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Spell Catalogue

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

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Showing page 4 of 36 for 898 matching canonical spell rows.

Core Rulebook (Fourth Printing)

Bit Of Luck

Rank 1 · Focus · Uncommon

Registry ID
bit-of-luck
FocusUncommondivinationdivine

You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.

Description snippet: You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does th

Source lines: 61223 - 61240

Raw text block

BIT OF LUCK
UNCOMMON
CLERIC
FOCUS 1
DIVINATION
FORTUNE
Domain luck
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 willing creature
Duration 1 minute
You tilt the scales of luck slightly to protect a creature from
disaster. When the target would attempt a saving throw, it
can roll twice and use the better result. Once it does this, the
spell ends.
If you cast bit of luck again, any previous bit of luck you
cast that's still in effect ends. After a creature has been
targeted with bit of luck, it becomes temporarily immune for
24 hours.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.",
    "outcomes": []
}

Full schema_data

{
    "id": "bit-of-luck",
    "name": "Bit Of Luck",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fortune"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.",
    "description_snippet": "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does th",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "luck",
    "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": 61223,
    "source_line_end": 61240,
    "raw_text_block": "BIT OF LUCK\nUNCOMMON\nCLERIC\nFOCUS 1\nDIVINATION\nFORTUNE\nDomain luck\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 willing creature\nDuration 1 minute\nYou tilt the scales of luck slightly to protect a creature from\ndisaster. When the target would attempt a saving throw, it\ncan roll twice and use the better result. Once it does this, the\nspell ends.\nIf you cast bit of luck again, any previous bit of luck you\ncast that's still in effect ends. After a creature has been\ntargeted with bit of luck, it becomes temporarily immune for\n24 hours.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "bit-of-luck",
    "content_id": "bit-of-luck",
    "level": 1
}

Secrets of Magic

Biting Words

Rank 1 · Spell · Common

Registry ID
biting-words
SpellCommonevocationoccult

You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).

Description snippet: You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can rep

Source lines: 10374 - 10394

Raw text block

BITING WORDS
ATTACK
AUDITORY
SPELL 1
EVOCATION
LINGUISTIC
SONIC
Traditions occult
Cast [two-actions] somatic, verbal
Duration 1 minute
You entwine magic with your voice, causing your taunts
and jibes to physically harm your enemies. You can
attack with your words once when you finish Casting
the Spell, and can repeat the attack once on each of your
subsequent turns by taking a single action, which has the
attack, concentrate, and linguistic traits. After your third
attack total, the spell ends.
When you attack with biting words, make a ranged spell
attack roll against a creature within 30 feet, dealing 2d6
sonic damage if you hit (or double damage on a critical hit).
Heightened (+1) The damage increases by 2d6.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).",
    "outcomes": []
}

Full schema_data

{
    "id": "biting-words",
    "name": "Biting Words",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "attack",
        "auditory",
        "linguistic",
        "sonic"
    ],
    "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 entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).",
    "description_snippet": "You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can rep",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "sonic",
            "persistent": false
        }
    ],
    "damage_type": [
        "sonic"
    ],
    "effects": {
        "description": "You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).",
        "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": 10374,
    "source_line_end": 10394,
    "raw_text_block": "BITING WORDS\nATTACK\nAUDITORY\nSPELL 1\nEVOCATION\nLINGUISTIC\nSONIC\nTraditions occult\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou entwine magic with your voice, causing your taunts\nand jibes to physically harm your enemies. You can\nattack with your words once when you finish Casting\nthe Spell, and can repeat the attack once on each of your\nsubsequent turns by taking a single action, which has the\nattack, concentrate, and linguistic traits. After your third\nattack total, the spell ends.\nWhen you attack with biting words, make a ranged spell\nattack roll against a creature within 30 feet, dealing 2d6\nsonic damage if you hit (or double damage on a critical hit).\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "biting-words",
    "content_id": "biting-words",
    "level": 1
}

Core Rulebook (4th Printing)

Bless

Rank 1 · Spell · Common

Registry ID
bless
SpellCommonenchantmentdivineoccult

Strengthen allies’ attacks in

Description snippet: Strengthen allies’ attacks in

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "enchantment",
    "traditions": [
        "divine",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Strengthen allies’ attacks in",
    "content_id": "bless",
    "type": "spell",
    "description": "Strengthen allies’ attacks in"
}

Core Rulebook (Fourth Printing)

Blind Ambition

Rank 1 · Focus · Uncommon

Registry ID
blind-ambition
FocusUncommonenchantmentdivine

You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions. Failure: As success, but the penalty is -2. Critical Failure: The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.

Description snippet: You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.

Source lines: 61246 - 61270

Raw text block

BLIND AMBITION
UNCOMMON
CLERIC
EMOTION
FOCUS 1
ENCHANTMENT
MENTAL
Domain ambition
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 10 minutes
You strengthen a target's ambition, increase its resentment of
allies, and make its allegiances more susceptible to change.
The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes a -1 status penalty to its saving
throws and other defenses against attempts to Coerce it,
Request something of it, or use mental effects to convince
it to do something (such as a suggestion spell). This penalty
applies only if the target is being encouraged to advance its
own ambitions.
Failure As success, but the penalty is -2.
Critical Failure The target is overcome with ambition, taking
whatever actions would advance its own agenda over those
of anyone else, even without attempts to convince it.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.",
        "Failure": "As success, but the penalty is -2.",
        "Critical Failure": "The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it."
    }
}

Full schema_data

{
    "id": "blind-ambition",
    "name": "Blind Ambition",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "emotion",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "10 minutes",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions. Failure: As success, but the penalty is -2. Critical Failure: The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.",
    "description_snippet": "You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.",
            "Failure": "As success, but the penalty is -2.",
            "Critical Failure": "The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "ambition",
    "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": 61246,
    "source_line_end": 61270,
    "raw_text_block": "BLIND AMBITION\nUNCOMMON\nCLERIC\nEMOTION\nFOCUS 1\nENCHANTMENT\nMENTAL\nDomain ambition\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Will; Duration 10 minutes\nYou strengthen a target's ambition, increase its resentment of\nallies, and make its allegiances more susceptible to change.\nThe target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target takes a -1 status penalty to its saving\nthrows and other defenses against attempts to Coerce it,\nRequest something of it, or use mental effects to convince\nit to do something (such as a suggestion spell). This penalty\napplies only if the target is being encouraged to advance its\nown ambitions.\nFailure As success, but the penalty is -2.\nCritical Failure The target is overcome with ambition, taking\nwhatever actions would advance its own agenda over those\nof anyone else, even without attempts to convince it.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blind-ambition",
    "content_id": "blind-ambition",
    "level": 1
}

Advanced Player's Guide

Blood Ward

Rank 1 · Focus · Uncommon

Registry ID
blood-ward
FocusUncommonabjurationNone

You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.

