Live registry review
Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Spell review results
Showing page 31 of 36 for 898 matching canonical spell rows.
Page 31 of 36
Core Rulebook (4th Printing)
Repulsion
Rank 6 · Spell · Common
Prevent creatures from
Advanced review details
Description snippet: Prevent creatures from
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "abjuration",
"traditions": [
"arcane",
"divine",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Prevent creatures from",
"content_id": "repulsion",
"type": "spell",
"description": "Prevent creatures from"
}
Core Rulebook (Fourth Printing)
Righteous Might
Rank 6 · Spell · Common
You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet. • Resistance 3 against physical damage. • Darkvision. • A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage. • Athletics modifier of +23, unless your own modifier is higher.
Advanced review details
Description snippet: You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While
Source lines: 57221 - 57259
Raw text block
RIGHTEOUS MIGHT SPELL 6 TRANSMUTATION Traditions divine Cast [two-actions] somatic, verbal; Requirements You have a deity. Duration 1 minute You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet. • Resistance 3 against physical damage. • Darkvision. • A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage. • Athletics modifier of +23, unless your own modifier is higher. Heightened (8th) Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level,
Heightened
[
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level,"
}
]
Damage clauses
[
{
"formula": "1d6",
"type": "precision",
"persistent": false
}
]
Effects
{
"description": "You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet. • Resistance 3 against physical damage. • Darkvision. • A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage. • Athletics modifier of +23, unless your own modifier is higher.",
"outcomes": []
}
Full schema_data
{
"id": "righteous-might",
"name": "Righteous Might",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"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": "You have a deity.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet. • Resistance 3 against physical damage. • Darkvision. • A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage. • Athletics modifier of +23, unless your own modifier is higher.",
"description_snippet": "You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While",
"heightened": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level,"
}
],
"heightened_scaling": [
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level,"
}
],
"damage": [
{
"formula": "1d6",
"type": "precision",
"persistent": false
}
],
"damage_type": [
"precision"
],
"effects": {
"description": "You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 10 temporary Hit Points. • Speed 40 feet. • Resistance 3 against physical damage. • Darkvision. • A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage. • Athletics modifier of +23, unless your own modifier is higher.",
"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": 57221,
"source_line_end": 57259,
"raw_text_block": "RIGHTEOUS MIGHT\nSPELL 6\nTRANSMUTATION\nTraditions divine\nCast [two-actions] somatic, verbal; Requirements You have a deity.\nDuration 1 minute\nYou focus all your divine energy and transform yourself into\na Medium battle form, similar to your normal form but armed\nwith powerful divine armaments granted by your deity. While\nin this form, you gain the statistics and abilities listed below.\nYou have hands in this battle form and can use manipulate\nactions. You can Dismiss the spell.\nYou gain the following statistics and abilities:\n• AC = 20 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 10 temporary Hit Points.\n• Speed 40 feet.\n• Resistance 3 against physical damage.\n• Darkvision.\n• A special attack with a righteous armament version of\nyour favored weapon, which is the only attack you can\nuse. Your attack modifier with the special weapon is\n+21, and your damage bonus is +8 (or +6 for a ranged\nattack). If your attack modifier with your deity's\nfavored weapon is higher, you can use it instead. You\ndeal three of your weapon's normal damage dice, or\nthree damage dice of one size larger if your weapon\nis a simple weapon with a d4 or d6 damage die. The\nweapon has one of the following properties that\nmatches your deity's alignment: anarchic, axiomatic,\nholy, unholy. If your deity is true neutral, you instead\ndeal an extra 1d6 precision damage.\n• Athletics modifier of +23, unless your own modifier\nis higher.\nHeightened (8th) Your battle form is Large, and your attacks\nhave 10-foot reach, or 15-foot reach if your deity's favored\nweapon has reach. You must have enough space to expand\ninto or the spell is lost. You instead gain AC = 21 + your level,",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "righteous-might",
"content_id": "righteous-might",
"level": 6
}
Advanced Player's Guide
Scintillating Safeguard
Rank 6 · Spell · Common
A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect.
Advanced review details
Description snippet: A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each targe
Source lines: 31512 - 31527
Raw text block
SCINTILLATING SAFEGUARD SPELL 6 ABJURATION Traditions divine, occult, primal Cast [reaction] somatic; Trigger An effect would deal physical or energy damage to you or a creature in range. Range 30 feet; Targets up to 5 willing creatures who would be harmed by the triggering effect A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect. Heightened (+1) The resistance increases by 1.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The resistance increases by 1."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect.",
"outcomes": []
}
Full schema_data
{
"id": "scintillating-safeguard",
"name": "Scintillating Safeguard",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "[reaction] somatic",
"cast_actions": "reaction",
"components": [
"somatic"
],
"range": "30 feet",
"area": "none",
"targets": "up to 5 willing creatures who would be harmed by the triggering effect",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "An effect would deal physical or energy damage to you or a creature in range.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect.",
"description_snippet": "A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each targe",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The resistance increases by 1."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The resistance increases by 1."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect.",
"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": 31512,
"source_line_end": 31527,
"raw_text_block": "SCINTILLATING SAFEGUARD\nSPELL 6\nABJURATION\nTraditions divine, occult, primal\nCast [reaction] somatic; Trigger An effect would deal physical or\nenergy damage to you or a creature in range.\nRange 30 feet; Targets up to 5 willing creatures who would be\nharmed by the triggering effect\nA sparkling magical barrier envelops each target, shielding\nthem against the triggering effect. Choose one type of\nphysical or energy damage the triggering effect deals. Each\ntarget gains resistance 10 against that damage type for the\ntriggering effect. The resistance applies only against the initial\ndamage, not against any persistent damage or other lingering\neffects of the effect.\nHeightened (+1) The resistance increases by 1.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "scintillating-safeguard",
"content_id": "scintillating-safeguard",
"level": 6
}
Secrets of Magic
Scintillating Safeguard APG
Rank 6 · Spell · Common
Reactively protect
Advanced review details
Description snippet: Reactively protect
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "abjuration",
"traditions": [
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Reactively protect",
"content_id": "scintillating_safeguard_apg",
"type": "spell",
"description": "Reactively protect"
}
Core Rulebook (4th Printing)
Scrying
Rank 6 · Spell · Uncommon
Spy on a creature.
Advanced review details
Description snippet: Spy on a creature.
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "divination",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Spy on a creature.",
"content_id": "scrying",
"type": "spell",
"description": "Spy on a creature."
}
Core Rulebook (4th Printing)
Spellwrack
Rank 6 · Spell · Common
Curse a creature to be
Advanced review details
Description snippet: Curse a creature to be
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "abjuration",
"traditions": [
"arcane",
"divine",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Curse a creature to be",
"content_id": "spellwrack",
"type": "spell",
"description": "Curse a creature to be"
}
Core Rulebook (Fourth Printing)
Spirit Blast
Rank 6 · Spell · Common
You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.
