Live registry review
Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
Filter the catalogue
Filter by spell metadata or search across names, IDs, descriptions, traditions, traits, and other canonical fields.
Current result set: 898 matching canonical spell rows
No filters are active. Showing the full canonical library.
Spell review results
Showing page 32 of 36 for 898 matching canonical spell rows.
Page 32 of 36
Core Rulebook (Fourth Printing)
Dimensional Lock
Rank 7 · Spell · Uncommon
You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.
Advanced review details
Description snippet: You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional s
Source lines: 51225 - 51239
Raw text block
DIMENSIONAL LOCK UNCOMMON SPELL 7 ABJURATION Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range 120 feet; Area 60-foot burst Duration until the next time you make your daily preparations You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.",
"outcomes": []
}
Full schema_data
{
"id": "dimensional-lock",
"name": "Dimensional Lock",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "60-foot burst",
"targets": "none",
"duration": "until the next time you make your daily preparations",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.",
"description_snippet": "You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional s",
"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 shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.",
"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": 51225,
"source_line_end": 51239,
"raw_text_block": "DIMENSIONAL LOCK\nUNCOMMON\nSPELL 7\nABJURATION\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 60-foot burst\nDuration until the next time you make your daily preparations\nYou create a shimmering barrier that attempts to counteract\nteleportation effects and planar travel into or out of the\narea, including items that allow access to extradimensional\nspaces (such as a bag of holding). Dimensional lock tries\nto counteract any attempt to summon a creature into the\narea but doesn't stop the creature from departing when the\nsummoning ends.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "dimensional-lock",
"content_id": "dimensional-lock",
"level": 7
}
Core Rulebook (Fourth Printing)
Divine Decree
Rank 7 · Spell · Common
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has; creatures in the area that oppose it must attempt a Fortitude save. critical_success: The creature is unaffected. success: The creature takes half damage. failure: The creature takes full damage and is enfeebled 2 for 1 minute. critical_failure: The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a critical failure, it dies.
Advanced review details
Description snippet: Decree punishment against creatures opposed to your deity's ideals.
Source lines: 51801 - 51824
Raw text block
DIVINE DECREE SPELL 7 EVOCATION Traditions divine Cast [two-actions] somatic, verbal Range 40 feet; Area 40-foot emanation Saving Throw Fortitude; Duration varies You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude save. Creatures with an alignment that matches the one you chose are unaffected by the spell. Those that neither match nor oppose it treat the result of their saving throw as one degree better and don't suffer effects other than damage. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is enfeebled 2 for 1 minute. Critical Failure The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a critical failure, it dies. Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has; creatures in the area that oppose it must attempt a Fortitude save.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature takes half damage.",
"failure": "The creature takes full damage and is enfeebled 2 for 1 minute.",
"critical_failure": "The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a critical failure, it dies."
}
}
Full schema_data
{
"id": "divine-decree",
"name": "Divine Decree",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "40 feet",
"area": "40-foot emanation",
"targets": "none",
"duration": "varies",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has; creatures in the area that oppose it must attempt a Fortitude save. critical_success: The creature is unaffected. success: The creature takes half damage. failure: The creature takes full damage and is enfeebled 2 for 1 minute. critical_failure: The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a critical failure, it dies.",
"description_snippet": "Decree punishment against creatures opposed to your deity's ideals.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has; creatures in the area that oppose it must attempt a Fortitude save.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature takes half damage.",
"failure": "The creature takes full damage and is enfeebled 2 for 1 minute.",
"critical_failure": "The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a critical failure, it dies."
}
},
"conditions_caused": [
"enfeebled",
"paralyzed"
],
"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": 51801,
"source_line_end": 51824,
"raw_text_block": "DIVINE DECREE\nSPELL 7\nEVOCATION\nTraditions divine\nCast [two-actions] somatic, verbal\nRange 40 feet; Area 40-foot emanation\nSaving Throw Fortitude; Duration varies\nYou utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude save. Creatures with an alignment that matches the one you chose are unaffected by the spell. Those that neither match nor oppose it treat the result of their saving throw as one degree better and don't suffer effects other than damage.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and is enfeebled 2 for 1 minute.\nCritical Failure The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a critical failure, it dies.\nHeightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "divine-decree",
"content_id": "divine-decree",
"level": 7
}
Core Rulebook (Fourth Printing)
Divine Vessel
Rank 7 · Spell · Common
You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. If you were Medium or smaller, you become Large, as the effects of enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits. • 40 temporary Hit Points. • A fly Speed equal to your Speed. • Weakness 10 to the alignment opposite the one you chose. • A +1 status bonus to saves against spells. • Darkvision. • Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. • One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.
Advanced review details
Description snippet: You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity h
Source lines: 51619 - 51651
Raw text block
DIVINE VESSEL MORPH SPELL 7 TRANSMUTATION Traditions divine Cast [two-actions] somatic, verbal Duration 1 minute You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. If you were Medium or smaller, you become Large, as the effects of enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits. • 40 temporary Hit Points. • A fly Speed equal to your Speed. • Weakness 10 to the alignment opposite the one you chose. • A +1 status bonus to saves against spells. • Darkvision. • Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. • One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits. Heightened (9th) The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes."
}
]
Damage clauses
[
{
"formula": "2d10",
"type": "piercing",
"persistent": false
},
{
"formula": "2d8",
"type": "slashing",
"persistent": false
}
]
Effects
{
"description": "You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. If you were Medium or smaller, you become Large, as the effects of enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits. • 40 temporary Hit Points. • A fly Speed equal to your Speed. • Weakness 10 to the alignment opposite the one you chose. • A +1 status bonus to saves against spells. • Darkvision. • Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. • One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.",
"outcomes": []
}
Full schema_data
{
"id": "divine-vessel",
"name": "Divine Vessel",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"morph"
],
"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 accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. If you were Medium or smaller, you become Large, as the effects of enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits. • 40 temporary Hit Points. • A fly Speed equal to your Speed. • Weakness 10 to the alignment opposite the one you chose. • A +1 status bonus to saves against spells. • Darkvision. • Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. • One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.",
"description_snippet": "You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity h",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes."
}
],
"damage": [
{
"formula": "2d10",
"type": "piercing",
"persistent": false
},
{
"formula": "2d8",
"type": "slashing",
"persistent": false
}
],
"damage_type": [
"piercing",
"slashing"
],
"effects": {
"description": "You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. If you were Medium or smaller, you become Large, as the effects of enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits. • 40 temporary Hit Points. • A fly Speed equal to your Speed. • Weakness 10 to the alignment opposite the one you chose. • A +1 status bonus to saves against spells. • Darkvision. • Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. • One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.",
"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": 51619,
"source_line_end": 51651,
"raw_text_block": "DIVINE VESSEL\nMORPH\nSPELL 7\nTRANSMUTATION\nTraditions divine\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou accept otherworldly energies into your body; while you\nare still recognizably yourself, you gain the features of one\nof your deity's servitors. Choose an alignment your deity has\n(chaotic, evil, good, or lawful). You can't cast this spell if you\ndon't have a deity or your deity is true neutral. This spell gains\nthe trait of the alignment you chose.\nIf you were Medium or smaller, you become Large, as the\neffects of enlarge. You must have space to expand into, or the\nspell is lost. You also gain the following benefits.\n• 40 temporary Hit Points.\n• A fly Speed equal to your Speed.\n• Weakness 10 to the alignment opposite the one\nyou chose.\n• A +1 status bonus to saves against spells.\n• Darkvision.\n• Your unarmed attacks and weapons deal 1 additional\ndamage of the chosen alignment type.\n• One or more unarmed melee attacks. If you chose good\nor lawful, your fist attacks deal 2d8 damage. If you\nchose chaotic, you gain a bite unarmed attack that\ndeals 2d10 piercing damage. If you chose evil, you\ngain a claws unarmed attack that deals 2d8 slashing\ndamage and has the agile and finesse traits.\nHeightened (9th) The temporary Hit Points increase to 60,\nthe weakness increases to 15, and the duration increases\nto 10 minutes.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "divine-vessel",
"content_id": "divine-vessel",
"level": 7
}
Core Rulebook (Fourth Printing)
Duplicate Foe
Rank 7 · Spell · Common
You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. Critical Success: You fail to create a duplicate. Success: The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. Failure: The duplicate works as described.
