough space to expand into or the spell is\nlost. While in this form you gain the devil and fiend traits.\nYou have hands in this battle form and can use manipulate\nactions. You can Dismiss the spell.\nYou gain the following statistics and abilities regardless\nof the form that you choose:\n• AC = 22 + your level. Ignore your armor check's\npenalty and Speed reduction.\n• 5 temporary Hit Points, resistance 5 to physical\ndamage (except silver), and weakness 5 to good.\n• Resistance 10 to fire.\n• Darkvision.\n• One or more attacks specific to the battle form you\nuse. You're trained with them. Your attack modifier\nis +20, 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 devil\nyou choose:\n• Barbazu Speed 35 feet; Melee [one-action] glaive (deadly d8,\nforceful, reach 10 feet), Damage 2d8+10 slashing plus\n1d6 evil and 1d6 persistent bleed; Melee [one-action] beard,\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nDamage 3d8 piercing plus 1d6 evil; Melee [one-action] claw\n(agile), Damage 3d6 slashing plus 1d6 evil.\n• Erinys Speed 25 feet, fly 40 feet; Melee [one-action] longsword\n(versatile P), Damage 1d8+10 slashing plus 1d6 evil\nand 1d6 fire; Ranged [one-action] composite longbow (deadly\nd10, range increment 100 feet, volley), Damage 1d8\npiercing plus 1d6 evil and 1d6 fire.\n• Osyluth Speed 35 feet, fly 30 feet; Melee [one-action] jaws,\nDamage 2d10+10 piercing plus 1d6 evil; Melee [one-action]\nclaw (agile, reach 10 feet), Damage 2d6 slashing plus\n1d6 evil; Melee [one-action] stinger (reach 15 feet), Damage\n1d10 piercing plus 1d6 evil and 1d6 poison; Ranged [one-action]\nbone shard (range increment 30 feet), Damage 2d6\npiercing plus 1d6 evil.\n• Sarglagon Speed 25 feet, fly 25 feet, swim 30 feet;\nMelee [one-action] fangs, Damage 2d10+10 piercing plus 1d6\nevil; Melee [one-action] tentacle arm (agile), Damage 1d8\nbludgeoning plus 1d6 evil and 1d6 poison.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "lawful",
"content_id": "lawful",
"level": 6
}
Core Rulebook (4th Printing)
Mislead
Rank 6 · Spell · Common
Turn invisible and create
Advanced review details
Description snippet: Turn invisible and create
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "illusion",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Turn invisible and create",
"content_id": "mislead",
"type": "spell",
"description": "Turn invisible and create"
}
Advanced Player's Guide
Moonlight Bridge
Rank 6 · Focus · Uncommon
Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet Duration 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can Dismiss the spell.
Advanced review details
Description snippet: Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet Duration 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the gr
Source lines: 32953 - 32979
Raw text block
MOONLIGHT BRIDGE UNCOMMON CONJURATION FOCUS 6 CURSEBOUND LIGHT ORACLE UNCOMMON Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet Duration 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can Dismiss the spell. Heightened (+1) The length of the bridge increases by 20 feet, and its Hit Points increase by 20. SOUL SIPHON UNCOMMON
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The length of the bridge increases by 20 feet, and its Hit Points increase by 20. SOUL SIPHON UNCOMMON"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet Duration 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can Dismiss the spell.",
"outcomes": []
}
Full schema_data
{
"id": "moonlight-bridge",
"name": "Moonlight Bridge",
"rank": 6,
"is_cantrip": false,
"spell_type": "focus",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"cursebound",
"light"
],
"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 cosmos Cast [two-actions] somatic, verbal Range 30 feet Duration 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can Dismiss the spell.",
"description_snippet": "Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet Duration 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the gr",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The length of the bridge increases by 20 feet, and its Hit Points increase by 20. SOUL SIPHON UNCOMMON"
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The length of the bridge increases by 20 feet, and its Hit Points increase by 20. SOUL SIPHON UNCOMMON"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Mystery cosmos Cast [two-actions] somatic, verbal Range 30 feet Duration 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can Dismiss the spell.",
"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": 32953,