Advanced review details
Description snippet: You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its
Source lines: 58218 - 58233
Raw text block
SPIRIT BLAST FORCE SPELL 6 NECROMANCY Traditions divine, occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature Saving Throw basic Fortitude You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs. Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "16d6",
"type": "force",
"persistent": false
}
]
Effects
{
"description": "You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.",
"outcomes": []
}
Full schema_data
{
"id": "spirit-blast",
"name": "Spirit Blast",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"force"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "basic Fortitude",
"save_type": "basic_fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.",
"description_snippet": "You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its",
"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": "16d6",
"type": "force",
"persistent": false
}
],
"damage_type": [
"force"
],
"effects": {
"description": "You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.",
"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": 58218,
"source_line_end": 58233,
"raw_text_block": "SPIRIT BLAST\nFORCE\nSPELL 6\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nSaving Throw basic Fortitude\nYou concentrate ethereal energy and attack a creature's\nspirit, dealing 16d6 force damage. Because spirit blast affects\nthe creature's spirit, it can damage a target projecting its\nconsciousness (such as via project image) or possessing\nanother creature even if the target's body is elsewhere. The\npossessed creature isn't harmed by the blast. The blast doesn't\nharm creatures that have no spirit, such as constructs.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "spirit-blast",
"content_id": "spirit-blast",
"level": 6
}
Core Rulebook (Fourth Printing)
Stone Tell
Rank 6 · Spell · Uncommon
You can ask questions of and receive answers from natural or worked stone. The natural spirits of the stone answer from a perspective shaped by the stone's nature and what has touched or been concealed by it.
Advanced review details
Description snippet: Speak to the spirits within natural or worked stone.
Source lines: 58915 - 58928
Raw text block
STONE TELL Traditions divine, primal Cast [two-actions] somatic, verbal Duration 10 minutes You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You can ask questions of and receive answers from natural or worked stone. The natural spirits of the stone answer from a perspective shaped by the stone's nature and what has touched or been concealed by it.",
"outcomes": []
}
Full schema_data
{
"id": "stone-tell",
"name": "Stone Tell",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"divine",
"primal"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You can ask questions of and receive answers from natural or worked stone. The natural spirits of the stone answer from a perspective shaped by the stone's nature and what has touched or been concealed by it.",
"description_snippet": "Speak to the spirits within natural or worked stone.",
"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 can ask questions of and receive answers from natural or worked stone. The natural spirits of the stone answer from a perspective shaped by the stone's nature and what has touched or been concealed by it.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 58915,
"source_line_end": 58928,
"raw_text_block": "STONE TELL\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "stone-tell",
"content_id": "stone-tell",
"level": 6
}
Core Rulebook (Fourth Printing)
Stone to Flesh
Rank 6 · Spell · Common
You convert stone into flesh and blood. You can restore a petrified creature to its normal state or turn a stone object into an inert mass of flesh in roughly the same shape.
Advanced review details
Description snippet: Turn a petrified creature or stone object into flesh.
Source lines: 58930 - 58952
Raw text block
STONE TO FLESH EARTH SPELL 6 TRANSMUTATION Traditions divine, primal Cast [two-actions] somatic, verbal Range touch; Targets petrified creature or human-size stone object Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You convert stone into flesh and blood. You can restore a petrified creature to its normal state or turn a stone object into an inert mass of flesh in roughly the same shape.",
"outcomes": []
}
Full schema_data
{
"id": "stone-to-flesh",
"name": "Stone to Flesh",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"earth"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "petrified creature or human-size stone object",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You convert stone into flesh and blood. You can restore a petrified creature to its normal state or turn a stone object into an inert mass of flesh in roughly the same shape.",
"description_snippet": "Turn a petrified creature or stone object into flesh.",
"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 convert stone into flesh and blood. You can restore a petrified creature to its normal state or turn a stone object into an inert mass of flesh in roughly the same shape.",
"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": 58930,
"source_line_end": 58952,
"raw_text_block": "STONE TO FLESH\nEARTH\nSPELL 6\nTRANSMUTATION\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets petrified creature or human-size stone object\nManipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "stone-to-flesh",
"content_id": "stone-to-flesh",
"level": 6
}
Core Rulebook (Fourth Printing)
Tangling Creepers
Rank 6 · Spell · Common
Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a -10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the concentrate trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target; on a success, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first.
Advanced review details
Description snippet: Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a
Source lines: 59094 - 59112
Raw text block
TANGLING CREEPERS CONJURATION SPELL 6 PLANT Traditions primal Cast [three-actions] material, somatic, verbal Range 500 feet; Area 40-foot burst Duration 10 minutes Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a -10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the concentrate trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target; on a success, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a -10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the concentrate trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target; on a success, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first.",
"outcomes": []
}
Full schema_data
{
"id": "tangling-creepers",
"name": "Tangling Creepers",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"plant"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "500 feet",
"area": "40-foot burst",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a -10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the concentrate trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target; on a success, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first.",
"description_snippet": "Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a",
"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": "Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a -10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the concentrate trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target; on a success, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first.",
"outcomes": []
},
"conditions_caused": [
"immobilized"
],
"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": 59094,
"source_line_end": 59112,
"raw_text_block": "TANGLING CREEPERS\nCONJURATION\nSPELL 6\nPLANT\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 500 feet; Area 40-foot burst\nDuration 10 minutes\nDense, twitching creepers sprout from every surface and fill\nany bodies of water in the area. Any creature moving on the\nland, or Climbing or Swimming within the creepers, takes a\n-10-foot circumstance penalty to its Speeds while in the area.\nOnce per round, you can make a vine lash out from any square\nwithin the expanse of creepers by using a single action, which\nhas the concentrate trait. This vine has a 15-foot reach. Make a\nmelee spell attack roll against the target; on a success, the vine\npulls the target into the creepers and makes it immobilized for\n1 round or until the creature Escapes (against your spell DC),\nwhichever comes first.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "tangling-creepers",
"content_id": "tangling-creepers",
"level": 6
}
Core Rulebook (4th Printing)
Teleport
Rank 6 · Spell · Uncommon
Transport you and
Advanced review details
Description snippet: Transport you and
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "conjuration",
"traditions": [
"arcane",
"occult"
],
"heightenable": true,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Transport you and",
"content_id": "teleport",
"type": "spell",
"description": "Transport you and"
}
Advanced Player's Guide
Tempest Form
Rank 6 · Focus · Common
Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.
Advanced review details
Description snippet: Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whet
Source lines: 33048 - 33087
Raw text block
ORACLE POLYMORPH FOCUS 6 TRANSMUTATION Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse. Heightened (+2) Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD"
}
]
Damage clauses
[
{
"formula": "1d6",
"type": "electricity",
"persistent": false
}
]
Effects
{
"description": "Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.",
"outcomes": []
}
Full schema_data
{
"id": "tempest-form",
"name": "Tempest Form",
"rank": 6,
"is_cantrip": false,
"spell_type": "focus",
"school": "transmutation",
"rarity": "common",
"traditions": [
"none"
],
"traits": [
"polymorph"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.",
"description_snippet": "Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whet",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD"
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the resistance by 5 and the electricity damage from the charged water form by 1. TEMPEST TOUCH UNCOMMON COLD"
}
],
"damage": [
{
"formula": "1d6",
"type": "electricity",
"persistent": false
}
],
"damage_type": [
"electricity"
],
"effects": {
"description": "Mystery tempest Cast [two-actions] somatic, verbal Duration sustained up to 1 minute Your body becomes fluid to better suit your surroundings. When you Cast this Spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait. You also gain the following effects based on your form. • Air You gain a fly Speed of 20 feet and become invisible while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the manipulate trait. • Mist You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is concealed to the targeting creature. • Water You gain a swim Speed of 20 feet and become invisible while you are in the water. You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; if it touches you, this is cumulative with the damage from your major curse.",
"outcomes": []
},
"conditions_caused": [
"concealed"
],
"focus_class": "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": 33048,
"source_line_end": 33087,
"raw_text_block": "ORACLE\nPOLYMORPH\nFOCUS 6\nTRANSMUTATION\nMystery tempest\nCast [two-actions] somatic, verbal\nDuration sustained up to 1 minute\nYour body becomes fluid to better suit your surroundings.\nWhen you Cast this Spell, choose whether to become air,\nwater, or mist. The spell gains the air trait if you choose air\nor mist, and the water trait if you choose water or mist. You\nbecome amorphous, as does your armor. You lose any item\nbonus to AC and use your proficiency bonus for unarmored\ndefense to determine your AC. You also gain resistance 10 to\nphysical damage and become immune to precision damage.\nYou can slip through tiny cracks and don't need to breathe.\nYou can't cast spells, activate items, or use actions that have\nthe attack or manipulate trait. You also gain the following\neffects based on your form.\n• Air You gain a fly Speed of 20 feet and become invisible\nwhile you are in the air. You can create the effects of a\ngust of wind from your space as a 2-action activity, which\nhas the manipulate trait.\n• Mist You gain a fly Speed of 20 feet, and it becomes hard\nto see through you. Any creature on one side of your\nspace who is targeted by a creature on the opposite side\nis concealed to the targeting creature.\n• Water You gain a swim Speed of 20 feet and become\ninvisible while you are in the water. You can electrically\ncharge yourself by taking a single action, which has the\nmanipulate trait. If you do, you are no longer invisible\nin the water due to electricity indicating your location,\nbut any creature that makes a melee attack against you\ntakes 1d6 electricity damage; if it touches you, this is\ncumulative with the damage from your major curse.\nHeightened (+2) Increase the resistance by 5 and the\nelectricity damage from the charged water form by 1.\nTEMPEST TOUCH\nUNCOMMON\nCOLD",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "tempest-form",
"content_id": "tempest-form",
"level": 6
}
Core Rulebook (Fourth Printing)
True Seeing
Rank 6 · Spell · Common
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).