Advanced review details
Description snippet: You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied sp
Source lines: 51975 - 52008
Raw text block
DUPLICATE FOE Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 30 feet; Targets 1 enemy of level 15 or lower Saving Throw Fortitude; Duration sustained up to 1 minute You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. Critical Success You fail to create a duplicate. Success The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. Failure The duplicate works as described. Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP. SPELL 7 CONJURATION
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The level of creature you can target increases by 2. The duplicate has 10 more HP. SPELL 7 CONJURATION"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.",
"outcomes": {
"Critical Success": "You fail to create a duplicate.",
"Success": "The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.",
"Failure": "The duplicate works as described."
}
}
Full schema_data
{
"id": "duplicate-foe",
"name": "Duplicate Foe",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 enemy of level 15 or lower",
"duration": "sustained up to 1 minute",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. Critical Success: You fail to create a duplicate. Success: The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. Failure: The duplicate works as described.",
"description_snippet": "You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied sp",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The level of creature you can target increases by 2. The duplicate has 10 more HP. SPELL 7 CONJURATION"
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The level of creature you can target increases by 2. The duplicate has 10 more HP. SPELL 7 CONJURATION"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.",
"outcomes": {
"Critical Success": "You fail to create a duplicate.",
"Success": "The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.",
"Failure": "The duplicate works as described."
}
},
"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": 51975,
"source_line_end": 52008,
"raw_text_block": "DUPLICATE FOE\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet; Targets 1 enemy of level 15 or lower\nSaving Throw Fortitude; Duration sustained up to 1 minute\nYou try to create a temporary duplicate of an enemy to fight\non your behalf. The target can attempt a Fortitude save to\ndisrupt the spell. The duplicate appears in an unoccupied space\nadjacent to the target and has the target's attack modifier, AC,\nsaving throw modifiers, Perception, and skill modifiers, but it\nhas only 70 Hit Points and lacks the target's special abilities,\nincluding immunities, resistances, and weaknesses. It has no\nmagic items except weapon potency runes.\nThe duplicate gains the minion trait, and it can only Stride\nand Strike. Its Strikes deal the target's normal damage but\ndon't apply added effects, since it doesn't have special abilities.\nThe spell automatically ends if the duplicate's Hit Points drop\nto 0.\nThe duplicate attacks your enemies to the best of its\nabilities. You can also try to give it additional instructions;\nwhen you Sustain the Spell, you can also Command a Minion\nas part of your action, but the GM determines whether the\nduplicate follows your command.\nThe duplicate is unstable, so each turn after it takes its\nactions, it loses 4d6 Hit Points. It's not a living creature, and it\ncan never regain its lost Hit Points in any way.\nCritical Success You fail to create a duplicate.\nSuccess The duplicate deals half damage with its Strikes and\nthe duration is reduced to a maximum of 2 rounds.\nFailure The duplicate works as described.\nHeightened (+1) The level of creature you can target increases\nby 2. The duplicate has 10 more HP.\nSPELL 7\nCONJURATION",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "duplicate-foe",
"content_id": "duplicate-foe",
"level": 7
}
Core Rulebook (Fourth Printing)
Eclipse Burst
Rank 7 · Spell · Common
A globe of freezing darkness explodes in the area, dealing cold damage to creatures in the area and additional negative damage to living creatures. critical_success: The creature is unaffected. success: The creature takes half damage. failure: The creature takes full damage. critical_failure: The creature takes double damage and becomes blinded by the darkness for an unlimited duration.
Advanced review details
Description snippet: Explode a globe of freezing darkness that harms the living most.
Source lines: 52416 - 52464
Raw text block
ECLIPSE BURST COLD DARKNESS SPELL 7 NECROMANCY NEGATIVE Traditions arcane, divine, primal Cast [two-actions] somatic, verbal Range 500 feet; Area 60-foot burst Saving Throw Reflex A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus 8d4 additional negative damage to living creatures. Each creature in the area must attempt a Reflex save. If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage and becomes blinded by the darkness for an unlimited duration. Heightened (+1) The cold damage increases by 1d10 and the negative damage against the living increases by 1d4.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The cold damage increases by 1d10 and the negative damage against the living increases by 1d4."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A globe of freezing darkness explodes in the area, dealing cold damage to creatures in the area and additional negative damage to living creatures.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature takes half damage.",
"failure": "The creature takes full damage.",
"critical_failure": "The creature takes double damage and becomes blinded by the darkness for an unlimited duration."
}
}
Full schema_data
{
"id": "eclipse-burst",
"name": "Eclipse Burst",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"primal"
],
"traits": [
"cold",
"darkness",
"negative"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "500 feet",
"area": "60-foot burst",
"targets": "none",
"duration": "none",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A globe of freezing darkness explodes in the area, dealing cold damage to creatures in the area and additional negative damage to living creatures. critical_success: The creature is unaffected. success: The creature takes half damage. failure: The creature takes full damage. critical_failure: The creature takes double damage and becomes blinded by the darkness for an unlimited duration.",
"description_snippet": "Explode a globe of freezing darkness that harms the living most.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The cold damage increases by 1d10 and the negative damage against the living increases by 1d4."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The cold damage increases by 1d10 and the negative damage against the living increases by 1d4."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "A globe of freezing darkness explodes in the area, dealing cold damage to creatures in the area and additional negative damage to living creatures.",
"outcomes": {
"critical_success": "The creature is unaffected.",
"success": "The creature takes half damage.",
"failure": "The creature takes full damage.",
"critical_failure": "The creature takes double damage and becomes blinded by the darkness for an unlimited duration."
}
},
"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": 52416,
"source_line_end": 52464,
"raw_text_block": "ECLIPSE BURST\nCOLD\nDARKNESS\nSPELL 7\nNECROMANCY\nNEGATIVE\nTraditions arcane, divine, primal\nCast [two-actions] somatic, verbal\nRange 500 feet; Area 60-foot burst\nSaving Throw Reflex\nA globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus 8d4 additional negative damage to living creatures. Each creature in the area must attempt a Reflex save.\nIf the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage.\nCritical Failure The creature takes double damage and becomes blinded by the darkness for an unlimited duration.\nHeightened (+1) The cold damage increases by 1d10 and the negative damage against the living increases by 1d4.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "eclipse-burst",
"content_id": "eclipse-burst",
"level": 7
}
Core Rulebook (Fourth Printing)
Energy Aegis
Rank 7 · Spell · Common
You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.
Advanced review details
Description snippet: You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.