"source_line_end": 32979,
"raw_text_block": "MOONLIGHT BRIDGE\nUNCOMMON\nCONJURATION\nFOCUS 6\nCURSEBOUND\nLIGHT\nORACLE\nUNCOMMON\nMystery cosmos\nCast [two-actions] somatic, verbal\nRange 30 feet\nDuration 10 minutes\nYou summon a bridge of radiant, shimmering moonlight. The\n10-foot-wide span must start at the ground on a point within\nrange, and it extends as a horizontal plane, either in a straight\nline or at any angle up to 45 degrees upward or downward,\nfor up to 120 feet. This bridge has AC 10, Hardness 30, and\n60 Hit Points, and it's immune to critical hits and precision\ndamage. You and your allies can cross the bridge normally,\nbut other creatures simply pass through it if they try to do so.\nThe bridge blocks physical, ethereal, and incorporeal attacks\nfrom crossing, whether from above or below. You can Dismiss\nthe spell.\nHeightened (+1) The length of the bridge increases by 20 feet,\nand its Hit Points increase by 20.\nSOUL SIPHON\nUNCOMMON",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "moonlight-bridge",
"content_id": "moonlight-bridge",
"level": 6
}
Secrets of Magic
Nature's Reprisal
Rank 6 · Spell · Common
Plant life within the area begins to writhe and lash out against your enemies. To your enemies, the area becomes difficult terrain, and areas already made difficult by plants become greater difficult terrain and hazardous terrain.
Advanced review details
Description snippet: Plant life writhes to impede and poison your enemies.
Source lines: 13476 - 13498
Raw text block
NATURE'S REPRISAL PLANT POISON SPELL 6 TRANSMUTATION Traditions primal Cast [three-actions] material, somatic, verbal Range 120 feet; Area all squares on the ground that contain plants in an 80-foot burst Duration 1 minute The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square. Heightened (+1) The poison damage of the hazardous terrain increases by 1.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The poison damage of the hazardous terrain increases by 1."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Plant life within the area begins to writhe and lash out against your enemies. To your enemies, the area becomes difficult terrain, and areas already made difficult by plants become greater difficult terrain and hazardous terrain.",
"outcomes": []
}
Full schema_data
{
"id": "natures-reprisal",
"name": "Nature's Reprisal",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"plant",
"poison"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "all squares on the ground that contain plants in an 80-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Plant life within the area begins to writhe and lash out against your enemies. To your enemies, the area becomes difficult terrain, and areas already made difficult by plants become greater difficult terrain and hazardous terrain.",
"description_snippet": "Plant life writhes to impede and poison your enemies.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The poison damage of the hazardous terrain increases by 1."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The poison damage of the hazardous terrain increases by 1."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Plant life within the area begins to writhe and lash out against your enemies. To your enemies, the area becomes difficult terrain, and areas already made difficult by plants become greater difficult terrain and hazardous terrain.",
"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": 13476,
"source_line_end": 13498,
"raw_text_block": "NATURE'S REPRISAL\nPLANT\nPOISON\nSPELL 6\nTRANSMUTATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area all squares on the ground that contain plants in an 80-foot burst\nDuration 1 minute\nThe plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square.\nHeightened (+1) The poison damage of the hazardous terrain increases by 1.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "natures-reprisal",
"content_id": "natures-reprisal",
"level": 6
}
Secrets of Magic
Necrotize
Rank 6 · Spell · Common
Necrotize a foe’s body, harming and
Advanced review details
Description snippet: Necrotize a foe’s body, harming and
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "necromancy",
"traditions": [
"arcane",
"divine",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Necrotize a foe’s body, harming and",
"content_id": "necrotize",
"type": "spell",
"description": "Necrotize a foe’s body, harming and"
}
Advanced Player's Guide
Oracle
Rank 6 · Focus · Common
Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.