Advanced review details
Description snippet: You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determinin
Source lines: 59416 - 59428
Raw text block
TRUE SEEING DIVINATION SPELL 6 REVELATION Traditions arcane, divine, occult, primal Cast [two-actions] somatic, verbal Duration 10 minutes You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).",
"outcomes": []
}
Full schema_data
{
"id": "true-seeing",
"name": "True Seeing",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"revelation"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).",
"description_snippet": "You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determinin",
"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 see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).",
"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": 59416,
"source_line_end": 59428,
"raw_text_block": "TRUE SEEING\nDIVINATION\nSPELL 6\nREVELATION\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, verbal\nDuration 10 minutes\nYou see things within 60 feet as they actually are. The GM rolls\na secret counteract check against any illusion or transmutation\nin the area, but only for the purpose of determining whether\nyou see through it (for instance, if the check succeeds against\na polymorph spell, you can see the creature's true form, but\nyou don't end the polymorph spell).",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "true-seeing",
"content_id": "true-seeing",
"level": 6
}
Secrets of Magic
True SeeingC
Rank 6 · Spell · Rare
See through illusions and transmutations.
Advanced review details
Description snippet: See through illusions and transmutations.
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 6,
"school": "divination",
"traditions": [
"primal"
],
"heightenable": false,
"rarity": "rare",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "See through illusions and transmutations.",
"content_id": "true_seeingc",
"type": "spell",
"description": "See through illusions and transmutations."
}
Secrets of Magic
Unexpected Transposition
Rank 6 · Spell · Common
When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. UNSPEAKABLE SHADOW DEATH EMOTION
Advanced review details
Description snippet: When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing c
Source lines: 16191 - 16213
Raw text block
UNEXPECTED TRANSPOSITION CONJURATION SPELL 6 TELEPORTATION Traditions arcane, occult Cast [reaction] verbal; Trigger You are targeted with an enemy's Strike. Range 30 feet; Targets 1 creature other than the triggering enemy Saving Throw Will When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. UNSPEAKABLE SHADOW DEATH EMOTION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. UNSPEAKABLE SHADOW DEATH EMOTION",
"outcomes": []
}
Full schema_data
{
"id": "unexpected-transposition",
"name": "Unexpected Transposition",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"teleportation"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature other than the triggering enemy",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "You are targeted with an enemy's Strike.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. UNSPEAKABLE SHADOW DEATH EMOTION",
"description_snippet": "When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing c",
"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": "When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to unexpected transposition spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. UNSPEAKABLE SHADOW DEATH EMOTION",
"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": 16191,
"source_line_end": 16213,
"raw_text_block": "UNEXPECTED TRANSPOSITION\nCONJURATION\nSPELL 6\nTELEPORTATION\nTraditions arcane, occult\nCast [reaction] verbal; Trigger You are targeted with an enemy's Strike.\nRange 30 feet; Targets 1 creature other than the triggering\nenemy\nSaving Throw Will\nWhen attacked, you attempt to quickly swap your own\nposition with that of another creature. A creature that\nis unwilling to swap places with you must attempt a Will\nsave. Willing creatures automatically fail. If you successfully\nswitch places with the target, the triggering attack is\nresolved against that creature as if it had been the original\ntarget of the attack. After the swap, you and the target are\nboth temporarily immune to unexpected transposition spells\nfor 1 minute. You automatically switch places if the target is\nwilling. If it's unwilling, it can attempt a Will save. Neither of\nyou teleports if the target succeeds at its save.\nUNSPEAKABLE SHADOW\nDEATH\nEMOTION",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "unexpected-transposition",
"content_id": "unexpected-transposition",
"level": 6
}
Core Rulebook (Fourth Printing)
Vampiric Exsanguination
Rank 6 · Spell · Common
You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.
Advanced review details
Description snippet: You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points
Source lines: 59708 - 59724
Raw text block
VAMPIRIC EXSANGUINATION DEATH NECROMANCY SPELL 6 NEGATIVE Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Area 30-foot cone Saving Throw basic Fortitude You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "12d6",
"type": "negative",
"persistent": false
}
]
Effects
{
"description": "You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "vampiric-exsanguination",
"name": "Vampiric Exsanguination",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"death",
"negative"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "30-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": "You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.",
"description_snippet": "You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points",
"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": "12d6",
"type": "negative",
"persistent": false
}
],
"damage_type": [
"negative"
],
"effects": {
"description": "You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.",
"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": 59708,
"source_line_end": 59724,
"raw_text_block": "VAMPIRIC EXSANGUINATION\nDEATH\nNECROMANCY\nSPELL 6\nNEGATIVE\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nArea 30-foot cone\nSaving Throw basic Fortitude\nYou draw in the blood and life force of other creatures through\nyour outstretched arms. You deal 12d6 negative damage to\nliving creatures in the area.\nYou gain temporary Hit Points equal to half the damage a\nsingle creature takes from this spell; calculate these temporary\nHit Points using the creature that took the most damage. You\nlose any remaining temporary Hit Points after 1 minute.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "vampiric-exsanguination",
"content_id": "vampiric-exsanguination",
"level": 6
}
Core Rulebook (Fourth Printing)
Vibrant Pattern
Rank 6 · Spell · Common
You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws. Success: The creature is unaffected. Failure: The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute. Critical Failure: The creature is blinded for 1 minute.
Advanced review details
Description snippet: You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside t
Source lines: 59840 - 59861
Raw text block
VIBRANT PATTERN ILLUSION INCAPACITATION SPELL 6 VISUAL Traditions arcane, occult Cast [two-actions] material, somatic Range 120 feet; Area 10-foot burst Saving Throw Will; Duration sustained up to 1 minute You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws. Success The creature is unaffected. Failure The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute. Critical Failure The creature is blinded for 1 minute.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws.",
"outcomes": {
"Success": "The creature is unaffected.",
"Failure": "The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute.",
"Critical Failure": "The creature is blinded for 1 minute."