Source lines: 52224 - 52234
Raw text block
ENERGY AEGIS SPELL 7 ABJURATION Traditions arcane, divine, occult, primal Cast 1 minute (material, somatic, verbal) Range touch; Targets 1 creature Duration until the next time you make your daily preparations You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage. Heightened (9th) The resistances increase to 10.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The resistances increase to 10."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.",
"outcomes": []
}
Full schema_data
{
"id": "energy-aegis",
"name": "Energy Aegis",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "until the next time you make your daily preparations",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.",
"description_snippet": "You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The resistances increase to 10."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The resistances increase to 10."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 52224,
"source_line_end": 52234,
"raw_text_block": "ENERGY AEGIS\nSPELL 7\nABJURATION\nTraditions arcane, divine, occult, primal\nCast 1 minute (material, somatic, verbal)\nRange touch; Targets 1 creature\nDuration until the next time you make your daily preparations\nYou protect the target with a powerful, long-lasting energy\nbarrier. The target gains resistance 5 to acid, cold, electricity,\nfire, force, negative, positive, and sonic damage.\nHeightened (9th) The resistances increase to 10.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "energy-aegis",
"content_id": "energy-aegis",
"level": 7
}
Core Rulebook (Fourth Printing)
Ethereal Jaunt
Rank 7 · Spell · Uncommon
You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down). You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there. When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed. If you cast this spell when not on the Material Plane, it is lost.
Advanced review details
Description snippet: You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half
Source lines: 52379 - 52401
Raw text block
ETHEREAL JAUNT UNCOMMON CONJURATION SPELL 7 TELEPORTATION Traditions divine, occult Cast [two-actions] somatic, verbal Duration sustained up to 1 minute You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down). You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there. When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed. If you cast this spell when not on the Material Plane, it is lost. Heightened (9th) You can target up to five additional willing creatures within 30 feet. The duration is up to 10 minutes.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can target up to five additional willing creatures within 30 feet. The duration is up to 10 minutes."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down). You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there. When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed. If you cast this spell when not on the Material Plane, it is lost.",
"outcomes": []
}
Full schema_data
{
"id": "ethereal-jaunt",
"name": "Ethereal Jaunt",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"divine",
"occult"
],
"traits": [
"teleportation"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down). You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there. When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed. If you cast this spell when not on the Material Plane, it is lost.",
"description_snippet": "You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can target up to five additional willing creatures within 30 feet. The duration is up to 10 minutes."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can target up to five additional willing creatures within 30 feet. The duration is up to 10 minutes."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down). You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there. When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed. If you cast this spell when not on the Material Plane, it is lost.",
"outcomes": []
},
"conditions_caused": [
"concealed"
],
"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": 52379,
"source_line_end": 52401,
"raw_text_block": "ETHEREAL JAUNT\nUNCOMMON\nCONJURATION\nSPELL 7\nTELEPORTATION\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nDuration sustained up to 1 minute\nYou travel to the Ethereal Plane, which overlaps the Material\nPlane. Material Plane creatures can't see you, and you can move\nthrough things on the Material Plane. You move at half your\nnormal Speeds, but can move in any direction (including up and\ndown). You can see onto the Material Plane within a radius of\n60 feet; it is gray, hazy, and concealed from you. You can't affect\nthe Material Plane, and you can't be affected by the Material\nPlane except by force effects and abjurations originating there.\nWhen the spell ends, you return to the Material Plane. If\nyou're in the air, you fall (unless you can fly), and if you're\ninside an object, you're pushed into the nearest open space\nand take 1d6 damage per 5 feet you were pushed.\nIf you cast this spell when not on the Material Plane, it is lost.\nHeightened (9th) You can target up to five additional willing\ncreatures within 30 feet. The duration is up to 10 minutes.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "ethereal-jaunt",
"content_id": "ethereal-jaunt",
"level": 7
}
Core Rulebook (Fourth Printing)
Fiery Body
Rank 7 · Spell · Common
You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't need to breathe.
Advanced review details
Description snippet: You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unar
Source lines: 52637 - 52669
Raw text block
FIERY BODY FIRE POLYMORPH SPELL 7 TRANSMUTATION Traditions arcane, primal Cast [two-actions] somatic, verbal Duration 1 minute You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't need to breathe. Heightened (9th) Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet. FINGER OF DEATH DEATH Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature Saving Throw basic Fortitude You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly. Heightened (+1) The damage increases by 10.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet. FINGER OF DEATH DEATH Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature Saving Throw basic Fortitude You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
]
Damage clauses
[
{
"formula": "3d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't need to breathe.",
"outcomes": []
}
Full schema_data
{
"id": "fiery-body",
"name": "Fiery Body",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"fire",
"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 become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't need to breathe.",
"description_snippet": "You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unar",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet. FINGER OF DEATH DEATH Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature Saving Throw basic Fortitude You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet. FINGER OF DEATH DEATH Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature Saving Throw basic Fortitude You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
],
"damage": [
{
"formula": "3d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't need to breathe.",
"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": 52637,
"source_line_end": 52669,
"raw_text_block": "FIERY BODY\nFIRE\nPOLYMORPH\nSPELL 7\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou become living flame, giving you fire immunity,\nresistance 10 to precision damage, and weakness 5 to cold\nand to water. Any creature that touches you or damages\nyou with an unarmed attack or non-reach melee weapon\ntakes 3d6 fire damage.\nYour unarmed attacks deal 1d4 additional fire damage, and\nyour fire spells deal one additional die of fire damage (of the\nsame damage die the spell uses). You can cast produce flame\nas an innate spell; the casting is reduced from 2 actions to 1.\nIn fire form, you have a fly Speed of 40 feet and don't need\nto breathe.\nHeightened (9th) Creatures touching you take 4d6 fire damage\ninstead of 3d6, your unarmed attacks deal 2d4 additional\nfire damage, and you have a fly Speed of 60 feet.\nFINGER OF DEATH\nDEATH\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 living creature\nSaving Throw basic Fortitude\nYou point your finger toward the target and speak a word\nof slaying. You deal 70 negative damage to the target. If the\ndamage from finger of death reduces the target to 0 Hit Points,\nthe target dies instantly.\nHeightened (+1) The damage increases by 10.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fiery-body",
"content_id": "fiery-body",
"level": 7
}
Core Rulebook (Fourth Printing)
Finger of Death
Rank 7 · Spell · Common
You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target, and if this reduces it to 0 Hit Points, it dies instantly.
Advanced review details
Description snippet: Speak a word of slaying that can kill outright.
Source lines: 53015 - 53026
Raw text block
FINGER OF DEATH DEATH Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 living creature Saving Throw basic Fortitude You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly. Heightened (+1) The damage increases by 10.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target, and if this reduces it to 0 Hit Points, it dies instantly.",
"outcomes": []
}
Full schema_data
{
"id": "finger-of-death",
"name": "Finger of Death",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine",
"primal"
],
"traits": [
"death"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 living creature",
"duration": "none",
"save": "basic Fortitude",
"save_type": "basic_fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target, and if this reduces it to 0 Hit Points, it dies instantly.",
"description_snippet": "Speak a word of slaying that can kill outright.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 10."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target, and if this reduces it to 0 Hit Points, it dies instantly.",
"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": 53015,
"source_line_end": 53026,
"raw_text_block": "FINGER OF DEATH\nDEATH\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 living creature\nSaving Throw basic Fortitude\nYou point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.\nHeightened (+1) The damage increases by 10.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "finger-of-death",
"content_id": "finger-of-death",
"level": 7
}
Advanced Player's Guide
Force Cage
Rank 7 · Spell · Common
You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a disintegrate spell of any level, or by contact with a rod of cancellation (page 262) or sphere of annihilation (Gamemastery Guide 113). FUNGAL INFESTATION Traditions primal Cast [two-actions] somatic, verbal Range touch; Area 15-foot cone Saving Throw Fortitude Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature is unaffected. Failure: The creature is sickened 1. Critical Failure: The character is sickened 2.