Description snippet: You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal,

Source lines: 33876 - 33892

Raw text block

BLOOD WARD
UNCOMMON
FOCUS 1
ABJURATION
HEX
WITCH
Cast [one-action] somatic
Range 30 feet; Targets 1 creature
Duration sustained up to 1 minute
You consolidate warding energies with a gesture, guarding a
creature against attacks from a certain type of foe. Designate
one of the following creature traits: aberration, animal, beast,
celestial, construct, dragon, elemental, fey, fiend, fungus,
monitor, ooze, plant, or undead. The target gains a +1 status
bonus to its saving throws and AC against creatures with that
trait. The target is temporarily immune for 10 minutes.
Heightened (5th) The status bonus increases to +2.

Heightened

[
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "The status bonus increases to +2."
    }
]

Damage clauses

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

Effects

{
    "description": "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.",
    "outcomes": []
}

Full schema_data

{
    "id": "blood-ward",
    "name": "Blood Ward",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "hex"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "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 consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.",
    "description_snippet": "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal,",
    "heightened": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The status bonus increases to +2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "The status bonus increases to +2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "witch",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 33876,
    "source_line_end": 33892,
    "raw_text_block": "BLOOD WARD\nUNCOMMON\nFOCUS 1\nABJURATION\nHEX\nWITCH\nCast [one-action] somatic\nRange 30 feet; Targets 1 creature\nDuration sustained up to 1 minute\nYou consolidate warding energies with a gesture, guarding a\ncreature against attacks from a certain type of foe. Designate\none of the following creature traits: aberration, animal, beast,\ncelestial, construct, dragon, elemental, fey, fiend, fungus,\nmonitor, ooze, plant, or undead. The target gains a +1 status\nbonus to its saving throws and AC against creatures with that\ntrait. The target is temporarily immune for 10 minutes.\nHeightened (5th) The status bonus increases to +2.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "blood-ward",
    "content_id": "blood-ward",
    "level": 1
}

Advanced Player's Guide

Brain Drain

Rank 1 · Focus · Common

Registry ID
brain-drain
FocusCommonenchantmentdivine

Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.

Description snippet: Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage w

Source lines: 32538 - 32553

Raw text block

CURSEBOUND
FOCUS 1
ENCHANTMENT
MENTAL
ORACLE
Mystery lore
Cast [two-actions] material, somatic
Range 30 feet; Targets 1 creature
Saving Throw Will
You probe the target's mind to glean knowledge. This deals
1d8 mental damage with a basic Will save. If the target fails
the save, you sort through the stolen memories to attempt a
single check to Recall Knowledge. Choose a skill that has the
Recall Knowledge action, and use the target's skill modifier
for the check.
Heightened (+1) The mental damage increases by 1d8.

Heightened

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

Damage clauses

[
    {
        "formula": "1d8",
        "type": "mental",
        "persistent": false
    }
]

Effects

{
    "description": "Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.",
    "outcomes": []
}

Full schema_data

{
    "id": "brain-drain",
    "name": "Brain Drain",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "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 lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.",
    "description_snippet": "Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage w",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The mental damage increases by 1d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The mental damage increases by 1d8."
        }
    ],
    "damage": [
        {
            "formula": "1d8",
            "type": "mental",
            "persistent": false
        }
    ],
    "damage_type": [
        "mental"
    ],
    "effects": {
        "description": "Mystery lore Cast [two-actions] material, somatic Range 30 feet; Targets 1 creature Saving Throw Will You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.",
        "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": 32538,
    "source_line_end": 32553,
    "raw_text_block": "CURSEBOUND\nFOCUS 1\nENCHANTMENT\nMENTAL\nORACLE\nMystery lore\nCast [two-actions] material, somatic\nRange 30 feet; Targets 1 creature\nSaving Throw Will\nYou probe the target's mind to glean knowledge. This deals\n1d8 mental damage with a basic Will save. If the target fails\nthe save, you sort through the stolen memories to attempt a\nsingle check to Recall Knowledge. Choose a skill that has the\nRecall Knowledge action, and use the target's skill modifier\nfor the check.\nHeightened (+1) The mental damage increases by 1d8.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "brain-drain",
    "content_id": "brain-drain",
    "level": 1
}

Secrets of Magic

Breadcrumbs

Rank 1 · Spell · Common

Registry ID
breadcrumbs
SpellCommonabjurationarcanedivineoccult

Make a trail behind a creature.

Description snippet: Make a trail behind a creature.

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "abjuration",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Make a trail behind a creature.",
    "content_id": "breadcrumbs",
    "type": "spell",
    "description": "Make a trail behind a creature."
}

Core Rulebook (Fourth Printing)

Burning Hands

Rank 1 · Spell · Common

Registry ID
burning-hands
SpellCommonevocationarcaneprimal

Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.

Description snippet: A cone of fire deals 2d6 fire damage.