}
}
Full schema_data
{
"id": "vibrant-pattern",
"name": "Vibrant Pattern",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"incapacitation",
"visual"
],
"cast": "[two-actions] material, somatic",
"cast_actions": "2_actions",
"components": [
"material",
"somatic"
],
"range": "120 feet",
"area": "10-foot burst",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws. Success: The creature is unaffected. Failure: The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute. Critical Failure: The creature is blinded for 1 minute.",
"description_snippet": "You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside t",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws.",
"outcomes": {
"Success": "The creature is unaffected.",
"Failure": "The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute.",
"Critical Failure": "The creature is blinded for 1 minute."
}
},
"conditions_caused": [
"blinded"
],
"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": 59840,
"source_line_end": 59861,
"raw_text_block": "VIBRANT PATTERN\nILLUSION\nINCAPACITATION\nSPELL 6\nVISUAL\nTraditions arcane, occult\nCast [two-actions] material, somatic\nRange 120 feet; Area 10-foot burst\nSaving Throw Will; Duration sustained up to 1 minute\nYou create a pattern of lights that pulses with intensity.\nCreatures are dazzled while inside the pattern.\nIn addition, a creature must attempt a Will saving throw\nif it's inside the pattern when you cast it, enters the pattern,\nends its turn within the pattern, or uses a Seek or Interact\naction on the pattern. A creature currently blinded by the\npattern doesn't need to attempt new saving throws.\nSuccess The creature is unaffected.\nFailure The creature is blinded by the pattern. If it exits\nthe pattern, it can attempt a new save to recover from\nthe blinded condition at the end of each of its turns, to a\nmaximum duration of 1 minute.\nCritical Failure The creature is blinded for 1 minute.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "vibrant-pattern",
"content_id": "vibrant-pattern",
"level": 6
}
Core Rulebook (Fourth Printing)
Wall Of Force
Rank 6 · Spell · Common
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.
Advanced review details
Description snippet: You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open spac
Source lines: 60016 - 60038
Raw text block
WALL OF FORCE EVOCATION SPELL 6 FORCE Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 30 feet Duration 1 minute You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation. Heightened (+2) The Hit Points of the wall increases by 20.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The Hit Points of the wall increases by 20."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.",
"outcomes": []
}
Full schema_data
{
"id": "wall-of-force",
"name": "Wall Of Force",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"force"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.",
"description_snippet": "You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open spac",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The Hit Points of the wall increases by 20."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The Hit Points of the wall increases by 20."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.",
"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": 60016,
"source_line_end": 60038,
"raw_text_block": "WALL OF FORCE\nEVOCATION\nSPELL 6\nFORCE\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet\nDuration 1 minute\nYou form an invisible wall of pure magical force up to 50\nfeet long and up to 20 feet high. The wall has no discernible\nthickness. You must create the wall in an unbroken open space\nso its edges don't pass through any creatures or objects, or\nthe spell is lost. The wall has AC 10, Hardness 30, and 60 Hit\nPoints, and it's immune to critical hits and precision damage.\nThe wall blocks physical effects from passing through it, and\nbecause it's made of force, it blocks incorporeal and ethereal\ncreatures as well. Teleportation effects can pass through the\nbarrier, as can visual effects (since the wall is invisible).\nWall of force is immune to counteracting effects of its\nlevel or lower, but the wall is automatically destroyed by\na disintegrate spell of any level or by contact with a rod of\ncancellation or sphere of annihilation.\nHeightened (+2) The Hit Points of the wall increases by 20.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "wall-of-force",
"content_id": "wall-of-force",
"level": 6
}
Advanced Player's Guide
Ward Domain
Rank 6 · Ritual · Uncommon
Secondary Checks Lore (any), Survival, Thievery Area 100 feet × 100 feet, up to 50 feet high Duration 1 week This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of ward domain and remain throughout the duration. All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC - 10. A successful dispel magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful disjunction ends the entire ritual. Critical Success: You create the effects described above, and you protect an area twice as large. Success: You create the effects described above. Failure: The ritual has no effect. Critical Failure: The area becomes trapped and hostile to you and your allies in a way you didn't anticipate.
Advanced review details
Description snippet: Secondary Checks Lore (any), Survival, Thievery Area 100 feet × 100 feet, up to 50 feet high Duration 1 week This ritual has long been used to guard the private sanctums of powerfu
Source lines: 35171 - 35207
Raw text block
WARD DOMAIN UNCOMMON RITUAL 6 ABJURATION Cast 1 day; Cost rare incenses, oils, and powdered silver, worth 150 gp total; Secondary Casters 3 Primary Check Arcana, Nature, or Occultism (master); Secondary Checks Lore (any), Survival, Thievery Area 100 feet × 100 feet, up to 50 feet high Duration 1 week This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of ward domain and remain throughout the duration. All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC - 10. A successful dispel magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful disjunction ends the entire ritual. Critical Success You create the effects described above, and you protect an area twice as large. Success You create the effects described above. Failure The ritual has no effect. Critical Failure The area becomes trapped and hostile to you and your allies in a way you didn't anticipate. Heightened (+1) The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Secondary Checks Lore (any), Survival, Thievery Area 100 feet × 100 feet, up to 50 feet high Duration 1 week This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of ward domain and remain throughout the duration. All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC - 10. A successful dispel magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful disjunction ends the entire ritual.",
"outcomes": {
"Critical Success": "You create the effects described above, and you protect an area twice as large.",
"Success": "You create the effects described above.",
"Failure": "The ritual has no effect.",
"Critical Failure": "The area becomes trapped and hostile to you and your allies in a way you didn't anticipate."
}
}
Full schema_data
{
"id": "ward-domain",
"name": "Ward Domain",
"rank": 6,
"is_cantrip": false,
"spell_type": "ritual",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "rare incenses, oils, and powdered silver, worth 150 gp total",
"primary_check": "Arcana, Nature, or Occultism (master)",
"secondary_casters": "3",
"description": "Secondary Checks Lore (any), Survival, Thievery Area 100 feet × 100 feet, up to 50 feet high Duration 1 week This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of ward domain and remain throughout the duration. All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC - 10. A successful dispel magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful disjunction ends the entire ritual. Critical Success: You create the effects described above, and you protect an area twice as large. Success: You create the effects described above. Failure: The ritual has no effect. Critical Failure: The area becomes trapped and hostile to you and your allies in a way you didn't anticipate.",
"description_snippet": "Secondary Checks Lore (any), Survival, Thievery Area 100 feet × 100 feet, up to 50 feet high Duration 1 week This ritual has long been used to guard the private sanctums of powerfu",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Secondary Checks Lore (any), Survival, Thievery Area 100 feet × 100 feet, up to 50 feet high Duration 1 week This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of ward domain and remain throughout the duration. All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC - 10. A successful dispel magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful disjunction ends the entire ritual.",
"outcomes": {
"Critical Success": "You create the effects described above, and you protect an area twice as large.",
"Success": "You create the effects described above.",
"Failure": "The ritual has no effect.",
"Critical Failure": "The area becomes trapped and hostile to you and your allies in a way you didn't anticipate."