Advanced review details
Description snippet: You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Etherea
Source lines: 30747 - 30805
Raw text block
FORCE CAGE EVOCATION SPELL 7 FORCE Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 30 feet; Area 1 cube 20 feet on each side Saving Throw Reflex; Duration sustained up to 1 minute You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a disintegrate spell of any level, or by contact with a rod of cancellation (page 262) or sphere of annihilation (Gamemastery Guide 113). FUNGAL INFESTATION Traditions primal Cast [two-actions] somatic, verbal Range touch; Area 15-foot cone Saving Throw Fortitude Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save. Critical Success The creature is unaffected. Success The target takes half the persistent poison damage. Failure The target takes the full persistent poison damage. While it is taking this persistent poison damage, it has weakness 1 to fire and weakness 1 to slashing. Critical Failure As failure, but double the persistent poison damage. While it is taking this persistent poison damage, it has weakness 2 to fire and weakness 2 to slashing. Heightened (+2) The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure. ooze or a protean. The growths rot rapidly and fall away after 1 round. In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. This additional effect is a mental and visual effect. Success The creature is unaffected. Failure The creature is sickened 1. Critical Failure The character is sickened 2. Heightened (+1) The damage increases by 2d6.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure. ooze or a protean. The growths rot rapidly and fall away after 1 round. In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. This additional effect is a mental and visual effect."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
]
Damage clauses
[
{
"formula": "2d6",
"type": "poison",
"persistent": true
}
]
Effects
{
"description": "You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a disintegrate spell of any level, or by contact with a rod of cancellation (page 262) or sphere of annihilation (Gamemastery Guide 113). FUNGAL INFESTATION Traditions primal Cast [two-actions] somatic, verbal Range touch; Area 15-foot cone Saving Throw Fortitude Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is unaffected.",
"Failure": "The creature is sickened 1.",
"Critical Failure": "The character is sickened 2."
}
}
Full schema_data
{
"id": "force-cage",
"name": "Force Cage",
"rank": 7,
"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": "1 cube 20 feet on each side",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a disintegrate spell of any level, or by contact with a rod of cancellation (page 262) or sphere of annihilation (Gamemastery Guide 113). FUNGAL INFESTATION Traditions primal Cast [two-actions] somatic, verbal Range touch; Area 15-foot cone Saving Throw Fortitude Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature is unaffected. Failure: The creature is sickened 1. Critical Failure: The character is sickened 2.",
"description_snippet": "You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Etherea",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure. ooze or a protean. The growths rot rapidly and fall away after 1 round. In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. This additional effect is a mental and visual effect."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure. ooze or a protean. The growths rot rapidly and fall away after 1 round. In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. This additional effect is a mental and visual effect."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 2d6."
}
],
"damage": [
{
"formula": "2d6",
"type": "poison",
"persistent": true
}
],
"damage_type": [
"poison"
],
"effects": {
"description": "You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a disintegrate spell of any level, or by contact with a rod of cancellation (page 262) or sphere of annihilation (Gamemastery Guide 113). FUNGAL INFESTATION Traditions primal Cast [two-actions] somatic, verbal Range touch; Area 15-foot cone Saving Throw Fortitude Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is unaffected.",
"Failure": "The creature is sickened 1.",
"Critical Failure": "The character is sickened 2."
}
},
"conditions_caused": [
"sickened"
],
"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": 30747,
"source_line_end": 30805,
"raw_text_block": "FORCE CAGE\nEVOCATION\nSPELL 7\nFORCE\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 30 feet; Area 1 cube 20 feet on each side\nSaving Throw Reflex; Duration sustained up to 1 minute\nYou create an immobile, invisible prison of sheer force. The\ncage is a 20-foot cube made of bands of force, each a half\ninch thick and a half inch apart, that extend to the Ethereal\nPlane. Each creature in the area where you create the cage\nmust attempt a Reflex save. If such a creature fails, it becomes\ntrapped inside the cage. If it succeeds, it's pushed outside the\ncage into a space of its choice. If a creature in the area is too\nbig to fit inside the prison, the spell automatically fails.\nThe cage has AC 10, Hardness 20, and 40 Hit Points, and\nit's immune to critical hits and precision damage. A creature\ncapable of passing through the space between the bars\n(typically a Tiny creature) can leave; all others are confined\nwithin. Attacks with a weapon too large to fit between\nthe bars can't pass through the cage, and the bars provide\nstandard cover even against attacks that can pass through\nthe gaps. Spells and breath weapons can pass through the\ncage uninhibited.\nForce cage is immune to counteracting effects of its level\nor lower, but it is automatically destroyed by a disintegrate\nspell of any level, or by contact with a rod of cancellation (page\n262) or sphere of annihilation (Gamemastery Guide 113).\nFUNGAL INFESTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nRange touch; Area 15-foot cone\nSaving Throw Fortitude\nToxic spores swarm over creatures in the area, causing them\nto erupt in grotesque fungal growths. These noxious growths\ndeal 2d6 persistent poison damage, and each creature must\nattempt a Fortitude save.\nCritical Success The creature is unaffected.\nSuccess The target takes half the persistent poison damage.\nFailure The target takes the full persistent poison damage.\nWhile it is taking this persistent poison damage, it has\nweakness 1 to fire and weakness 1 to slashing.\nCritical Failure As failure, but double the persistent poison\ndamage. While it is taking this persistent poison damage, it\nhas weakness 2 to fire and weakness 2 to slashing.\nHeightened (+2) The persistent damage increases by 2d6, and\nthe weakness increases by 1, or by 2 on a critical failure.\nooze or a protean. The growths rot rapidly and fall away\nafter 1 round.\nIn addition, unless the initial target critically succeeds,\ncreatures within 30 feet of the target, including the target,\nmust attempt Will saves, after which they are temporarily\nimmune to this secondary effect of grisly growths for 1 hour.\nThis additional effect is a mental and visual effect.\nSuccess The creature is unaffected.\nFailure The creature is sickened 1.\nCritical Failure The character is sickened 2.\nHeightened (+1) The damage increases by 2d6.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "force-cage",
"content_id": "force-cage",
"level": 7
}
Secrets of Magic
Frigid Flurry
Rank 7 · Spell · Common
You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow.
Advanced review details
Description snippet: You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold
Source lines: 12390 - 12411
Raw text block
FRIGID FLURRY COLD EVOCATION SPELL 7 WATER Traditions arcane, primal Cast [two-actions] somatic, verbal Area line up to 120 feet Saving Throw basic Reflex You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow. Heightened (+1) The cold and slashing damage each increase by 1d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The cold and slashing damage each increase by 1d6."
}
]
Damage clauses
[
{
"formula": "9d6",
"type": "cold",
"persistent": false
},
{
"formula": "9d6",
"type": "slashing",
"persistent": false
}
]
Effects
{
"description": "You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow.",
"outcomes": []
}
Full schema_data
{
"id": "frigid-flurry",
"name": "Frigid Flurry",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"cold",
"water"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "line up to 120 feet",
"targets": "none",
"duration": "none",
"save": "basic Reflex",
"save_type": "basic_reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow.",
"description_snippet": "You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The cold and slashing damage each increase by 1d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The cold and slashing damage each increase by 1d6."