Advanced review details
Description snippet: Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whet
Source lines: 33048 - 33087
Raw text block
ORACLE POLYMORPH FOCUS 6 TRANSMUTATION Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse. Heightened (+2) Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD"
}
]
Damage clauses
[
{
"formula": "1d6",
"type": "electricity",
"persistent": false
}
]
Effects
{
"description": "Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.",
"outcomes": []
}
Full schema_data
{
"id": "oracle",
"name": "Oracle",
"rank": 6,
"is_cantrip": false,
"spell_type": "focus",
"school": "transmutation",
"rarity": "common",
"traditions": [
"none"
],
"traits": [
"polymorph"
],
"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 tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.",
"description_snippet": "Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whet",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD"
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD"
}
],
"damage": [
{
"formula": "1d6",
"type": "electricity",
"persistent": false
}
],
"damage_type": [
"electricity"
],
"effects": {
"description": "Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.",
"outcomes": []
},
"conditions_caused": [
"concealed"
],
"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": 33048,
"source_line_end": 33087,
"raw_text_block": "ORACLE\nPOLYMORPH\nFOCUS 6\nTRANSMUTATION\nMystery tempest\nCast [two-actions] somatic, verbal\nDuration sustained up to 1 minute\nYour body becomes fluid to better suit your surroundings.\nWhen you Cast this Spell, choose whether to become air,\nwater, or mist. The spell gains the air trait if you choose air\nor mist, and the water trait if you choose water or mist. You\nbecome amorphous, as does your armor. You lose any item\nbonus to AC and use your proficiency bonus for unarmored\ndefense to determine your AC. You also gain resistance 10 to\nphysical damage and become immune to precision damage.\nYou can slip through tiny cracks and don't need to breathe.\nYou can't cast spells, activate items, or use actions that have\nthe attack or manipulate trait. You also gain the following\neffects based on your form.\n• Air You gain a fly Speed of 20 feet and become invisible\nwhile you are in the air. You can create the effects of a\ngust of wind from your space as a 2-action activity, which\nhas the manipulate trait.\n• Mist You gain a fly Speed of 20 feet, and it becomes hard\nto see through you. Any creature on one side of your\nspace who is targeted by a creature on the opposite side\nis concealed to the targeting creature.\n• Water You gain a swim Speed of 20 feet and become\ninvisible while you are in the water. You can electrically\ncharge yourself by taking a single action, which has the\nmanipulate trait. If you do, you are no longer invisible\nin the water due to electricity indicating your location,\nbut any creature that makes a melee attack against you\ntakes 1d6 electricity damage; if it touches you, this is\ncumulative with the damage from your major curse.\nHeightened (+2) Increase the resistance by 5 and the\nelectricity damage from the charged water form by 1.\nTEMPEST TOUCH\nUNCOMMON\nCOLD",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "oracle",
"content_id": "oracle",
"level": 6
}
Core Rulebook (Fourth Printing)
Phantasmal Calamity
Rank 6 · Spell · Common
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Advanced review details
Description snippet: A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must als
Source lines: 55755 - 55773
Raw text block
PHANTASMAL CALAMITY ILLUSION SPELL 6 MENTAL Traditions arcane, occult Cast [two-actions] somatic, verbal Saving Throw Will; Range 500 feet; Area 30-foot burst A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition. Heightened (+1) The damage increases by 2d6. PHANTASMAL KILLER DEATH EMOTION
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6. PHANTASMAL KILLER DEATH EMOTION"
}
]
Damage clauses
[
{
"formula": "11d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.",
"outcomes": []
}
Full schema_data
{
"id": "phantasmal-calamity",
"name": "Phantasmal Calamity",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "500 feet",
"area": "30-foot burst",
"targets": "none",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.",
"description_snippet": "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must als",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6. PHANTASMAL KILLER DEATH EMOTION"
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6. PHANTASMAL KILLER DEATH EMOTION"
}
],
"damage": [
{
"formula": "11d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.",
"outcomes": []
},
"conditions_caused": [
"stunned"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 55755,
"source_line_end": 55773,
"raw_text_block": "PHANTASMAL CALAMITY\nILLUSION\nSPELL 6\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nSaving Throw Will; Range 500 feet; Area 30-foot burst\nA vision of apocalyptic destruction fills the mind of each\ncreature in the area. The vision deals 11d6 mental damage (basic\nWill save). On a critical failure, the creature must also succeed\nat a Reflex save or believe it's trapped (stuck in a fissure, adrift\nat sea, or some other fate in keeping with its vision). If it fails\nthe second save, it's also stunned for 1 minute. It can attempt a\nnew Will save at the end of each of its turns, and on a success, it\ndisbelieves the illusion and recovers from the stunned condition.\nHeightened (+1) The damage increases by 2d6.\nPHANTASMAL KILLER\nDEATH\nEMOTION",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "phantasmal-calamity",
"content_id": "phantasmal-calamity",
"level": 6
}
Core Rulebook (Fourth Printing)
Planar Binding