Source lines: 49740 - 49746

Raw text block

Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw basic Reflex
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.",
    "outcomes": []
}

Full schema_data

{
    "id": "burning-hands",
    "name": "Burning Hands",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.",
    "description_snippet": "A cone of fire deals 2d6 fire damage.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 49740,
    "source_line_end": 49746,
    "raw_text_block": "Traditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 15-foot cone\nSaving Throw basic Reflex\nGouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "burning-hands",
    "content_id": "burning-hands",
    "level": 1
}

Advanced Player's Guide

Cackle

Rank 1 · Focus · Uncommon

Registry ID
cackle
FocusUncommonenchantmentNone

With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.

Description snippet: With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.

Source lines: 33899 - 33907

Raw text block

CACKLE
UNCOMMON
FOCUS 1
ENCHANTMENT
HEX
WITCH
Cast [free-action] verbal
With a quick burst of laughter, you prolong a magical effect
you created. You Sustain a Spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "cackle",
    "name": "Cackle",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "hex"
    ],
    "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": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
    "description_snippet": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "witch",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 33899,
    "source_line_end": 33907,
    "raw_text_block": "CACKLE\nUNCOMMON\nFOCUS 1\nENCHANTMENT\nHEX\nWITCH\nCast [free-action] verbal\nWith a quick burst of laughter, you prolong a magical effect\nyou created. You Sustain a Spell.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cackle",
    "content_id": "cackle",
    "level": 1
}

Core Rulebook

Call of the Grave

Rank 1 · Focus · Uncommon

Registry ID
call-of-the-grave
FocusUncommonnecromancyarcane

You beckon with the chill of the grave. On a failed Fortitude save, the target becomes sickened 1.

Description snippet: You beckon with the chill of the grave; on a failed Fortitude save, the target becomes sickened 1.

Source lines: 65057 - 65063

Raw text block

CALL OF THE GRAVE
UNCOMMON
FOCUS 1
ATTACK
NECROMANCY
AUDITORY
MENTAL
WIZARD
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 living creature
You fire a ray of sickening energy. Make a spell attack roll.
Critical Success The target becomes sickened 2 and slowed 1 as long as it's sickened.
Success The target becomes sickened 1.
Failure The target is unaffected.

Heightened

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

Damage clauses

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

Effects

[]

Full schema_data

{
    "id": "call-of-the-grave",
    "name": "Call of the Grave",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "wizard",
        "necromancy",
        "negative"
    ],
    "cast": "[two-actions]",
    "cast_actions": "2_actions",
    "components": [],
    "range": "30 feet",
    "area": "none",
    "targets": "1 living creature",
    "duration": "instantaneous",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You beckon with the chill of the grave. On a failed Fortitude save, the target becomes sickened 1.",
    "description_snippet": "You beckon with the chill of the grave; on a failed Fortitude save, the target becomes sickened 1.",
    "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": [],
    "conditions_caused": [
        "sickened"
    ],
    "focus_class": "wizard",
    "focus_domain": "necromancy",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook",
    "source_file": "wizard_school_focus_spells_intermediary.json",
    "source_line_start": 65057,
    "source_line_end": 65063,
    "raw_text_block": "CALL OF THE GRAVE\nUNCOMMON\nFOCUS 1\nATTACK\nNECROMANCY\nAUDITORY\nMENTAL\nWIZARD\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 living creature\nYou fire a ray of sickening energy. Make a spell attack roll.\nCritical Success The target becomes sickened 2 and slowed 1 as long as it's sickened.\nSuccess The target becomes sickened 1.\nFailure The target is unaffected.",
    "spell_id": "call-of-the-grave",
    "content_id": "call-of-the-grave",
    "level": 1
}

Core Rulebook (4th Printing)

Charm

Rank 1 · Spell · Common

Registry ID
charm
SpellCommonenchantmentarcaneoccultprimal

A creature becomes more

Description snippet: A creature becomes more

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "enchantment",
    "traditions": [
        "arcane",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "A creature becomes more",
    "content_id": "charm",
    "type": "spell",
    "description": "A creature becomes more"
}

Core Rulebook (Fourth Printing)

Charming Touch

Rank 1 · Focus · Uncommon

Registry ID
charming-touch
FocusUncommonenchantmentdivine

You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305). Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure: The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC

Description snippet: You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allie

Source lines: 61343 - 61375

Raw text block

CHARMING TOUCH
UNCOMMON
FOCUS 1
EMOTION
ENCHANTMENT
INCAPACITATION
MENTAL
Domain passion
Cast [one-action] somatic
Range touch; Targets 1 creature that could find you attractive
Saving Throw Will; Duration 10 minutes
You infuse your target with attraction, causing it to act
friendlier toward you. The target attempts a Will save. It gains
a +4 circumstance bonus to this save if you or your allies
recently threatened or were hostile to it.
Critical Success The target is unaffected and aware you tried
to charm it.
Success The target is unaffected but thinks your spell was
something harmless instead of charming touch, unless it
identifies the spell (see Identifying Spells on page 305).
Failure The target's attitude becomes friendly toward you. If it
was friendly, it becomes helpful. It can't use hostile actions
against you.
Critical Failure The target is helpful and can't use hostile
actions against you.
You can Dismiss the spell. If you use hostile actions against
the target, the spell ends. After the spell ends, the target
doesn't necessarily realize it was charmed unless its
friendship with you or the actions you convinced it to take
clash with its expectations, which could potentially allow
you to convince the target to continue being your friend via
mundane means.
CLERIC

Heightened

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

Damage clauses

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

Effects

{
    "description": "You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.",
    "outcomes": {
        "Critical Success": "The target is unaffected and aware you tried to charm it.",
        "Success": "The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305).",
        "Failure": "The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.",
        "Critical Failure": "The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC"
    }
}