}
],
"damage": [
{
"formula": "9d6",
"type": "cold",
"persistent": false
},
{
"formula": "9d6",
"type": "slashing",
"persistent": false
}
],
"damage_type": [
"cold",
"slashing"
],
"effects": {
"description": "You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow.",
"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": 12390,
"source_line_end": 12411,
"raw_text_block": "FRIGID FLURRY\nCOLD\nEVOCATION\nSPELL 7\nWATER\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea line up to 120 feet\nSaving Throw basic Reflex\nYou place a palm to your lips and exhale a cold breath,\nwhipping up a gust of wind that freezes the air's ambient\nmoisture into a flurry of jagged shards. The flurry deals\n9d6 cold damage and 9d6 slashing damage to all foes, with\na basic Reflex save, but the gust flows harmlessly around\nyour allies. The wind then picks you up and carries you to\nthe other end of the area; though your movement within\nthe gust can still trigger reactions, the storm of ice crystals\nprevents you from being affected by any effects, except for\nthose that would counteract the spell's magic or that the\nGM decides would affect snow.\nHeightened (+1) The cold and slashing damage each\nincrease by 1d6.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "frigid-flurry",
"content_id": "frigid-flurry",
"level": 7
}
Secrets of Magic
Hasted Assault
Rank 7 · Focus · Common
You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.
Advanced review details
Description snippet: You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.
Source lines: 16698 - 16705
Raw text block
MAGUS FOCUS 7 TRANSMUTATION Cast [one-action] somatic Duration 1 minute You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"outcomes": []
}
Full schema_data
{
"id": "hasted-assault",
"name": "Hasted Assault",
"rank": 7,
"is_cantrip": false,
"spell_type": "focus",
"school": "transmutation",
"rarity": "common",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "[one-action] somatic",
"cast_actions": "1_action",
"components": [
"somatic"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"description_snippet": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"outcomes": []
},
"conditions_caused": [
"quickened"
],
"focus_class": "magus",
"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": 16698,
"source_line_end": 16705,
"raw_text_block": "MAGUS\nFOCUS 7\nTRANSMUTATION\nCast [one-action] somatic\nDuration 1 minute\nYou call upon your magic to speed up your attacks. You\ngain the quickened condition and can use the extra action\neach round for only Strike actions.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "hasted-assault",
"content_id": "hasted-assault",
"level": 7
}
Secrets of Magic
Inexhaustible Cynicism
Rank 7 · Spell · Common
You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it. Critical Success: The creature is unaffected. Success: The creature is affected for 1 round. Failure: The creature is affected for 1 minute. Critical Failure: The creature is affected for 1 hour.
Advanced review details
Description snippet: You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing t
Source lines: 12858 - 12888
Raw text block
INEXHAUSTIBLE CYNICISM EMOTION ENCHANTMENT SPELL 7 MENTAL Traditions arcane, divine, occult Cast [two-actions] somatic, verbal Range 30 feet; Targets up to 5 creatures Saving Throw Will You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it. Critical Success The creature is unaffected. Success The creature is affected for 1 round. Failure The creature is affected for 1 minute. Critical Failure The creature is affected for 1 hour.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "6d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is affected for 1 round.",
"Failure": "The creature is affected for 1 minute.",
"Critical Failure": "The creature is affected for 1 hour."
}
}
Full schema_data
{
"id": "inexhaustible-cynicism",
"name": "Inexhaustible Cynicism",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"emotion",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "up to 5 creatures",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it. Critical Success: The creature is unaffected. Success: The creature is affected for 1 round. Failure: The creature is affected for 1 minute. Critical Failure: The creature is affected for 1 hour.",
"description_snippet": "You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing t",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "6d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge. Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is affected for 1 round.",
"Failure": "The creature is affected for 1 minute.",
"Critical Failure": "The creature is affected for 1 hour."
}
},
"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": 12858,
"source_line_end": 12888,
"raw_text_block": "INEXHAUSTIBLE CYNICISM\nEMOTION\nENCHANTMENT\nSPELL 7\nMENTAL\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets up to 5 creatures\nSaving Throw Will\nYou inflict your targets with a crushing doubt about\neveryone and everything around them. For the duration,\neach target is unwilling to receive any effects that require\na willing target (in case the effect was secretly an attack),\nrefuse to ingest anything (in case the substances have been\nreplaced with poisons and cursed duplicates), doesn't treat\nanyone as an ally (in case its friends were replaced by an\nimpostor), and doesn't believe anything it's told (in case of\nlies, though this doesn't mean the creature automatically\nbelieves the opposite either). It doesn't even fully trust its\nown ability to Recall Knowledge, as it becomes convinced\nit most likely remembered false information, as from a\ncritical failure on a check to Recall Knowledge.\nFinally, the creature takes 6d6 mental damage at the\nend of each of its turns (with no save) unless it spent at\nleast 1 action that turn Seeking or otherwise interacting\nwith its surroundings in an attempt to disbelieve the\nillusions that it feels are obviously surrounding it.\nCritical Success The creature is unaffected.\nSuccess The creature is affected for 1 round.\nFailure The creature is affected for 1 minute.\nCritical Failure The creature is affected for 1 hour.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "inexhaustible-cynicism",
"content_id": "inexhaustible-cynicism",
"level": 7
}
Core Rulebook (Fourth Printing)
Legend Lore
Rank 7 · Ritual · Uncommon
Performance, Society You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information. Critical Success: You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time. Success: You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends. These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions. Failure: You fail to learn any useful legends. Critical Failure: Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a Lore based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining.
Advanced review details
Description snippet: Performance, Society You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. If the subject is present, increase the deg
Source lines: 65892 - 65923
Raw text block
LEGEND LORE UNCOMMON RITUAL 7 DIVINATION Cast 1 day; Cost rare incense worth a total value of 300 gp; Secondary Casters 2 Primary Check Occultism (master); Secondary Checks Performance, Society You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information. Critical Success You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time. Success You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends. These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions. Failure You fail to learn any useful legends. Critical Failure Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a Lore based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Performance, Society You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information.",
"outcomes": {
"Critical Success": "You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time.",
"Success": "You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends. These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions.",
"Failure": "You fail to learn any useful legends.",
"Critical Failure": "Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a Lore based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining."
}
}
Full schema_data
{
"id": "legend-lore",
"name": "Legend Lore",
"rank": 7,
"is_cantrip": false,
"spell_type": "ritual",
"school": "divination",
"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 incense worth a total value of 300 gp",
"primary_check": "Occultism (master) Secondary Checks",
"secondary_casters": "2",
"description": "Performance, Society You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information. Critical Success: You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time. Success: You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends. These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions. Failure: You fail to learn any useful legends. Critical Failure: Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a Lore based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining.",
"description_snippet": "Performance, Society You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. If the subject is present, increase the deg",
"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": "Performance, Society You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information.",
"outcomes": {
"Critical Success": "You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time.",
"Success": "You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends. These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions.",
"Failure": "You fail to learn any useful legends.",
"Critical Failure": "Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a Lore based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining."
}
},
"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": 65892,
"source_line_end": 65923,
"raw_text_block": "LEGEND LORE\nUNCOMMON\nRITUAL 7\nDIVINATION\nCast 1 day; Cost rare incense worth a total value of 300 gp;\nSecondary Casters 2\nPrimary Check Occultism (master); Secondary Checks\nPerformance, Society\nYou attempt to learn useful legends about a particular\nsubject, which must be an important person, place, or thing.\nIf the subject is present, increase the degree of success of\nyour primary skill check by one step. If you have only vague\ninformation about the subject before attempting the ritual,\ndecrease the degree of success of your primary skill check by\none step. These modifiers cancel each other out if you have a\nsubject present with little to no baseline information.\nCritical Success You recite legends, tales, and lore about the\nsubject over the course of an hour after the ritual ends. The\ninformation is mostly coherent, emphasizing more accurate\nor useful legends over those exaggerated over time.\nSuccess You recite mysterious legends, tales, and lore about\nthe subject over the course of an hour after the ritual ends.\nThese provide useful information for further inquiry but are\ngenerally incomplete or enigmatic. As is the nature of legends,\nyou are likely to learn multiple contradictory versions.\nFailure You fail to learn any useful legends.\nCritical Failure Your mind becomes lost in the past. You can't\nsense or respond to anything in the present for 1 week except\nto perform necessities like breathing and sleeping. When you\nreturn, however, you can retrain one of your skills into a Lore\nbased on the knowledge of the past you were uncontrollably\nviewing, as if you had spent 1 week retraining.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "legend-lore",
"content_id": "legend-lore",
"level": 7
}
Advanced Player's Guide
Litany Of Depravity
Rank 7 · Focus · Uncommon
Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute.