Rank 6 · Ritual · Uncommon
Casters 4 Primary Check Arcana (master) or Occultism (master); Secondary Checks Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check) Range interplanar; Targets 1 extraplanar creature Duration varies You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the Crafting check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. You can also leave out this step, removing the need for a Crafting check, with the same result (if you're summoning a good extraplanar creature you trust, for example). The creature can also attack or leave if you use any hostile action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates. You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time. Critical Success: You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day. Success: You call the extraplanar creature. Failure: You fail to call the extraplanar creature. Critical Failure: You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you.
Advanced review details
Description snippet: Casters 4 Primary Check Arcana (master) or Occultism (master); Secondary Checks Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check
Source lines: 66008 - 66061
Raw text block
PLANAR BINDING RITUAL 6 UNCOMMON ABJURATION CONJURATION Cast 1 day; Cost warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level; Secondary Casters 4 Primary Check Arcana (master) or Occultism (master); Secondary Checks Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check) Range interplanar; Targets 1 extraplanar creature Duration varies You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the Crafting check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. You can also leave out this step, removing the need for a Crafting check, with the same result (if you're summoning a good extraplanar creature you trust, for example). The creature can also attack or leave if you use any hostile action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates. You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time. Critical Success You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day. Success You call the extraplanar creature. Failure You fail to call the extraplanar creature. Critical Failure You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Casters 4 Primary Check Arcana (master) or Occultism (master); Secondary Checks Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check) Range interplanar; Targets 1 extraplanar creature Duration varies You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the Crafting check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. You can also leave out this step, removing the need for a Crafting check, with the same result (if you're summoning a good extraplanar creature you trust, for example). The creature can also attack or leave if you use any hostile action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates. You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time.",
"outcomes": {
"Critical Success": "You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day.",
"Success": "You call the extraplanar creature.",
"Failure": "You fail to call the extraplanar creature.",
"Critical Failure": "You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you."
}
}
Full schema_data
{
"id": "planar-binding",
"name": "Planar Binding",
"rank": 6,
"is_cantrip": false,
"spell_type": "ritual",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"conjuration"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level Secondary",
"primary_check": "none",
"secondary_casters": "none",
"description": "Casters 4 Primary Check Arcana (master) or Occultism (master); Secondary Checks Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check) Range interplanar; Targets 1 extraplanar creature Duration varies You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the Crafting check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. You can also leave out this step, removing the need for a Crafting check, with the same result (if you're summoning a good extraplanar creature you trust, for example). The creature can also attack or leave if you use any hostile action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates. You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time. Critical Success: You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day. Success: You call the extraplanar creature. Failure: You fail to call the extraplanar creature. Critical Failure: You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you.",
"description_snippet": "Casters 4 Primary Check Arcana (master) or Occultism (master); Secondary Checks Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check",
"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": "Casters 4 Primary Check Arcana (master) or Occultism (master); Secondary Checks Crafting; Diplomacy or Intimidation; Arcana or Occultism (whichever isn't used for the primary check) Range interplanar; Targets 1 extraplanar creature Duration varies You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the Crafting check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. You can also leave out this step, removing the need for a Crafting check, with the same result (if you're summoning a good extraplanar creature you trust, for example). The creature can also attack or leave if you use any hostile action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates. You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time.",
"outcomes": {
"Critical Success": "You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day.",
"Success": "You call the extraplanar creature.",
"Failure": "You fail to call the extraplanar creature.",
"Critical Failure": "You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you."