}
},
"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": 35171,
"source_line_end": 35207,
"raw_text_block": "WARD DOMAIN\nUNCOMMON\nRITUAL 6\nABJURATION\nCast 1 day; Cost rare incenses, oils, and powdered silver, worth\n150 gp total; Secondary Casters 3\nPrimary Check Arcana, Nature, or Occultism (master);\nSecondary Checks Lore (any), Survival, Thievery\nArea 100 feet × 100 feet, up to 50 feet high\nDuration 1 week\nThis ritual has long been used to guard the private sanctums of\npowerful rulers, spellcasters, and other figures of import. You\nand the other casters spend the casting time burning incense,\nanointing doorframes, and drawing lines of powered silver\nacross entryways. The ritual creates the following magical\neffects within the area; these effects are heightened to the level\nof ward domain and remain throughout the duration.\nAll gates, doors, windows, and similar apertures in the area\n(if any) are locked, with the effects of lock. In addition, you can\nobscure up to six doors, doorways, or similar entrances within\nthe area with the effects of illusory object to appear as plain\nwalls. Scrying spells can't perceive any stimuli from the area,\nand ward domain attempts to counteract teleportation effects\ninto or out of the area, including attempts to summon creatures\ninto the area, using a modifier equal to the ritual's save DC - 10.\nA successful dispel magic used on a specific effect removes\nonly that effect (such as the lock effect on one window). A\nsuccessful disjunction ends the entire ritual.\nCritical Success You create the effects described above, and\nyou protect an area twice as large.\nSuccess You create the effects described above.\nFailure The ritual has no effect.\nCritical Failure The area becomes trapped and hostile to you\nand your allies in a way you didn't anticipate.\nHeightened (+1) The ward covers an additional area 100 feet ×\n100 feet, up to 50 feet high, which must be contiguous with\nthe original area.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "ward-domain",
"content_id": "ward-domain",
"level": 6
}
Core Rulebook (Fourth Printing)
Zealous Conviction
Rank 6 · Spell · Common
You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely.
Advanced review details
Description snippet: You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves agai
Source lines: 60517 - 60536
Raw text block
ZEALOUS CONVICTION SPELL 6 MENTAL Traditions divine, occult Cast [two-actions] somatic, verbal Range 30 feet; Targets up to 10 willing creatures Duration 10 minutes You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely. Heightened (9th) The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely.",
"outcomes": []
}
Full schema_data
{
"id": "zealous-conviction",
"name": "Zealous Conviction",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "up to 10 willing creatures",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely.",
"description_snippet": "You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves agai",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely.",
"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": 60517,
"source_line_end": 60536,
"raw_text_block": "ZEALOUS CONVICTION\nSPELL 6\nMENTAL\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets up to 10 willing creatures\nDuration 10 minutes\nYou bypass your targets' rational minds, instilling them with\nunshakable conviction and zeal. The targets each gain 12\ntemporary Hit Points and a +2 status bonus to Will saves\nagainst mental effects, as their faith overrides the signals from\ntheir own bodies and minds. If you tell a target to do something,\nit must comply with your request, though if it would normally\nfind the task repugnant, it can attempt a Will save at the end\nof its turn each round due to the cognitive dissonance. On a\nsuccess, it ends the spell's effects on itself entirely.\nHeightened (9th) The temporary Hit Points increase to 18, and\nthe status bonus to Will saves increases to +3.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "zealous-conviction",
"content_id": "zealous-conviction",
"level": 6
}
Secrets of Magic
Zero Gravity
Rank 6 · Spell · Uncommon
Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess and allowing them to regain use of their Spellstrike. Meanwhile, a summoner's link spells draw upon, or sometimes even transform, the bond between the summoner and eidolon. Secrets of Magic Magus
Advanced review details
Description snippet: Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess a
Source lines: 16603 - 16619
Raw text block
ZERO GRAVITY UNCOMMON SPELL 6 EVOCATION Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 120 feet; Area 20-foot radius, 40-foot-tall cylinder Duration sustained up to 1 minute FOCUS SPELLS Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess and allowing them to regain use of their Spellstrike. Meanwhile, a summoner's link spells draw upon, or sometimes even transform, the bond between the summoner and eidolon. Secrets of Magic Magus
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess and allowing them to regain use of their Spellstrike. Meanwhile, a summoner's link spells draw upon, or sometimes even transform, the bond between the summoner and eidolon. Secrets of Magic Magus",
"outcomes": []
}
Full schema_data
{
"id": "zero-gravity",
"name": "Zero Gravity",
"rank": 6,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"arcane",
"occult"
],
"traits": [
"spells"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "20-foot radius, 40-foot-tall cylinder",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess and allowing them to regain use of their Spellstrike. Meanwhile, a summoner's link spells draw upon, or sometimes even transform, the bond between the summoner and eidolon. Secrets of Magic Magus",
"description_snippet": "Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess a",
"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": "Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess and allowing them to regain use of their Spellstrike. Meanwhile, a summoner's link spells draw upon, or sometimes even transform, the bond between the summoner and eidolon. Secrets of Magic Magus",
"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": 16603,
"source_line_end": 16619,
"raw_text_block": "ZERO GRAVITY\nUNCOMMON\nSPELL 6\nEVOCATION\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 20-foot radius, 40-foot-tall cylinder\nDuration sustained up to 1 minute\nFOCUS SPELLS\nMagi and summoners call upon powerful magic to assist themselves and their eidolons. A\nmagus's conflux spells are specially created for combat, mixing martial and magical prowess\nand allowing them to regain use of their Spellstrike. Meanwhile, a summoner's link spells\ndraw upon, or sometimes even transform, the bond between the summoner and eidolon.\nSecrets\nof\nMagic\nMagus",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "zero-gravity",
"content_id": "zero-gravity",
"level": 6
}
Secrets of Magic
Angel Form
Rank 7 · Spell · Common
Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. • 40 temporary Hit Points and weakness 10 to evil damage. • Darkvision. • One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +25, unless your own modifier is higher. You also gain specific abilities based on the type of angel you choose: • Balisse Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; Melee [one-action] scimitar (forceful, sweep), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good. • Choral Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; Melee [one-action] fist (agile), Damage 2d6+12 bludgeoning plus 1d6 good; Ranged [one-action] piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and deafened for 1 round on a critical hit. First Contact Gozran 17, 4680 “Stay away from the forest.” It was a common refrain from childhood, but whenever I pressed for answers, I was only warned about witches and dangerous magic. After today's adventure, I suspect in truth it was simply caut ion borne of unfamiliarity. We often fear what we don't know. Today, with a prayer to Gozreh, I left the coastal home of my youth and ventured into that unkn own, off to start a new life in the city. From the storie s, I always pictured wild-eyed witches brewing sinister potion s in the woods. Maybe they do that too, but the kind man I passed today was simply conversing with plant s. (I had to look twice. Perhaps he was talking to hims elf? But no, he was holding a lengthy discussion with the ferns.) He smiled at me and said, “Well met, cousi n,” before retreating into the woods with a lynx at his heels—where had she come from? Afterward, a wall of brambles closed around their passage. That sure seems like witchery to me. Hardly as dark as the storie s, though I can't stop wondering... why did he call me “cousin”? • Monadic Deva Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; Melee [one-action] holy mace (shove), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good. • Movanic Deva Speed 30 feet, fly 40 feet; resistance 10 to negative; Melee [one-action] bastard sword (two-hand d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good.