Advanced review details
Description snippet: Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute.
Source lines: 32176 - 32189
Raw text block
LITANY OF DEPRAVITY UNCOMMON CHAMPION EVIL FOCUS 7 EVOCATION LITANY Cast [one-action] verbal Range 30 feet; Targets 1 good creature Duration 1 round Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute. Heightened (+1) The weakness increases by 1.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The weakness increases by 1."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "litany-of-depravity",
"name": "Litany Of Depravity",
"rank": 7,
"is_cantrip": false,
"spell_type": "focus",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"evil",
"litany"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 good creature",
"duration": "1 round",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute.",
"description_snippet": "Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The weakness increases by 1."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The weakness increases by 1."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "champion",
"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": 32176,
"source_line_end": 32189,
"raw_text_block": "LITANY OF DEPRAVITY\nUNCOMMON\nCHAMPION\nEVIL\nFOCUS 7\nEVOCATION\nLITANY\nCast [one-action] verbal\nRange 30 feet; Targets 1 good creature\nDuration 1 round\nYour litany calls into question the morals your foe claims to\nhold dear. The target gains weakness 7 to evil, then becomes\ntemporarily immune to all your litanies for 1 minute.\nHeightened (+1) The weakness increases by 1.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "litany-of-depravity",
"content_id": "litany-of-depravity",
"level": 7
}
Core Rulebook (Fourth Printing)
Litany Of Righteousness
Rank 7 · Focus · Uncommon
Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your litanies for 1 minute.
Advanced review details
Description snippet: Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your li
Source lines: 61086 - 61104
Raw text block
LITANY OF RIGHTEOUSNESS UNCOMMON CHAMPION EVOCATION GOOD FOCUS 7 LITANY Cast [one-action] verbal Range 30 feet; Targets 1 evil creature Duration 1 round Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your litanies for 1 minute. Heightened (+1) The weakness increases by 1. Cleric ATHLETIC RUSH Clerics can gain the following domain spells by selecting the Domain Initiate or Advanced Domain feat.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The weakness increases by 1. Cleric ATHLETIC RUSH Clerics can gain the following domain spells by selecting the Domain Initiate or Advanced Domain feat."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your litanies for 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "litany-of-righteousness",
"name": "Litany Of Righteousness",
"rank": 7,
"is_cantrip": false,
"spell_type": "focus",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"good",
"litany"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 evil creature",
"duration": "1 round",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your litanies for 1 minute.",
"description_snippet": "Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your li",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The weakness increases by 1. Cleric ATHLETIC RUSH Clerics can gain the following domain spells by selecting the Domain Initiate or Advanced Domain feat."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The weakness increases by 1. Cleric ATHLETIC RUSH Clerics can gain the following domain spells by selecting the Domain Initiate or Advanced Domain feat."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your litanies for 1 minute.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "champion",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 61086,
"source_line_end": 61104,
"raw_text_block": "LITANY OF RIGHTEOUSNESS\nUNCOMMON\nCHAMPION\nEVOCATION\nGOOD\nFOCUS 7\nLITANY\nCast [one-action] verbal\nRange 30 feet; Targets 1 evil creature\nDuration 1 round\nYour litany denounces an evildoer, rendering it susceptible\nto the powers of good. The target gains weakness 7 to good.\nThe target then becomes temporarily immune to all of your\nlitanies for 1 minute.\nHeightened (+1) The weakness increases by 1.\nCleric\nATHLETIC RUSH\nClerics can gain the following domain spells by selecting\nthe Domain Initiate or Advanced Domain feat.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "litany-of-righteousness",
"content_id": "litany-of-righteousness",
"level": 7
}
Core Rulebook (Fourth Printing)
Magnificent Mansion
Rank 7 · Spell · Uncommon
You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door. Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. MARINER'S CURSE CURSE Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Will You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. Failure: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. Critical Failure: As failure, but the target becomes sickened 2.
Advanced review details
Description snippet: You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere
Source lines: 54579 - 54628
Raw text block
MAGNIFICENT MANSION SPELL 7 EXTRADIMENSIONAL Traditions arcane, occult Cast 1 minute (material, somatic, verbal) Range 30 feet Duration until the next time you make your daily preparations You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door. Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. MARINER'S CURSE CURSE Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Will You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. Critical Success The target is unaffected. Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. Critical Failure As failure, but the target becomes sickened 2.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door. Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. MARINER'S CURSE CURSE Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Will You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.",
"Failure": "The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.",
"Critical Failure": "As failure, but the target becomes sickened 2."
}
}
Full schema_data
{
"id": "magnificent-mansion",
"name": "Magnificent Mansion",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"arcane",
"occult"
],
"traits": [
"extradimensional"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "until the next time you make your daily preparations",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door. Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. MARINER'S CURSE CURSE Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Will You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. Failure: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. Critical Failure: As failure, but the target becomes sickened 2.",
"description_snippet": "You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere",
"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 conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door. Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. MARINER'S CURSE CURSE Traditions arcane, occult, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Will You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.",
"Failure": "The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.",
"Critical Failure": "As failure, but the target becomes sickened 2."
}
},
"conditions_caused": [
"sickened",
"slowed"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 54579,
"source_line_end": 54628,
"raw_text_block": "MAGNIFICENT MANSION\nSPELL 7\nEXTRADIMENSIONAL\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange 30 feet\nDuration until the next time you make your daily preparations\nYou conjure an extradimensional demiplane consisting of\na spacious dwelling with a single entrance. The entrance\nconnects to the plane where you Cast the Spell, appearing\nanywhere within the spell's range as a faint, shimmering,\nvertical rectangle 5 feet wide and 10 feet high. You designate\nwho can enter when you cast the spell. Once inside, you can\nshut the entrance, making it invisible. You and the creatures\nyou designated can reopen the door at will, just like opening\na physical door.\nInside, the demiplane appears to be a mansion featuring\na magnificent foyer and numerous opulent chambers. The\nmansion can have any floor plan you imagine as you Cast\nthe Spell, provided it fits within a space 40 feet wide, 40 feet\ndeep, and 30 feet tall. While the entrance to the mansion is\nclosed, effects from outside the mansion fail to penetrate it,\nand vice versa, except for plane shift, which can be used to\nenter the mansion. You can use scrying magic and similar\neffects to observe the outside only if they're capable of\ncrossing planes.\nA staff of up to 24 servants attends to anyone within the\nmansion. These are like the servant created by the unseen\nservant spell, though they're visible, with an appearance\nyou determine during casting. The mansion is stocked with\nenough food to serve a nine-course banquet to 150 people.\nMARINER'S CURSE\nCURSE\nTraditions arcane, occult, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Will\nYou afflict the target with the curse of the roiling, unforgiving\nsea. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target becomes sickened 1. Reducing its sickened\ncondition to 0 ends the curse.\nFailure The target becomes sickened 1 and can't reduce\nits sickened condition below 1 while the curse remains.\nThe curse can be lifted by remove curse or similar magic.\nWhenever the target is sickened and on the water at least a\nmile from shore, it is also slowed 1.\nCritical Failure As failure, but the target becomes sickened 2.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "magnificent-mansion",
"content_id": "magnificent-mansion",
"level": 7
}
Secrets of Magic
Magus
Rank 7 · Focus · Common
You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.