}
},
"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": 66008,
"source_line_end": 66061,
"raw_text_block": "PLANAR BINDING\nRITUAL 6\nUNCOMMON ABJURATION CONJURATION\nCast 1 day; Cost warding diagram ingredients worth a total\nvalue of 2 gp × the spell level × the target's level; Secondary\nCasters 4\nPrimary Check Arcana (master) or Occultism (master); Secondary\nChecks Crafting; Diplomacy or Intimidation; Arcana or\nOccultism (whichever isn't used for the primary check)\nRange interplanar; Targets 1 extraplanar creature\nDuration varies\nYou call forth an extraplanar creature of a level no greater than\ndouble that of the planar binding ritual's level and attempt to\nbargain with it. The secondary caster attempting the Crafting\ncheck creates a warding diagram to prevent the extraplanar\ncreature from attacking or leaving during the bargain; if that\ncaster fails or critically fails, then instead of the usual effects\nof a failure or critical failure of the secondary skill check, the\nextraplanar creature can attack or leave instead of negotiate.\nYou can also leave out this step, removing the need for a\nCrafting check, with the same result (if you're summoning a\ngood extraplanar creature you trust, for example). The creature\ncan also attack or leave if you use any hostile action against it\nor if the warding diagram breaks. Once the diagram is complete,\nyou and the secondary casters each take your places at specific\npoints at the diagram's edge where power concentrates.\nYou conjure the extraplanar creature within your wards and\nnegotiate a deal with it, generally to perform a task for you in\nexchange for payment. A creature that doesn't wish to negotiate\nat all can attempt a Will save to stay on its home plane. Most\ngood and neutral extraplanar creatures feel that they have\nsomething better to do than cater to the whims of mortals\nand require a significant gift, especially if your task poses\nsignificant risks. Evil extraplanar creatures are more likely to\naccept a bargain for a lower cost as long as it allows them to\nwreak havoc on the Material Plane or inflict evil upon the world\nalong the way. Monetary prices usually range from the cost of\na consumable item of the creature's level for a short and simple\ntask to a permanent magic item of the creature's level or more\nto persuade the creature to fight alongside you. However, some\nextraplanar creatures may want payments other than money,\nsuch as permission to cast a geas on you to fulfill an unspecified\nlater favor or obtain ownership of your soul via an infernal\ncontract. If you can't come to an agreement in a reasonable\nlength of time after you've made your case, the extraplanar\ncreature can return from whence it came at any time.\nCritical Success You call the extraplanar creature and bind it\nin the wards for up to a full day before it returns home,\npotentially allowing you to negotiate a better deal by\nthreatening to leave it in the wards for the full day.\nSuccess You call the extraplanar creature.\nFailure You fail to call the extraplanar creature.\nCritical Failure You call something dark and horrible, unbound\nby your wards, and it immediately attempts to destroy you.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "planar-binding",
"content_id": "planar-binding",
"level": 6
}
Secrets of Magic
Poison
Rank 6 · Spell · Common
The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square.