Advanced review details
Description snippet: Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Sm
Source lines: 10125 - 10223
Raw text block
ANGEL FORM SPELL 7 TRANSMUTATION Traditions divine Cast [two-actions] somatic, verbal Duration 1 minute Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. • 40 temporary Hit Points and weakness 10 to evil damage. • Darkvision. • One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +25, unless your own modifier is higher. You also gain specific abilities based on the type of angel you choose: • Balisse Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; Melee [one-action] scimitar (forceful, sweep), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good. • Choral Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; Melee [one-action] fist (agile), Damage 2d6+12 bludgeoning plus 1d6 good; Ranged [one-action] piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and deafened for 1 round on a critical hit. First Contact Gozran 17, 4680 “Stay away from the forest.” It was a common refrain from childhood, but whenever I pressed for answers, I was only warned about witches and dangerous magic. After today's adventure, I suspect in truth it was simply caut ion borne of unfamiliarity. We often fear what we don't know. Today, with a prayer to Gozreh, I left the coastal home of my youth and ventured into that unkn own, off to start a new life in the city. From the storie s, I always pictured wild-eyed witches brewing sinister potion s in the woods. Maybe they do that too, but the kind man I passed today was simply conversing with plant s. (I had to look twice. Perhaps he was talking to hims elf? But no, he was holding a lengthy discussion with the ferns.) He smiled at me and said, “Well met, cousi n,” before retreating into the woods with a lynx at his heels—where had she come from? Afterward, a wall of brambles closed around their passage. That sure seems like witchery to me. Hardly as dark as the storie s, though I can't stop wondering... why did he call me “cousin”? • Monadic Deva Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; Melee [one-action] holy mace (shove), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good. • Movanic Deva Speed 30 feet, fly 40 feet; resistance 10 to negative; Melee [one-action] bastard sword (two-hand d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good. Heightened (9th) Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. • 40 temporary Hit Points and weakness 10 to evil damage. • Darkvision. • One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +25, unless your own modifier is higher. You also gain specific abilities based on the type of angel you choose: • Balisse Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; Melee [one-action] scimitar (forceful, sweep), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good. • Choral Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; Melee [one-action] fist (agile), Damage 2d6+12 bludgeoning plus 1d6 good; Ranged [one-action] piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and deafened for 1 round on a critical hit. First Contact Gozran 17, 4680 “Stay away from the forest.” It was a common refrain from childhood, but whenever I pressed for answers, I was only warned about witches and dangerous magic. After today's adventure, I suspect in truth it was simply caut ion borne of unfamiliarity. We often fear what we don't know. Today, with a prayer to Gozreh, I left the coastal home of my youth and ventured into that unkn own, off to start a new life in the city. From the storie s, I always pictured wild-eyed witches brewing sinister potion s in the woods. Maybe they do that too, but the kind man I passed today was simply conversing with plant s. (I had to look twice. Perhaps he was talking to hims elf? But no, he was holding a lengthy discussion with the ferns.) He smiled at me and said, “Well met, cousi n,” before retreating into the woods with a lynx at his heels—where had she come from? Afterward, a wall of brambles closed around their passage. That sure seems like witchery to me. Hardly as dark as the storie s, though I can't stop wondering... why did he call me “cousin”? • Monadic Deva Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; Melee [one-action] holy mace (shove), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good. • Movanic Deva Speed 30 feet, fly 40 feet; resistance 10 to negative; Melee [one-action] bastard sword (two-hand d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good.",
"outcomes": []
}
Full schema_data
{
"id": "angel-form",
"name": "Angel Form",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"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": "Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. • 40 temporary Hit Points and weakness 10 to evil damage. • Darkvision. • One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +25, unless your own modifier is higher. You also gain specific abilities based on the type of angel you choose: • Balisse Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; Melee [one-action] scimitar (forceful, sweep), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good. • Choral Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; Melee [one-action] fist (agile), Damage 2d6+12 bludgeoning plus 1d6 good; Ranged [one-action] piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and deafened for 1 round on a critical hit. First Contact Gozran 17, 4680 “Stay away from the forest.” It was a common refrain from childhood, but whenever I pressed for answers, I was only warned about witches and dangerous magic. After today's adventure, I suspect in truth it was simply caut ion borne of unfamiliarity. We often fear what we don't know. Today, with a prayer to Gozreh, I left the coastal home of my youth and ventured into that unkn own, off to start a new life in the city. From the storie s, I always pictured wild-eyed witches brewing sinister potion s in the woods. Maybe they do that too, but the kind man I passed today was simply conversing with plant s. (I had to look twice. Perhaps he was talking to hims elf? But no, he was holding a lengthy discussion with the ferns.) He smiled at me and said, “Well met, cousi n,” before retreating into the woods with a lynx at his heels—where had she come from? Afterward, a wall of brambles closed around their passage. That sure seems like witchery to me. Hardly as dark as the storie s, though I can't stop wondering... why did he call me “cousin”? • Monadic Deva Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; Melee [one-action] holy mace (shove), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good. • Movanic Deva Speed 30 feet, fly 40 feet; resistance 10 to negative; Melee [one-action] bastard sword (two-hand d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good.",
"description_snippet": "Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Sm",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. • 40 temporary Hit Points and weakness 10 to evil damage. • Darkvision. • One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. • Athletics modifier of +25, unless your own modifier is higher. You also gain specific abilities based on the type of angel you choose: • Balisse Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher; Melee [one-action] scimitar (forceful, sweep), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good. • Choral Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; Melee [one-action] fist (agile), Damage 2d6+12 bludgeoning plus 1d6 good; Ranged [one-action] piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and deafened for 1 round on a critical hit. First Contact Gozran 17, 4680 “Stay away from the forest.” It was a common refrain from childhood, but whenever I pressed for answers, I was only warned about witches and dangerous magic. After today's adventure, I suspect in truth it was simply caut ion borne of unfamiliarity. We often fear what we don't know. Today, with a prayer to Gozreh, I left the coastal home of my youth and ventured into that unkn own, off to start a new life in the city. From the storie s, I always pictured wild-eyed witches brewing sinister potion s in the woods. Maybe they do that too, but the kind man I passed today was simply conversing with plant s. (I had to look twice. Perhaps he was talking to hims elf? But no, he was holding a lengthy discussion with the ferns.) He smiled at me and said, “Well met, cousi n,” before retreating into the woods with a lynx at his heels—where had she come from? Afterward, a wall of brambles closed around their passage. That sure seems like witchery to me. Hardly as dark as the storie s, though I can't stop wondering... why did he call me “cousin”? • Monadic Deva Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; Melee [one-action] holy mace (shove), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good. • Movanic Deva Speed 30 feet, fly 40 feet; resistance 10 to negative; Melee [one-action] bastard sword (two-hand d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good.",