Advanced review details
Description snippet: You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.
Source lines: 16698 - 16705
Raw text block
MAGUS FOCUS 7 TRANSMUTATION Cast [one-action] somatic Duration 1 minute You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"outcomes": []
}
Full schema_data
{
"id": "magus",
"name": "Magus",
"rank": 7,
"is_cantrip": false,
"spell_type": "focus",
"school": "transmutation",
"rarity": "common",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "[one-action] somatic",
"cast_actions": "1_action",
"components": [
"somatic"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"description_snippet": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You call upon your magic to speed up your attacks. You gain the quickened condition and can use the extra action each round for only Strike actions.",
"outcomes": []
},
"conditions_caused": [
"quickened"
],
"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": 16698,
"source_line_end": 16705,
"raw_text_block": "MAGUS\nFOCUS 7\nTRANSMUTATION\nCast [one-action] somatic\nDuration 1 minute\nYou call upon your magic to speed up your attacks. You\ngain the quickened condition and can use the extra action\neach round for only Strike actions.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "magus",
"content_id": "magus",
"level": 7
}
Core Rulebook (Fourth Printing)
Plane Shift
Rank 7 · Spell · Uncommon
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances. PLANT FORM PLANT TRANSMUTATION POLAR RAY ATTACK COLD POSSESSION UNCOMMON Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 12 temporary Hit Points. • Resistance 10 to poison. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +19, unless your own modifier is higher. You also gain specific abilities based on the type of plant you choose: • Arboreal Speed 30 feet; Melee [one-action] branch (reach 15 feet), Damage 2d10 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning; you can speak in this form, but you still can't Cast a Spell or supply verbal components. • Flytrap Speed 15 feet; resistance 10 to acid; Melee [one-action] leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target. • Shambler Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; Melee [one-action] vine (reach 15 feet), Damage 2d8 slashing.
Advanced review details
Description snippet: You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have s
Source lines: 47115 - 47115
Raw text block
Plane Shift U (con): Transport creatures
Heightened
[
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances. PLANT FORM PLANT TRANSMUTATION POLAR RAY ATTACK COLD POSSESSION UNCOMMON Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 12 temporary Hit Points. • Resistance 10 to poison. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +19, unless your own modifier is higher. You also gain specific abilities based on the type of plant you choose: • Arboreal Speed 30 feet; Melee [one-action] branch (reach 15 feet), Damage 2d10 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning; you can speak in this form, but you still can't Cast a Spell or supply verbal components. • Flytrap Speed 15 feet; resistance 10 to acid; Melee [one-action] leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target. • Shambler Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; Melee [one-action] vine (reach 15 feet), Damage 2d8 slashing.",
"outcomes": []
}
Full schema_data
{
"id": "plane-shift",
"name": "Plane Shift",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"teleportation"
],
"cast": "10 minutes (focus, material, somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"focus",
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 willing creature, or up to 8 willing creatures joining hands",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances. PLANT FORM PLANT TRANSMUTATION POLAR RAY ATTACK COLD POSSESSION UNCOMMON Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 12 temporary Hit Points. • Resistance 10 to poison. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +19, unless your own modifier is higher. You also gain specific abilities based on the type of plant you choose: • Arboreal Speed 30 feet; Melee [one-action] branch (reach 15 feet), Damage 2d10 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning; you can speak in this form, but you still can't Cast a Spell or supply verbal components. • Flytrap Speed 15 feet; resistance 10 to acid; Melee [one-action] leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target. • Shambler Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; Melee [one-action] vine (reach 15 feet), Damage 2d8 slashing.",
"description_snippet": "You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have s",
"heightened": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22."
}
],
"heightened_scaling": [
{
"label": "6th",
"type": "fixed_rank",
"rank": 6,
"text": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances. PLANT FORM PLANT TRANSMUTATION POLAR RAY ATTACK COLD POSSESSION UNCOMMON Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. • 12 temporary Hit Points. • Resistance 10 to poison. • Low-light vision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +19, unless your own modifier is higher. You also gain specific abilities based on the type of plant you choose: • Arboreal Speed 30 feet; Melee [one-action] branch (reach 15 feet), Damage 2d10 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning; you can speak in this form, but you still can't Cast a Spell or supply verbal components. • Flytrap Speed 15 feet; resistance 10 to acid; Melee [one-action] leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target. • Shambler Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; Melee [one-action] vine (reach 15 feet), Damage 2d8 slashing.",
"outcomes": []
},
"conditions_caused": [
"enfeebled"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 47115,
"source_line_end": 47115,
"raw_text_block": "Plane Shift U (con): Transport creatures",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "plane-shift",
"content_id": "plane-shift",
"level": 7
}
Core Rulebook (4th Printing)
Possession
Rank 7 · Spell · Uncommon
Send your mind
Advanced review details
Description snippet: Send your mind
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 7,
"school": "necromancy",
"traditions": [
"occult"
],
"heightenable": true,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Send your mind",
"content_id": "possession",
"type": "spell",
"description": "Send your mind"
}
Core Rulebook (Fourth Printing)
Power Word Blind
Rank 7 · Spell · Uncommon
You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 11th or Lower The target is blinded permanently. 12th-13th The target is blinded for 1d4 minutes. 14th or Higher The target is dazzled for 1 minute.
Advanced review details
Description snippet: You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell dep
Source lines: 56040 - 56058
Raw text block
POWER WORD BLIND UNCOMMON AUDITORY SPELL 7 ENCHANTMENT MENTAL Traditions arcane Cast [one-action] verbal Range 30 feet; Targets 1 creature Duration varies You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 11th or Lower The target is blinded permanently. 12th-13th The target is blinded for 1d4 minutes. 14th or Higher The target is dazzled for 1 minute. Heightened (+1) The levels at which each outcome applies increase by 2.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The levels at which each outcome applies increase by 2."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 11th or Lower The target is blinded permanently. 12th-13th The target is blinded for 1d4 minutes. 14th or Higher The target is dazzled for 1 minute.",
"outcomes": []
}
Full schema_data
{
"id": "power-word-blind",
"name": "Power Word Blind",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"auditory",
"mental"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "varies",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 11th or Lower The target is blinded permanently. 12th-13th The target is blinded for 1d4 minutes. 14th or Higher The target is dazzled for 1 minute.",
"description_snippet": "You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell dep",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The levels at which each outcome applies increase by 2."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The levels at which each outcome applies increase by 2."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 11th or Lower The target is blinded permanently. 12th-13th The target is blinded for 1d4 minutes. 14th or Higher The target is dazzled for 1 minute.",
"outcomes": []
},
"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": 56040,
"source_line_end": 56058,
"raw_text_block": "POWER WORD BLIND\nUNCOMMON\nAUDITORY\nSPELL 7\nENCHANTMENT\nMENTAL\nTraditions arcane\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nDuration varies\nYou utter an arcane word of power that can make the target\nblinded upon hearing it. Once targeted, the target is then\ntemporarily immune for 10 minutes. The effect of the spell\ndepends on the target's level.\n11th or Lower The target is blinded permanently.\n12th-13th The target is blinded for 1d4 minutes.\n14th or Higher The target is dazzled for 1 minute.\nHeightened (+1) The levels at which each outcome applies\nincrease by 2.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "power-word-blind",
"content_id": "power-word-blind",
"level": 7
}
Secrets of Magic
Prismatic Armor
Rank 7 · Spell · Common
You wrap the target in armor made of multicolored light. It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is blinded rather than dazzled.