Advanced review details
Description snippet: The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain,
Source lines: 13596 - 13612
Raw text block
POISON SPELL 6 TRANSMUTATION Traditions primal Cast [three-actions] material, somatic, verbal Range 120 feet; Area all squares on the ground that contain plants in an 80-foot burst Duration 1 minute The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square. Heightened (+1) The poison damage of the hazardous terrain increases by 1.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The poison damage of the hazardous terrain increases by 1."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square.",
"outcomes": []
}
Full schema_data
{
"id": "poison",
"name": "Poison",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "all squares on the ground that contain plants in an 80-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square.",
"description_snippet": "The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain,",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The poison damage of the hazardous terrain increases by 1."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The poison damage of the hazardous terrain increases by 1."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square.",
"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": 13596,
"source_line_end": 13612,
"raw_text_block": "POISON\nSPELL 6\nTRANSMUTATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area all squares on the ground that contain\nplants in an 80-foot burst\nDuration 1 minute\nThe plant life within the area begins to writhe and lash out\nagainst your enemies as you call upon nature to impede\nyour foes. To your enemies, the area becomes difficult\nterrain, and areas that were naturally difficult terrain\ndue to plants become greater difficult terrain as well as\nhazardous terrain, dealing 6 poison damage to an enemy\neach time it enters an affected square.\nHeightened (+1) The poison damage of the hazardous\nterrain increases by 1.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "poison",
"content_id": "poison",
"level": 6
}
Core Rulebook (Fourth Printing)
Primal Call
Rank 6 · Ritual · Uncommon
Casters 4 Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant Duration see text This functions as planar ally except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles.
Advanced review details
Description snippet: Casters 4 Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant Duration see text This funct
Source lines: 66114 - 66127
Raw text block
PRIMAL CALL UNCOMMON RITUAL 6 ABJURATION CONJURATION Cast 1 day; Cost faerie circle ingredients worth a total value of 1 gp × the spell level × the target's level; Secondary Casters 4 Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant Duration see text This functions as planar ally except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Casters 4 Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant Duration see text This functions as planar ally except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles.",
"outcomes": []
}
Full schema_data
{
"id": "primal-call",
"name": "Primal Call",
"rank": 6,
"is_cantrip": false,
"spell_type": "ritual",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "faerie circle ingredients worth a total value of 1 gp × the spell level × the target's level Secondary",
"primary_check": "none",
"secondary_casters": "none",
"description": "Casters 4 Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant Duration see text This functions as planar ally except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles.",
"description_snippet": "Casters 4 Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant Duration see text This funct",
"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": "Casters 4 Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant Duration see text This functions as planar ally except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles.",
"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": 66114,
"source_line_end": 66127,
"raw_text_block": "PRIMAL CALL\nUNCOMMON\nRITUAL 6\nABJURATION\nCONJURATION\nCast 1 day; Cost faerie circle ingredients worth a total value\nof 1 gp × the spell level × the target's level; Secondary\nCasters 4\nPrimary Check Nature (master); Secondary Checks Crafting,\nDiplomacy, Survival\nRange 100 miles; Targets 1 animal, beast, fey, fungus, or plant\nDuration see text\nThis functions as planar ally except you craft a faerie circle and\ncall an animal, beast, fey, fungus, or plant from within 100 miles.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "primal-call",
"content_id": "primal-call",
"level": 6
}
Core Rulebook (Fourth Printing)
Primal Summons
Rank 6 · Focus · Uncommon
You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities. • Air The creature gains a fly Speed of 60 feet. • Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. • Fire The creature's attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. • Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.