Full schema_data

{
    "id": "charming-touch",
    "name": "Charming Touch",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "emotion",
        "incapacitation",
        "mental"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature that could find you attractive",
    "duration": "10 minutes",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305). Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure: The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC",
    "description_snippet": "You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allie",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.",
        "outcomes": {
            "Critical Success": "The target is unaffected and aware you tried to charm it.",
            "Success": "The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305).",
            "Failure": "The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.",
            "Critical Failure": "The target is helpful and can't use hostile actions against you. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. CLERIC"
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "passion",
    "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": 61343,
    "source_line_end": 61375,
    "raw_text_block": "CHARMING TOUCH\nUNCOMMON\nFOCUS 1\nEMOTION\nENCHANTMENT\nINCAPACITATION\nMENTAL\nDomain passion\nCast [one-action] somatic\nRange touch; Targets 1 creature that could find you attractive\nSaving Throw Will; Duration 10 minutes\nYou infuse your target with attraction, causing it to act\nfriendlier toward you. The target attempts a Will save. It gains\na +4 circumstance bonus to this save if you or your allies\nrecently threatened or were hostile to it.\nCritical Success The target is unaffected and aware you tried\nto charm it.\nSuccess The target is unaffected but thinks your spell was\nsomething harmless instead of charming touch, unless it\nidentifies the spell (see Identifying Spells on page 305).\nFailure The target's attitude becomes friendly toward you. If it\nwas friendly, it becomes helpful. It can't use hostile actions\nagainst you.\nCritical Failure The target is helpful and can't use hostile\nactions against you.\nYou can Dismiss the spell. If you use hostile actions against\nthe target, the spell ends. After the spell ends, the target\ndoesn't necessarily realize it was charmed unless its\nfriendship with you or the actions you convinced it to take\nclash with its expectations, which could potentially allow\nyou to convince the target to continue being your friend via\nmundane means.\nCLERIC",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "charming-touch",
    "content_id": "charming-touch",
    "level": 1
}

Core Rulebook

Charming Words

Rank 1 · Focus · Uncommon

Registry ID
charming-words
FocusUncommonenchantmentarcane

You lace your speech with beguiling magic. On a failed Will save, the target becomes temporarily helpful toward you for 1 round.

Description snippet: You lace your speech with beguiling magic; on a failed Will save, the target becomes temporarily helpful toward you.

Source lines: 64963 - 64973

Raw text block

CHARMING WORDS
UNCOMMON
AUDITORY
ENCHANTMENT
INCAPACITATION
LINGUISTIC
MENTAL
WIZARD
Cast [one-action] verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration until the start of your next turn
You whisper enchanting words to deflect your foe's ire. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes a -1 circumstance penalty to attack rolls and damage rolls against you.
Failure The target can't use hostile actions against you.
Critical Failure The target is stunned 1 and can't use hostile actions against you.

Heightened

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

Damage clauses

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

Effects

[]

Full schema_data

{
    "id": "charming-words",
    "name": "Charming Words",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "wizard",
        "enchantment",
        "mental"
    ],
    "cast": "[one-action]",
    "cast_actions": "1_action",
    "components": [],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 round",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You lace your speech with beguiling magic. On a failed Will save, the target becomes temporarily helpful toward you for 1 round.",
    "description_snippet": "You lace your speech with beguiling magic; on a failed Will save, the target becomes temporarily helpful toward you.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": "none",
    "effects": [],
    "conditions_caused": [],
    "focus_class": "wizard",
    "focus_domain": "enchantment",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook",
    "source_file": "wizard_school_focus_spells_intermediary.json",
    "source_line_start": 64963,
    "source_line_end": 64973,
    "raw_text_block": "CHARMING WORDS\nUNCOMMON\nAUDITORY\nENCHANTMENT\nINCAPACITATION\nLINGUISTIC\nMENTAL\nWIZARD\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration until the start of your next turn\nYou whisper enchanting words to deflect your foe's ire. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target takes a -1 circumstance penalty to attack rolls and damage rolls against you.\nFailure The target can't use hostile actions against you.\nCritical Failure The target is stunned 1 and can't use hostile actions against you.",
    "spell_id": "charming-words",
    "content_id": "charming-words",
    "level": 1
}

Advanced Player's Guide

Chilling Spray

Rank 1 · Spell · Common

Registry ID
chilling-spray
SpellCommonevocationarcaneprimal

A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds. Critical Failure: The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds.

Description snippet: A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex sav

Source lines: 30379 - 30396

Raw text block

CHILLING SPRAY
COLD
SPELL 1
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw Reflex
A cone of icy shards bursts from your spread hands and coats
the targets in a layer of frost. You deal 2d4 cold damage to
creatures in the area; they must each attempt a Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and takes a -5-foot
status penalty to its Speeds for 2 rounds.
Critical Failure The creature takes double damage and takes a
-10-foot status penalty to its Speeds for 2 rounds.
Heightened (+1) The damage increases by 2d4.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d4."
    }
]

Damage clauses

[
    {
        "formula": "2d4",
        "type": "cold",
        "persistent": false
    }
]

Effects

{
    "description": "A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes half damage.",
        "Failure": "The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds.",
        "Critical Failure": "The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds."
    }
}

Full schema_data

{
    "id": "chilling-spray",
    "name": "Chilling Spray",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "cold"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "Reflex",
    "save_type": "reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds. Critical Failure: The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds.",
    "description_snippet": "A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex sav",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d4."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d4."
        }
    ],
    "damage": [
        {
            "formula": "2d4",
            "type": "cold",
            "persistent": false
        }
    ],
    "damage_type": [
        "cold"
    ],
    "effects": {
        "description": "A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes half damage.",
            "Failure": "The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds.",
            "Critical Failure": "The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30379,
    "source_line_end": 30396,
    "raw_text_block": "CHILLING SPRAY\nCOLD\nSPELL 1\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 15-foot cone\nSaving Throw Reflex\nA cone of icy shards bursts from your spread hands and coats\nthe targets in a layer of frost. You deal 2d4 cold damage to\ncreatures in the area; they must each attempt a Reflex save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and takes a -5-foot\nstatus penalty to its Speeds for 2 rounds.\nCritical Failure The creature takes double damage and takes a\n-10-foot status penalty to its Speeds for 2 rounds.\nHeightened (+1) The damage increases by 2d4.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "chilling-spray",
    "content_id": "chilling-spray",
    "level": 1
}

Core Rulebook (Fourth Printing)

Cloak Of Shadow

Rank 1 · Focus · Uncommon

Registry ID
cloak-of-shadow
FocusUncommonevocationdivine

You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends.