Advanced review details
Description snippet: You wrap the target in armor made of multicolored light. It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, ment
Source lines: 14256 - 14268
Raw text block
PRISMATIC ARMOR SPELL 7 ABJURATION Traditions arcane, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 willing creature Duration 1 minute You wrap the target in armor made of multicolored light. It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is blinded rather than dazzled. Heightened (9th) The resistances increase to 10 each.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The resistances increase to 10 each."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You wrap the target in armor made of multicolored light. It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is blinded rather than dazzled.",
"outcomes": []
}
Full schema_data
{
"id": "prismatic-armor",
"name": "Prismatic Armor",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "touch",
"area": "none",
"targets": "1 willing creature",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You wrap the target in armor made of multicolored light. It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is blinded rather than dazzled.",
"description_snippet": "You wrap the target in armor made of multicolored light. It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, ment",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The resistances increase to 10 each."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The resistances increase to 10 each."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You wrap the target in armor made of multicolored light. It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is blinded rather than dazzled.",
"outcomes": []
},
"conditions_caused": [
"blinded"
],
"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": 14256,
"source_line_end": 14268,
"raw_text_block": "PRISMATIC ARMOR\nSPELL 7\nABJURATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 willing creature\nDuration 1 minute\nYou wrap the target in armor made of multicolored light.\nIt functions as chromatic armor (page 95) that is all colors\n(granting resistance 5 to acid, electricity, fire, force, mental,\npoison, and sonic). An attacker that critically fails on its\nsaving throw against the spell is blinded rather than dazzled.\nHeightened (9th) The resistances increase to 10 each.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "prismatic-armor",
"content_id": "prismatic-armor",
"level": 7
}
Core Rulebook (Fourth Printing)
Prismatic Spray
Rank 7 · Spell · Common
A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell. PRISMATIC WALL ABJURATION Effect (Traits) 50 fire damage (fire) 60 acid damage (acid) 70 electricity damage (electricity) 30 poison damage and enfeebled 1 for 1 minute (poison) Affected as if by flesh to stone Confused, as the warp mind spell (mental) Slowed 1 for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation) Affected by two beams—roll twice, rerolling any duplicates or results of 8
Advanced review details
Description snippet: A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, an
Source lines: 56283 - 56350
Raw text block
PRISMATIC SPRAY SPELL 7 LIGHT A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell. PRISMATIC WALL ABJURATION Effect (Traits) 50 fire damage (fire) 60 acid damage (acid) 70 electricity damage (electricity) 30 poison damage and enfeebled 1 for 1 minute (poison) Affected as if by flesh to stone Confused, as the warp mind spell (mental) Slowed 1 for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation) Affected by two beams—roll twice, rerolling any duplicates or results of 8
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell. PRISMATIC WALL ABJURATION Effect (Traits) 50 fire damage (fire) 60 acid damage (acid) 70 electricity damage (electricity) 30 poison damage and enfeebled 1 for 1 minute (poison) Affected as if by flesh to stone Confused, as the warp mind spell (mental) Slowed 1 for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation) Affected by two beams—roll twice, rerolling any duplicates or results of 8",
"outcomes": []
}
Full schema_data
{
"id": "prismatic-spray",
"name": "Prismatic Spray",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"light"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell. PRISMATIC WALL ABJURATION Effect (Traits) 50 fire damage (fire) 60 acid damage (acid) 70 electricity damage (electricity) 30 poison damage and enfeebled 1 for 1 minute (poison) Affected as if by flesh to stone Confused, as the warp mind spell (mental) Slowed 1 for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation) Affected by two beams—roll twice, rerolling any duplicates or results of 8",
"description_snippet": "A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, an",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell. PRISMATIC WALL ABJURATION Effect (Traits) 50 fire damage (fire) 60 acid damage (acid) 70 electricity damage (electricity) 30 poison damage and enfeebled 1 for 1 minute (poison) Affected as if by flesh to stone Confused, as the warp mind spell (mental) Slowed 1 for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation) Affected by two beams—roll twice, rerolling any duplicates or results of 8",
"outcomes": []
},
"conditions_caused": [
"confused",
"enfeebled",
"slowed"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 56283,
"source_line_end": 56350,
"raw_text_block": "PRISMATIC SPRAY\nSPELL 7\nLIGHT\nA prismatic wall has seven different layers, each a different\ncolor. Red, orange, yellow, and green have the effect of a\n5th-level chromatic wall (page 323) spell of that color, and\nthe others have the effect of a 7th-level chromatic wall spell\nof that color. A creature that tries to pass through the wall\nmust attempt a saving throw against each component wall.\nThe effects take place simultaneously, so a creature turned\nto stone by the blue wall is still treated as a creature for the\nindigo and violet walls.\nThe wall as a whole is immune to counteracting effects of\nthe wall's level or lower; each color must be counteracted by\nits specific spell, as described in chromatic wall. This must be\ndone in order (red, orange, yellow, green, blue, indigo, then\nviolet). A given color can't be affected until the previous color\nis counteracted. Counteracting a color wall removes that\ncolor's effect from the wall, and counteracting them all ends\nprismatic wall. You can Dismiss the spell.\nPRISMATIC WALL\nABJURATION\nEffect (Traits)\n50 fire damage (fire)\n60 acid damage (acid)\n70 electricity damage\n(electricity)\n30 poison damage and\nenfeebled 1 for 1 minute\n(poison)\nAffected as if by flesh to stone\nConfused, as the warp mind\nspell (mental)\nSlowed 1 for 1 minute; if\na critical failure, sent to\nanother plane, as plane shift\n(teleportation)\nAffected by two beams—roll\ntwice, rerolling any duplicates\nor results of 8",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "prismatic-spray",
"content_id": "prismatic-spray",
"level": 7
}
Core Rulebook (Fourth Printing)
Project Image
Rank 7 · Spell · Common
You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.
Advanced review details
Description snippet: You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other tha
Source lines: 56442 - 56460
Raw text block
PROJECT IMAGE ILLUSION SPELL 7 MENTAL Traditions arcane, occult Cast [two-actions] somatic, verbal Range 30 feet Duration sustained up to 1 minute You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends. Heightened (+2) The maximum duration you can Sustain the Spell increases to 10 minutes.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The maximum duration you can Sustain the Spell increases to 10 minutes."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "project-image",
"name": "Project Image",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.",
"description_snippet": "You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other tha",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The maximum duration you can Sustain the Spell increases to 10 minutes."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The maximum duration you can Sustain the Spell increases to 10 minutes."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.",
"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": 56442,
"source_line_end": 56460,
"raw_text_block": "PROJECT IMAGE\nILLUSION\nSPELL 7\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet\nDuration sustained up to 1 minute\nYou project an illusory image of yourself. You must stay within\nrange of the image, and if at any point you can't see the image,\nthe spell ends. Whenever you Cast a Spell other than one\nwhose area is an emanation, you can cause the spell effect\nto originate from either yourself or the image. Because the\nimage is an illusion, it can't benefit from spells, though visual\nmanifestations of the spell appear. The image has the same AC\nand saves as you. If it is hit by an attack or fails a save, the\nspell ends.\nHeightened (+2) The maximum duration you can Sustain the\nSpell increases to 10 minutes.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "project-image",
"content_id": "project-image",
"level": 7
}
Core Rulebook (4th Printing)
Regenerate
Rank 7 · Spell · Common
Cause a creature to
Advanced review details
Description snippet: Cause a creature to
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 7,
"school": "necromancy",
"traditions": [
"divine",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Cause a creature to",
"content_id": "regenerate",
"type": "spell",
"description": "Cause a creature to"
}
Page 32 of 36