Advanced review details
Description snippet: You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, an
Source lines: 63352 - 63372
Raw text block
PRIMAL SUMMONS UNCOMMON CONJURATION FOCUS 6 DRUID Cast [free-action] verbal You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities. • Air The creature gains a fly Speed of 60 feet. • Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. • Fire The creature's attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. • Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities. • Air The creature gains a fly Speed of 60 feet. • Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. • Fire The creature's attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. • Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.",
"outcomes": []
}
Full schema_data
{
"id": "primal-summons",
"name": "Primal Summons",
"rank": 6,
"is_cantrip": false,
"spell_type": "focus",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[free-action] verbal",
"cast_actions": "free_action",
"components": [
"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 enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities. • Air The creature gains a fly Speed of 60 feet. • Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. • Fire The creature's attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. • Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.",
"description_snippet": "You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, an",
"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 enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities. • Air The creature gains a fly Speed of 60 feet. • Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. • Fire The creature's attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. • Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "druid",
"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": 63352,
"source_line_end": 63372,
"raw_text_block": "PRIMAL SUMMONS\nUNCOMMON\nCONJURATION\nFOCUS 6\nDRUID\nCast [free-action] verbal\nYou enhance a summoned creature with the power of the\nelements. If your next action is to cast either summon animal\nor summon plant or fungus, choose air, earth, fire, or water, and\nthe creature you summon gains the corresponding abilities.\n• Air The creature gains a fly Speed of 60 feet.\n• Earth The creature gains a burrow Speed of 20 feet,\nreduces its land Speed by 10 feet (minimum 5 feet), and\ngains resistance 5 to physical damage.\n• Fire The creature's attacks deal 1d6 extra fire damage,\nand it gains resistance 10 to fire and weakness 5 to\ncold and water.\n• Water The creature gains a swim Speed of 60 feet,\ncan spend 1 action after a melee attack to attempt a\nShove (ignoring multiple attack penalty), and gains\nresistance 5 to fire.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "primal-summons",
"content_id": "primal-summons",
"level": 6
}
Core Rulebook (Fourth Printing)
Purple Worm Sting
Rank 6 · Spell · Common
You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target takes 3d6 poison damage. Failure: The target is afflicted with purple worm venom at stage 1. Critical Failure: The target is afflicted with purple worm venom at stage 2. Purple Worm Venom (poison) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)
Advanced review details
Description snippet: You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude sa
Source lines: 56601 - 56620
Raw text block
PURPLE WORM STING SPELL 6 POISON Traditions arcane, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Fortitude You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. Critical Success The target is unaffected. Success The target takes 3d6 poison damage. Failure The target is afflicted with purple worm venom at stage 1. Critical Failure The target is afflicted with purple worm venom at stage 2. Purple Worm Venom (poison) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "3d6",
"type": "piercing",
"persistent": false
},
{
"formula": "3d6",
"type": "poison",
"persistent": false
},
{
"formula": "4d6",
"type": "poison",
"persistent": false
},
{
"formula": "6d6",
"type": "poison",
"persistent": false
}
]
Effects
{
"description": "You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes 3d6 poison damage.",
"Failure": "The target is afflicted with purple worm venom at stage 1.",
"Critical Failure": "The target is afflicted with purple worm venom at stage 2. Purple Worm Venom (poison) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)"
}
}
Full schema_data
{
"id": "purple-worm-sting",
"name": "Purple Worm Sting",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"poison"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target takes 3d6 poison damage. Failure: The target is afflicted with purple worm venom at stage 1. Critical Failure: The target is afflicted with purple worm venom at stage 2. Purple Worm Venom (poison) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)",
"description_snippet": "You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude sa",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "3d6",
"type": "piercing",
"persistent": false
},
{
"formula": "3d6",
"type": "poison",
"persistent": false
},
{
"formula": "4d6",
"type": "poison",
"persistent": false
},
{
"formula": "6d6",
"type": "poison",
"persistent": false
}
],
"damage_type": [
"piercing",
"poison"
],
"effects": {
"description": "You replicate the attack of a deadly purple worm. You deal 3d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes 3d6 poison damage.",
"Failure": "The target is afflicted with purple worm venom at stage 1.",
"Critical Failure": "The target is afflicted with purple worm venom at stage 2. Purple Worm Venom (poison) Level 11; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 2 (1 round)"
}
},
"conditions_caused": [
"enfeebled"
],
"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": 56601,
"source_line_end": 56620,
"raw_text_block": "PURPLE WORM STING\nSPELL 6\nPOISON\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Fortitude\nYou replicate the attack of a deadly purple worm. You deal 3d6\npiercing damage to the touched creature and afflict it with\npurple worm venom. The target must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target takes 3d6 poison damage.\nFailure The target is afflicted with purple worm venom at stage 1.\nCritical Failure The target is afflicted with purple worm venom\nat stage 2.\nPurple Worm Venom (poison) Level 11; Maximum Duration 6\nrounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round);\nStage 2 4d6 poison damage and enfeebled 2 (1 round); Stage\n3 6d6 poison damage and enfeebled 2 (1 round)",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "purple-worm-sting",
"content_id": "purple-worm-sting",
"level": 6
}
Core Rulebook (Fourth Printing)
Raise Dead
Rank 6 · Spell · Uncommon
You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.