Description snippet: You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical d

Source lines: 61388 - 61413

Raw text block

CLOAK OF SHADOW
UNCOMMON
CLERIC
FOCUS 1
DARKNESS
EVOCATION
SHADOW
Domain darkness
Cast [one-action] somatic
Range touch; Targets 1 willing creature
Duration 1 minute
You drape the target in a mantle of swirling shadows that
make it harder to see. The cloak reduces bright light within
a 20-foot emanation to dim light. This is a form of magical
darkness and can therefore overcome non-magical light
or attempt to counteract magical light as described on
page 458.
The target can use concealed condition gained from the
shadows to Hide, though observant creatures can still follow
the moving aura of shadow, making it difficult for the target
to become completely undetected. The target can use an
Interact action to remove the cloak and leave it behind as
a decoy, where it remains, reducing light for the rest of the
spell's duration. If anyone picks up the cloak after it's been
removed by the original target, the cloak evaporates and the
spell ends.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "cloak-of-shadow",
    "name": "Cloak Of Shadow",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "darkness",
        "shadow"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends.",
    "description_snippet": "You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical d",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "concealed",
        "undetected"
    ],
    "focus_class": "cleric",
    "focus_domain": "darkness",
    "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": 61388,
    "source_line_end": 61413,
    "raw_text_block": "CLOAK OF SHADOW\nUNCOMMON\nCLERIC\nFOCUS 1\nDARKNESS\nEVOCATION\nSHADOW\nDomain darkness\nCast [one-action] somatic\nRange touch; Targets 1 willing creature\nDuration 1 minute\nYou drape the target in a mantle of swirling shadows that\nmake it harder to see. The cloak reduces bright light within\na 20-foot emanation to dim light. This is a form of magical\ndarkness and can therefore overcome non-magical light\nor attempt to counteract magical light as described on\npage 458.\nThe target can use concealed condition gained from the\nshadows to Hide, though observant creatures can still follow\nthe moving aura of shadow, making it difficult for the target\nto become completely undetected. The target can use an\nInteract action to remove the cloak and leave it behind as\na decoy, where it remains, reducing light for the rest of the\nspell's duration. If anyone picks up the cloak after it's been\nremoved by the original target, the cloak evaporates and the\nspell ends.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cloak-of-shadow",
    "content_id": "cloak-of-shadow",
    "level": 1
}

Core Rulebook (Fourth Printing)

Color Spray

Rank 1 · Spell · Common

Registry ID
color-spray
SpellCommonillusionarcaneoccult

Swirling colors affect viewers based on their Will saves. Critical Success: The creature is unaffected. Success: The creature is dazzled for 1 round. Failure: The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute. Critical Failure: The creature is stunned for 1 round and blinded for 1 minute.

Description snippet: Swirling colors affect viewers based on their Will saves.

Source lines: 50485 - 50500

Raw text block

COLOR SPRAY
ILLUSION
INCAPACITATION
SPELL 1
VISUAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw Will; Duration 1 or more rounds (see below)
Swirling colors affect viewers based on their Will saves.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and
dazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded
for 1 minute.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Swirling colors affect viewers based on their Will saves.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature is dazzled for 1 round.",
        "Failure": "The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.",
        "Critical Failure": "The creature is stunned for 1 round and blinded for 1 minute."
    }
}

Full schema_data

{
    "id": "color-spray",
    "name": "Color Spray",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "incapacitation",
        "visual"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot cone",
    "targets": "none",
    "duration": "1 or more rounds (see below)",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Swirling colors affect viewers based on their Will saves. Critical Success: The creature is unaffected. Success: The creature is dazzled for 1 round. Failure: The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute. Critical Failure: The creature is stunned for 1 round and blinded for 1 minute.",
    "description_snippet": "Swirling colors affect viewers based on their Will saves.",
    "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": "Swirling colors affect viewers based on their Will saves.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature is dazzled for 1 round.",
            "Failure": "The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.",
            "Critical Failure": "The creature is stunned for 1 round and blinded for 1 minute."
        }
    },
    "conditions_caused": [
        "blinded",
        "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": 50485,
    "source_line_end": 50500,
    "raw_text_block": "COLOR SPRAY\nILLUSION\nINCAPACITATION\nSPELL 1\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nArea 15-foot cone\nSaving Throw Will; Duration 1 or more rounds (see below)\nSwirling colors affect viewers based on their Will saves.\nCritical Success The creature is unaffected.\nSuccess The creature is dazzled for 1 round.\nFailure The creature is stunned 1, blinded for 1 round, and\ndazzled for 1 minute.\nCritical Failure The creature is stunned for 1 round and blinded\nfor 1 minute.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "color-spray",
    "content_id": "color-spray",
    "level": 1
}

Core Rulebook (4th Printing)

Command

Rank 1 · Spell · Common

Registry ID
command
SpellCommonenchantmentarcanedivineoccult

Bid a creature to

Description snippet: Bid a creature to

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "enchantment",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Bid a creature to",
    "content_id": "command",
    "type": "spell",
    "description": "Bid a creature to"
}

Secrets of Magic

Concordant Choir

Rank 1 · Spell · Common

Registry ID
concordant-choir
SpellCommonevocationdivineoccult

You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. [one-action] (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. [two-actions] (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. [three-actions] (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.