"outcomes": []
},
"conditions_caused": [
"deafened",
"enfeebled"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"source_file": "PF2E Secrets of Magic.txt",
"source_line_start": 10125,
"source_line_end": 10223,
"raw_text_block": "ANGEL FORM\nSPELL 7\nTRANSMUTATION\nTraditions divine\nCast [two-actions] somatic, verbal\nDuration 1 minute\nInvoking the celestial realms, you transform into a\nMedium angel battle form. When you cast this spell,\nchoose balisse, choral, monadic deva, or movanic deva.\nThe battle form is Small if you choose choral. While in\nthis form, you gain the angel and celestial traits. You have\nhands in this battle form and can use manipulate actions.\nYou can Dismiss the spell.\nYou gain the following statistics and abilities regardless\nof the form that you choose:\n• AC = 22 + your level. Ignore your armor check's\npenalty and Speed reduction.\n• 40 temporary Hit Points and weakness 10 to evil\ndamage.\n• Darkvision.\n• One or more attacks specific to the battle form\nyou choose. You're trained with them. Your attack\nmodifier is +25, and you use the listed damage. Melee\nattacks are Strength based (for the purpose of the\nenfeebled condition, for example), and ranged attacks\nare Dexterity based. If your attack modifier is higher\nfor the given unarmed attack or weapon, you can use\nit instead.\n• Athletics modifier of +25, unless your own modifier is\nhigher.\nYou also gain specific abilities based on the type of angel\nyou choose:\n• Balisse Speed 30 feet, fly 40 feet; Perception modifier\nof +26 to detect lies and illusions unless your own\nmodifier is higher; Melee [one-action] scimitar (forceful, sweep),\nDamage 2d6+12 slashing plus 1d6 fire and 1d6 good.\n• Choral Speed 30 feet, fly 40 feet; +1 status bonus to\nAC and saves against sonic and auditory; Melee [one-action]\nfist (agile), Damage 2d6+12 bludgeoning plus 1d6\ngood; Ranged [one-action] piercing hymn (range 90 feet),\nDamage 1d6+12 sonic plus 1d6 good, and deafened\nfor 1 round on a critical hit.\nFirst Contact\nGozran 17, 4680\n“Stay away from the forest.”\nIt was a common refrain from childhood,\nbut\nwhenever I pressed for answers, I was\nonly warned\nabout witches and dangerous magic. After\ntoday's\nadventure, I suspect in truth it was simply caut\nion borne\nof unfamiliarity. We often fear what we don't\nknow.\nToday, with a prayer to Gozreh, I left the\ncoastal\nhome of my youth and ventured into that unkn\nown, off\nto start a new life in the city. From the storie\ns, I always\npictured wild-eyed witches brewing sinister potion\ns in the\nwoods. Maybe they do that too, but the kind\nman I\npassed today was simply conversing with plant\ns. (I had\nto look twice. Perhaps he was talking to hims\nelf? But no,\nhe was holding a lengthy discussion with the\nferns.)\nHe smiled at me and said, “Well met, cousi\nn,” before\nretreating into the woods with a lynx at his\nheels—where\nhad she come from? Afterward, a wall\nof brambles\nclosed around their passage. That sure\nseems like\nwitchery to me. Hardly as dark as the storie\ns, though\nI can't stop wondering... why did he call me\n“cousin”?\n• Monadic Deva Speed 30 feet, fly 40 feet; +2 status\nbonus on saves against death effects and effects\nthat manipulate souls; Melee [one-action] holy mace (shove),\nDamage 2d6+12 bludgeoning plus 1d6 force and\n1d6 good.\n• Movanic Deva Speed 30 feet, fly 40 feet; resistance\n10 to negative; Melee [one-action] bastard sword (two-hand\nd12), Damage 1d8+12 slashing plus 1d6 fire and 1d6\ngood.\nHeightened (9th) Your battle form is Large. You must\nhave space to expand, or the spell is lost. You instead\ngain 60 temporary Hit Points, weakness 15 to evil\ndamage, attack modifier +30, damage bonus +20, and\nAthletics +33.",
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"spell_id": "angel-form",
"content_id": "angel-form",
"level": 7
}
Core Rulebook (4th Printing)
Contingency
Rank 7 · Spell · Common
Set up a spell to
Advanced review details
Description snippet: Set up a spell to
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 7,
"school": "abjuration",
"traditions": [
"arcane"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Set up a spell to",
"content_id": "contingency",
"type": "spell",
"description": "Set up a spell to"
}
Secrets of Magic
Corrosive Body
Rank 7 · Spell · Common
You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet.
Advanced review details
Description snippet: You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you wi
Source lines: 11068 - 11101
Raw text block
CORROSIVE BODY ACID POLYMORPH SPELL 7 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet. Heightened (9th) Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary HP.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary HP."
}
]
Damage clauses
[
{
"formula": "3d6",
"type": "acid",
"persistent": false
},
{
"formula": "4d6",
"type": "acid",
"persistent": false
}
]
Effects
{
"description": "You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet.",
"outcomes": []
}
Full schema_data
{
"id": "corrosive-body",
"name": "Corrosive Body",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"acid",
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet.",
"description_snippet": "You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you wi",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary HP."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary HP."
}
],
"damage": [
{
"formula": "3d6",
"type": "acid",
"persistent": false
},
{
"formula": "4d6",
"type": "acid",
"persistent": false
}
],
"damage_type": [
"acid"
],
"effects": {
"description": "You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet.",
"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": 11068,
"source_line_end": 11101,
"raw_text_block": "CORROSIVE BODY\nACID\nPOLYMORPH\nSPELL 7\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou exhale corrosive gas, and acidic secretions coat your\nskin as you transform into a being of living acid. You gain\nacid immunity. Any creature that touches you or damages\nyou with an unarmed melee attack or non-reach melee\nweapon takes 3d6 acid damage, and your unarmed attacks\ndeal 1d4 additional acid damage. The first time each round\nthat you deal acid damage to a creature in this way, you gain\n3d6 temporary HP as your body digests the eroded material\nand transforms it into a protective acid. When the spell\nends, any remaining temporary HP expires as well. Your acid\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nspells deal one additional die of acid damage (of the same\ndamage die the spell uses). You can cast acid splash as an\ninnate spell; the splash damage affects all creatures within\n15 feet instead of the normal 5 feet.\nHeightened (9th) Creatures touching you take 4d6 acid\ndamage instead of 3d6, your unarmed attacks deal 2d4\nadditional acid damage, and you gain 5d6 temporary HP.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
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"spell_id": "corrosive-body",
"content_id": "corrosive-body",
"level": 7
}
Secrets of Magic
Cosmic Form
Rank 7 · Spell · Common
You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +25, unless your own is higher. You also gain specific abilities based on the stellar body: • Moon Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; Ranged [one-action] moonbeam (range 90 feet), Damage 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either Strike, the target is stupefied 2 for 1 round. • Sun Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; Ranged [one-action] sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; on a critical hit with either Strike, the target is dazzled for 1 round. Familiarity Sarenith 21, 4680 I haven't seen any more strange clouds granting enigmatic powers, but my research confirms a patron can choose anyone and visit anytime. It seems the next steps are up to me. Pecking at my hand in what I'm sure she thinks is a playful manner is—to my continued amazement—my familiar. I called her “Salty Bird” at first, because I could smell the sea when I met her, but she disapproved, so I teasingly named her “Pepper” and that's what stuck. I like this bird's sense of humor. Her trills wake me at dawn, and before heading to work, we commune for a few hours while she teaches me magic. The other librarians are now used to seeing Pepper with me, and my friend Myra even brings her seeds. We've been practicing spells in empty halls (I accidentally greased the floor in the third wing while reading aloud, but we got rid of it before anyone noticed), and I had my first chance to try a hex when making a book delivery yesterday. One muttered word, and the small child fending off a large bully fared much better. Between this and my windowsill herb garden, I feel like I'm settling in as the newest witch in town.
