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Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Showing page 4 of 36 for 898 matching canonical spell rows.
Page 4 of 36
Core Rulebook (Fourth Printing)
Bit Of Luck
Rank 1 · Focus · Uncommon
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.
Advanced review details
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
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).
Advanced review details
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
Strengthen allies’ attacks in
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
Make a trail behind a creature.
Advanced review details
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
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
Advanced review details
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
With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.
Advanced review details
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
You beckon with the chill of the grave. On a failed Fortitude save, the target becomes sickened 1.
Advanced review details
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
A creature becomes more
Advanced review details
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
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
Advanced review details
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
You lace your speech with beguiling magic. On a failed Will save, the target becomes temporarily helpful toward you for 1 round.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
Bid a creature to
Advanced review details
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
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.
Advanced review details
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
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
Advanced review details
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
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
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
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.
Advanced review details
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
}
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