Description snippet: You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell dete

Source lines: 11020 - 11040

Raw text block

CONCORDANT CHOIR
EVOCATION
SPELL 1
SONIC
Traditions divine, occult
Cast [one-action] to [three-actions]
Range 30 feet; Targets varies
Saving Throw basic Fortitude
You unleash a dangerous consonance of reverberating sound,
focusing on a single target or spreading out to damage many
foes. The number of actions you spend Casting this Spell
determines its targets, range, area, and other parameters.
[one-action] (verbal) The spell deals 1d4 sonic damage to a single
enemy, with a basic Fortitude save.
[two-actions] (somatic, verbal) The spell deals 2d4 sonic damage to all
creatures in a 10-foot burst, with a basic Fortitude save.
[three-actions] (material, somatic, verbal) The spell deals 2d4 sonic
damage to all creatures in a 30-foot emanation, with a
basic Fortitude save.
Heightened (+1) The damage increases by 1d4 for the
1-action version, or 2d4 for the other versions.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions."
    }
]

Damage clauses

[
    {
        "formula": "1d4",
        "type": "sonic",
        "persistent": false
    },
    {
        "formula": "2d4",
        "type": "sonic",
        "persistent": false
    }
]

Effects

{
    "description": "You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. [one-action] (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. [two-actions] (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. [three-actions] (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.",
    "outcomes": []
}

Full schema_data

{
    "id": "concordant-choir",
    "name": "Concordant Choir",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "sonic"
    ],
    "cast": "[one-action] to [three-actions]",
    "cast_actions": "1_action_to_3_actions",
    "components": [
        "none"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "varies",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. [one-action] (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. [two-actions] (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. [three-actions] (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.",
    "description_snippet": "You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell dete",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions."
        }
    ],
    "damage": [
        {
            "formula": "1d4",
            "type": "sonic",
            "persistent": false
        },
        {
            "formula": "2d4",
            "type": "sonic",
            "persistent": false
        }
    ],
    "damage_type": [
        "sonic"
    ],
    "effects": {
        "description": "You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. [one-action] (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. [two-actions] (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. [three-actions] (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.",
        "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": 11020,
    "source_line_end": 11040,
    "raw_text_block": "CONCORDANT CHOIR\nEVOCATION\nSPELL 1\nSONIC\nTraditions divine, occult\nCast [one-action] to [three-actions]\nRange 30 feet; Targets varies\nSaving Throw basic Fortitude\nYou unleash a dangerous consonance of reverberating sound,\nfocusing on a single target or spreading out to damage many\nfoes. The number of actions you spend Casting this Spell\ndetermines its targets, range, area, and other parameters.\n[one-action] (verbal) The spell deals 1d4 sonic damage to a single\nenemy, with a basic Fortitude save.\n[two-actions] (somatic, verbal) The spell deals 2d4 sonic damage to all\ncreatures in a 10-foot burst, with a basic Fortitude save.\n[three-actions] (material, somatic, verbal) The spell deals 2d4 sonic\ndamage to all creatures in a 30-foot emanation, with a\nbasic Fortitude save.\nHeightened (+1) The damage increases by 1d4 for the\n1-action version, or 2d4 for the other versions.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "concordant-choir",
    "content_id": "concordant-choir",
    "level": 1
}

Core Rulebook (Fourth Printing)

Counter Performance

Rank 1 · Focus · Uncommon

Registry ID
counter-performance
FocusUncommonenchantmentoccult

Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. HOUSE OF IMAGINARY WALLS Bards can gain the following composition spells. This section also includes their composition cantrips. DIRGE OF DOOM UNCOMMON BARD

Description snippet: Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigg

Source lines: 60625 - 60647

Raw text block

COUNTER PERFORMANCE
UNCOMMON
BARD
COMPOSITION
FOCUS 1
ENCHANTMENT
FORTUNE
MENTAL
Cast [reaction] somatic or verbal; Trigger You or an ally within 60
feet rolls a saving throw against an auditory or visual effect.
Area 60-foot emanation
Your performance protects you and your allies. Roll a
Performance check for a type you know: an auditory
performance if the trigger was auditory, or a visual one
for a visual trigger. You and allies in the area can use the
better result between your Performance check and the
saving throw.
HOUSE OF IMAGINARY WALLS
Bards can gain the following composition spells. This
section also includes their composition cantrips.
DIRGE OF DOOM
UNCOMMON
BARD

Heightened

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

Damage clauses

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

Effects

{
    "description": "Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. HOUSE OF IMAGINARY WALLS Bards can gain the following composition spells. This section also includes their composition cantrips. DIRGE OF DOOM UNCOMMON BARD",
    "outcomes": []
}

Full schema_data

{
    "id": "counter-performance",
    "name": "Counter Performance",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "composition",
        "fortune",
        "mental"
    ],
    "cast": "[reaction] somatic or verbal",
    "cast_actions": "reaction",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "60-foot emanation",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. HOUSE OF IMAGINARY WALLS Bards can gain the following composition spells. This section also includes their composition cantrips. DIRGE OF DOOM UNCOMMON BARD",
    "description_snippet": "Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigg",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. HOUSE OF IMAGINARY WALLS Bards can gain the following composition spells. This section also includes their composition cantrips. DIRGE OF DOOM UNCOMMON BARD",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "bard",
    "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": 60625,
    "source_line_end": 60647,
    "raw_text_block": "COUNTER PERFORMANCE\nUNCOMMON\nBARD\nCOMPOSITION\nFOCUS 1\nENCHANTMENT\nFORTUNE\nMENTAL\nCast [reaction] somatic or verbal; Trigger You or an ally within 60\nfeet rolls a saving throw against an auditory or visual effect.\nArea 60-foot emanation\nYour performance protects you and your allies. Roll a\nPerformance check for a type you know: an auditory\nperformance if the trigger was auditory, or a visual one\nfor a visual trigger. You and allies in the area can use the\nbetter result between your Performance check and the\nsaving throw.\nHOUSE OF IMAGINARY WALLS\nBards can gain the following composition spells. This\nsection also includes their composition cantrips.\nDIRGE OF DOOM\nUNCOMMON\nBARD",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "counter-performance",
    "content_id": "counter-performance",
    "level": 1
}

Advanced Player's Guide

Cozy Cabin

Rank 1 · Spell · Common

Registry ID
cozy-cabin
SpellCommonconjurationarcaneoccult

You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the concentrate trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell. CONJURATION

Description snippet: You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut ar