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Description snippet: You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spe
Source lines: 11114 - 11177
Raw text block
COSMIC FORM POLYMORPH SPELL 7 TRANSMUTATION Traditions divine, primal Cast [two-actions] somatic, verbal Duration 1 minute You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +25, unless your own is higher. You also gain specific abilities based on the stellar body: • Moon Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; Ranged [one-action] moonbeam (range 90 feet), Damage 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either Strike, the target is stupefied 2 for 1 round. • Sun Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; Ranged [one-action] sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; on a critical hit with either Strike, the target is dazzled for 1 round. Familiarity Sarenith 21, 4680 I haven't seen any more strange clouds granting enigmatic powers, but my research confirms a patron can choose anyone and visit anytime. It seems the next steps are up to me. Pecking at my hand in what I'm sure she thinks is a playful manner is—to my continued amazement—my familiar. I called her “Salty Bird” at first, because I could smell the sea when I met her, but she disapproved, so I teasingly named her “Pepper” and that's what stuck. I like this bird's sense of humor. Her trills wake me at dawn, and before heading to work, we commune for a few hours while she teaches me magic. The other librarians are now used to seeing Pepper with me, and my friend Myra even brings her seeds. We've been practicing spells in empty halls (I accidentally greased the floor in the third wing while reading aloud, but we got rid of it before anyone noticed), and I had my first chance to try a hex when making a book delivery yesterday. One muttered word, and the small child fending off a large bully fared much better. Between this and my windowsill herb garden, I feel like I'm settling in as the newest witch in town.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +25, unless your own is higher. You also gain specific abilities based on the stellar body: • Moon Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; Ranged [one-action] moonbeam (range 90 feet), Damage 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either Strike, the target is stupefied 2 for 1 round. • Sun Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; Ranged [one-action] sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; on a critical hit with either Strike, the target is dazzled for 1 round. Familiarity Sarenith 21, 4680 I haven't seen any more strange clouds granting enigmatic powers, but my research confirms a patron can choose anyone and visit anytime. It seems the next steps are up to me. Pecking at my hand in what I'm sure she thinks is a playful manner is—to my continued amazement—my familiar. I called her “Salty Bird” at first, because I could smell the sea when I met her, but she disapproved, so I teasingly named her “Pepper” and that's what stuck. I like this bird's sense of humor. Her trills wake me at dawn, and before heading to work, we commune for a few hours while she teaches me magic. The other librarians are now used to seeing Pepper with me, and my friend Myra even brings her seeds. We've been practicing spells in empty halls (I accidentally greased the floor in the third wing while reading aloud, but we got rid of it before anyone noticed), and I had my first chance to try a hex when making a book delivery yesterday. One muttered word, and the small child fending off a large bully fared much better. Between this and my windowsill herb garden, I feel like I'm settling in as the newest witch in town.",
"outcomes": []
}
Full schema_data
{
"id": "cosmic-form",
"name": "Cosmic Form",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +25, unless your own is higher. You also gain specific abilities based on the stellar body: • Moon Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; Ranged [one-action] moonbeam (range 90 feet), Damage 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either Strike, the target is stupefied 2 for 1 round. • Sun Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; Ranged [one-action] sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; on a critical hit with either Strike, the target is dazzled for 1 round. Familiarity Sarenith 21, 4680 I haven't seen any more strange clouds granting enigmatic powers, but my research confirms a patron can choose anyone and visit anytime. It seems the next steps are up to me. Pecking at my hand in what I'm sure she thinks is a playful manner is—to my continued amazement—my familiar. I called her “Salty Bird” at first, because I could smell the sea when I met her, but she disapproved, so I teasingly named her “Pepper” and that's what stuck. I like this bird's sense of humor. Her trills wake me at dawn, and before heading to work, we commune for a few hours while she teaches me magic. The other librarians are now used to seeing Pepper with me, and my friend Myra even brings her seeds. We've been practicing spells in empty halls (I accidentally greased the floor in the third wing while reading aloud, but we got rid of it before anyone noticed), and I had my first chance to try a hex when making a book delivery yesterday. One muttered word, and the small child fending off a large bully fared much better. Between this and my windowsill herb garden, I feel like I'm settling in as the newest witch in town.",
"description_snippet": "You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spe",
"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
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],
"damage_type": [
"none"
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"effects": {
"description": "You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. You gain the following statistics and abilities regardless of the form that you choose: • AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +25, unless your own is higher. You also gain specific abilities based on the stellar body: • Moon Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; Ranged [one-action] moonbeam (range 90 feet), Damage 2d4+10 fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either Strike, the target is stupefied 2 for 1 round. • Sun Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile, reach 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; Ranged [one-action] sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; on a critical hit with either Strike, the target is dazzled for 1 round. Familiarity Sarenith 21, 4680 I haven't seen any more strange clouds granting enigmatic powers, but my research confirms a patron can choose anyone and visit anytime. It seems the next steps are up to me. Pecking at my hand in what I'm sure she thinks is a playful manner is—to my continued amazement—my familiar. I called her “Salty Bird” at first, because I could smell the sea when I met her, but she disapproved, so I teasingly named her “Pepper” and that's what stuck. I like this bird's sense of humor. Her trills wake me at dawn, and before heading to work, we commune for a few hours while she teaches me magic. The other librarians are now used to seeing Pepper with me, and my friend Myra even brings her seeds. We've been practicing spells in empty halls (I accidentally greased the floor in the third wing while reading aloud, but we got rid of it before anyone noticed), and I had my first chance to try a hex when making a book delivery yesterday. One muttered word, and the small child fending off a large bully fared much better. Between this and my windowsill herb garden, I feel like I'm settling in as the newest witch in town.",
"outcomes": []
},
"conditions_caused": [
"enfeebled",
"stupefied"
],
"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": 11114,
"source_line_end": 11177,
"raw_text_block": "COSMIC FORM\nPOLYMORPH\nSPELL 7\nTRANSMUTATION\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou recreate your form entirely out of cosmic energy,\ntransforming into a Large battle form. You must have\nenough space to expand into, or the spell is lost. When you\ncast this spell, choose to take on the powers of the moon\nor the sun. You have hands in this battle form and can use\nmanipulate actions. You can Dismiss the spell.\nYou gain the following statistics and abilities regardless\nof the form that you choose:\n• AC = 21 + your level. Ignore your armor check's penalty\nand Speed reduction.\n• 20 temporary Hit Points.\n• Darkvision.\n• One or more attacks specific to the battle form you\nuse. You're trained with them. Your attack modifier\nis +25, and you use the listed damage. The melee\nattacks are Strength based (for the purpose of the\nenfeebled condition, for example), and the ranged\nattacks are Dexterity based. If your unarmed attack\nmodifier is higher, you can use it instead.\n• Athletics modifier of +25, unless your own is higher.\nYou also gain specific abilities based on the stellar body:\n• Moon Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile,\nreach 10 feet), Damage 2d4+10 bludgeoning plus 1d6\nfire; Ranged [one-action] moonbeam (range 90 feet), Damage\n2d4+10 fire; this form's fire damage is silver for\nresistances, weaknesses, and the like; on a critical\nhit with either Strike, the target is stupefied 2 for\n1 round.\n• Sun Speed 30 feet, fly 50 feet; Melee [one-action] fist (agile,\nreach 10 feet), Damage 2d6+10 fire plus 1d6 persistent\nfire; Ranged [one-action] sunbeam (range 90 feet), Damage\n1d6+10 fire plus 1d6 persistent fire; on a critical hit\nwith either Strike, the target is dazzled for 1 round.\nFamiliarity\nSarenith 21, 4680\nI haven't seen any more strange clouds granting\nenigmatic powers, but my research confirms a patron can\nchoose anyone and visit anytime. It seems the next steps\nare up to me.\nPecking at my hand in what I'm sure she thinks\nis a playful manner is—to my continued amazement—my\nfamiliar. I called her “Salty Bird” at first, because I\ncould smell the sea when I met her, but she disapproved,\nso I teasingly named her “Pepper” and that's what stuck.\nI like this bird's sense of humor.\nHer trills wake me at dawn, and before heading to\nwork, we commune for a few hours while she teaches me\nmagic. The other librarians are now used to seeing Pepper\nwith me, and my friend Myra even brings her seeds.\nWe've been practicing spells in empty halls (I accidentally\ngreased the floor in the third wing while reading aloud,\nbut we got rid of it before anyone noticed), and I had\nmy first chance to try a hex when making a book delivery\nyesterday. One muttered word, and the small child\nfending off a large bully fared much better.\nBetween this and my windowsill herb garden, I feel\nlike I'm settling in as the newest witch in town.",
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"extraction_confidence": "high",
"quarantine_reasons": [
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],
"spell_id": "cosmic-form",
"content_id": "cosmic-form",
"level": 7
}
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