Advanced review details
Description snippet: You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharas
Source lines: 56633 - 56668
Raw text block
RAISE DEAD UNCOMMON HEALING SPELL 6 NECROMANCY Traditions divine Cast 10 minutes (material, somatic, verbal); Cost diamonds worth a total value of the target's level (minimum 1) × 200 gp Range 10 feet; Targets 1 dead creature of 13th level or lower You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark. Heightened (7th) The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. Heightened (8th) The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. Heightened (9th) The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. Heightened (10th) The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp.
Heightened
[
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.",
"outcomes": []
}
Full schema_data
{
"id": "raise-dead",
"name": "Raise Dead",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"healing"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"material",
"somatic",
"verbal"
],
"range": "10 feet",
"area": "none",
"targets": "1 dead creature of 13th level or lower",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "diamonds worth a total value of the target's level (minimum 1) × 200 gp",
"primary_check": "none",
"secondary_casters": "none",
"description": "You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.",
"description_snippet": "You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharas",
"heightened": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp."
}
],
"heightened_scaling": [
{
"label": "7th",
"type": "fixed_rank",
"rank": 7,
"text": "The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp."
},
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.",
"outcomes": []
},
"conditions_caused": [
"clumsy",
"drained",
"enfeebled"
],
"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": 56633,
"source_line_end": 56668,
"raw_text_block": "RAISE DEAD\nUNCOMMON\nHEALING\nSPELL 6\nNECROMANCY\nTraditions divine\nCast 10 minutes (material, somatic, verbal); Cost diamonds\nworth a total value of the target's level (minimum 1) × 200 gp\nRange 10 feet; Targets 1 dead creature of 13th level or lower\nYou attempt to call forth the dead creature's soul, requiring\nthe creature's body to be present and relatively intact. The\ncreature must have died within the past 3 days. If Pharasma\nhas decided that the creature's time has come (at the GM's\ndiscretion), or if the creature doesn't wish to return to life, this\nspell automatically fails, but the diamonds aren't consumed in\nthe casting.\nIf the spell is successful, the creature returns to life with 1 Hit\nPoint, no spells prepared or spell slots available, no points in any\npools or any other daily resources, and still with any long-term\ndebilitations of the old body. The time spent in the Boneyard\nleaves the target temporarily debilitated, making it clumsy 2,\ndrained 2, and enfeebled 2 for 1 week; these conditions can't be\nremoved or reduced by any means until the week has passed.\nThe creature is also permanently changed by its time in the\nafterlife, such as a slight personality shift, a streak of white in\nthe hair, or a strange new birthmark.\nHeightened (7th) The maximum level of the target increases to 15.\nThe cost increases to the target's level (minimum 1) × 400 gp.\nHeightened (8th) The maximum level of the target increases to 17.\nThe cost increases to the target's level (minimum 1) × 800 gp.\nHeightened (9th) The maximum level of the target increases\nto 19. The cost increases to the target's level (minimum 1) ×\n1,600 gp.\nHeightened (10th) The maximum level of the target increases\nto 21. The cost increases to the target's level (minimum 1) ×\n3,200 gp.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "raise-dead",
"content_id": "raise-dead",
"level": 6
}
Page 30 of 36