Source lines: 30448 - 30470

Raw text block

COZY CABIN
SPELL 3
Traditions arcane, occult
Cast 1 minute (material, somatic, verbal)
Range 30 feet
Duration 12 hours
You shape a cabin 20 feet on each side and 10 feet high. This
cabin has the structure trait and the same restrictions as
magic items that create structures. The walls of the hut are
simple and wooden, with small, square glass windows, and it
has one wooden door. It doesn't include its own lock, but it has
a fastener to which a lock can be applied.
The interior contains three cots, one chamber pot, and a
small fireplace holding a magical fire. The interior is lit with a
small magical light that you can light or extinguish at will using
a single action, which has the concentrate trait. The climate
inside the hut is comfortable and allows creatures inside it
to withstand most hostile weather conditions, but incredible
heat or cold, powerful storms, and winds of hurricane force or
greater destroy the hut. Other creatures can freely enter and
exit the hut without damaging it, but if you exit the hut, the
spell ends. You can Dismiss the spell.
CONJURATION

Heightened

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

Damage clauses

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

Effects

{
    "description": "You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the concentrate trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell. CONJURATION",
    "outcomes": []
}

Full schema_data

{
    "id": "cozy-cabin",
    "name": "Cozy Cabin",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "none",
    "duration": "12 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the concentrate trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell. CONJURATION",
    "description_snippet": "You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut ar",
    "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 shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the concentrate trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell. CONJURATION",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30448,
    "source_line_end": 30470,
    "raw_text_block": "COZY CABIN\nSPELL 3\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange 30 feet\nDuration 12 hours\nYou shape a cabin 20 feet on each side and 10 feet high. This\ncabin has the structure trait and the same restrictions as\nmagic items that create structures. The walls of the hut are\nsimple and wooden, with small, square glass windows, and it\nhas one wooden door. It doesn't include its own lock, but it has\na fastener to which a lock can be applied.\nThe interior contains three cots, one chamber pot, and a\nsmall fireplace holding a magical fire. The interior is lit with a\nsmall magical light that you can light or extinguish at will using\na single action, which has the concentrate trait. The climate\ninside the hut is comfortable and allows creatures inside it\nto withstand most hostile weather conditions, but incredible\nheat or cold, powerful storms, and winds of hurricane force or\ngreater destroy the hut. Other creatures can freely enter and\nexit the hut without damaging it, but if you exit the hut, the\nspell ends. You can Dismiss the spell.\nCONJURATION",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cozy-cabin",
    "content_id": "cozy-cabin",
    "level": 1
}

Advanced Player's Guide

Crashing Wave

Rank 1 · Spell · Common

Registry ID
crashing-wave
SpellCommonevocationarcaneprimal

You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.

Description snippet: You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.

Source lines: 30485 - 30498

Raw text block

CRASHING WAVE
EVOCATION
SPELL 3
WATER
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 30-foot cone
Saving Throw basic Reflex
You summon a crashing wave that sweeps away from you. You
deal 6d6 bludgeoning damage to creatures in the area. The
water also extinguishes non-magical fires in the area.
Heightened (+1) The damage increases by 2d6.
CURSE OF LOST TIME
CURSE

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6. CURSE OF LOST TIME CURSE"
    }
]

Damage clauses

[
    {
        "formula": "6d6",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.",
    "outcomes": []
}

Full schema_data

{
    "id": "crashing-wave",
    "name": "Crashing Wave",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "water"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.",
    "description_snippet": "You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6. CURSE OF LOST TIME CURSE"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6. CURSE OF LOST TIME CURSE"
        }
    ],
    "damage": [
        {
            "formula": "6d6",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning"
    ],
    "effects": {
        "description": "You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30485,
    "source_line_end": 30498,
    "raw_text_block": "CRASHING WAVE\nEVOCATION\nSPELL 3\nWATER\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 30-foot cone\nSaving Throw basic Reflex\nYou summon a crashing wave that sweeps away from you. You\ndeal 6d6 bludgeoning damage to creatures in the area. The\nwater also extinguishes non-magical fires in the area.\nHeightened (+1) The damage increases by 2d6.\nCURSE OF LOST TIME\nCURSE",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "crashing-wave",
    "content_id": "crashing-wave",
    "level": 1
}

Core Rulebook (Fourth Printing)

Create Water

Rank 1 · Spell · Common

Registry ID
create-water
SpellCommonconjurationarcanedivineprimal

As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

Description snippet: As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

Source lines: 50725 - 50734

Raw text block

CREATE WATER
CONJURATION
SPELL 1
WATER
Traditions arcane, divine, primal
Cast [two-actions] somatic, verbal
Range 0 feet
As you cup your hands, water begins to flow forth from them.
You create 2 gallons of water. If no one drinks it, it evaporates
after 1 day.

Heightened

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

Damage clauses

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

Effects

{
    "description": "As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.",
    "outcomes": []
}

Full schema_data

{
    "id": "create-water",
    "name": "Create Water",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "primal"
    ],
    "traits": [
        "water"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "0 feet",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.",
    "description_snippet": "As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.",
    "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": "As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.",
        "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": 50725,
    "source_line_end": 50734,
    "raw_text_block": "CREATE WATER\nCONJURATION\nSPELL 1\nWATER\nTraditions arcane, divine, primal\nCast [two-actions] somatic, verbal\nRange 0 feet\nAs you cup your hands, water begins to flow forth from them.\nYou create 2 gallons of water. If no one drinks it, it evaporates\nafter 1 day.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "create-water",
    "content_id": "create-water",
    "level": 1
}

Core Rulebook (Fourth Printing)

Cry Of Destruction

Rank 1 · Focus · Uncommon

Registry ID
cry-of-destruction
FocusUncommonevocationdivine

Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.

Description snippet: Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a

Source lines: 61470 - 61484

Raw text block

CRY OF DESTRUCTION
UNCOMMON
CLERIC
EVOCATION
FOCUS 1
SONIC
Domain destruction
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw basic Fortitude
Your voice booms, smashing what's in front of you. Each creature
and unattended object in the area takes 1d8 sonic damage. If
you already dealt damage to an enemy this turn with a Strike or
spell, increase the damage dice from this spell to d12s.
Heightened (+1) The damage increases by 1d8.

Heightened

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

Damage clauses

[
    {
        "formula": "1d8",
        "type": "sonic",
        "persistent": false
    }
]

Effects

{
    "description": "Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.",
    "outcomes": []
}

Full schema_data

{
    "id": "cry-of-destruction",
    "name": "Cry Of Destruction",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "sonic"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.",
    "description_snippet": "Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d8."
        }
    ],
    "damage": [
        {
            "formula": "1d8",
            "type": "sonic",
            "persistent": false
        }
    ],
    "damage_type": [
        "sonic"
    ],
    "effects": {
        "description": "Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "destruction",
    "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": 61470,
    "source_line_end": 61484,
    "raw_text_block": "CRY OF DESTRUCTION\nUNCOMMON\nCLERIC\nEVOCATION\nFOCUS 1\nSONIC\nDomain destruction\nCast [two-actions] somatic, verbal\nArea 15-foot cone\nSaving Throw basic Fortitude\nYour voice booms, smashing what's in front of you. Each creature\nand unattended object in the area takes 1d8 sonic damage. If\nyou already dealt damage to an enemy this turn with a Strike or\nspell, increase the damage dice from this spell to d12s.\nHeightened (+1) The damage increases by 1d8.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "cry-of-destruction",
    "content_id": "cry-of-destruction",
    "level": 1
}

Core Rulebook (Fourth Printing)

Dazzling Flash

Rank 1 · Focus · Uncommon

Registry ID
dazzling-flash
FocusUncommonevocationdivine

You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature is dazzled for 1 round. Failure: The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure: The creature is blinded for 1 round and dazzled for 1 hour.

Description snippet: You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.

Source lines: 61533 - 61553

Raw text block

DAZZLING FLASH
UNCOMMON
CLERIC
FOCUS 1
EVOCATION
LIGHT
VISUAL
Domain sun
Cast [two-actions] material, verbal
Area 15-foot cone
Saving Throw Fortitude
You raise your religious symbol and create a blinding flash of
light. Each creature in the area must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round and dazzled for 1
minute. The creature can spend an Interact action rubbing
its eyes to end the blinded condition.
Critical Failure The creature is blinded for 1 round and dazzled
for 1 hour.
Heightened (3rd) The area increases to a 30-foot cone.

Heightened

[
    {
        "label": "3rd",
        "type": "raw",
        "text": "The area increases to a 30-foot cone."
    }
]

Damage clauses

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

Effects

{
    "description": "You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature is dazzled for 1 round.",
        "Failure": "The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.",
        "Critical Failure": "The creature is blinded for 1 round and dazzled for 1 hour."
    }
}

Full schema_data

{
    "id": "dazzling-flash",
    "name": "Dazzling Flash",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "light",
        "visual"
    ],
    "cast": "[two-actions] material, verbal",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "verbal"
    ],
    "range": "none",
    "area": "15-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature is dazzled for 1 round. Failure: The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure: The creature is blinded for 1 round and dazzled for 1 hour.",
    "description_snippet": "You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.",
    "heightened": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The area increases to a 30-foot cone."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The area increases to a 30-foot cone."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature is dazzled for 1 round.",
            "Failure": "The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.",
            "Critical Failure": "The creature is blinded for 1 round and dazzled for 1 hour."
        }
    },
    "conditions_caused": [
        "blinded"
    ],
    "focus_class": "cleric",
    "focus_domain": "sun",
    "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": 61533,
    "source_line_end": 61553,
    "raw_text_block": "DAZZLING FLASH\nUNCOMMON\nCLERIC\nFOCUS 1\nEVOCATION\nLIGHT\nVISUAL\nDomain sun\nCast [two-actions] material, verbal\nArea 15-foot cone\nSaving Throw Fortitude\nYou raise your religious symbol and create a blinding flash of\nlight. Each creature in the area must attempt a Fortitude save.\nCritical Success The creature is unaffected.\nSuccess The creature is dazzled for 1 round.\nFailure The creature is blinded for 1 round and dazzled for 1\nminute. The creature can spend an Interact action rubbing\nits eyes to end the blinded condition.\nCritical Failure The creature is blinded for 1 round and dazzled\nfor 1 hour.\nHeightened (3rd) The area increases to a 30-foot cone.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dazzling-flash",
    "content_id": "dazzling-flash",
    "level": 1
}

Core Rulebook (Fourth Printing)

Detect Alignment

Rank 1 · Spell · Uncommon

Registry ID
detect-alignment
SpellUncommondivinationdivineoccult

Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.

Description snippet: See auras of a chosen alignment.

Source lines: 50708 - 50719

Raw text block

Traditions divine, occult
Cast [two-actions] somatic, verbal
Area 30-foot emanation
Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment.
Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.
Heightened (2nd) You learn each aura's location and strength.

Heightened

[
    {
        "label": "2nd",
        "type": "fixed_rank",
        "rank": 2,
        "text": "You learn each aura's location and strength."
    }
]

Damage clauses

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

Effects

{
    "description": "Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.",
    "outcomes": []
}

Full schema_data

{
    "id": "detect-alignment",
    "name": "Detect Alignment",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "detection"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot emanation",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.",
    "description_snippet": "See auras of a chosen alignment.",
    "heightened": [
        {
            "label": "2nd",
            "type": "fixed_rank",
            "rank": 2,
            "text": "You learn each aura's location and strength."
        }
    ],
    "heightened_scaling": [
        {
            "label": "2nd",
            "type": "fixed_rank",
            "rank": 2,
            "text": "You learn each aura's location and strength."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.",
        "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": 50708,
    "source_line_end": 50719,
    "raw_text_block": "Traditions divine, occult\nCast [two-actions] somatic, verbal\nArea 30-foot emanation\nYour eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment.\nOnly creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.\nHeightened (2nd) You learn each aura's location and strength.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "detect-alignment",
    "content_id": "detect-alignment",
    "level": 1
}