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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

Registry ID
dimensional-lock
SpellUncommonabjurationarcanedivineoccult

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

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

Registry ID
divine-decree
SpellCommonevocationdivine

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.

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

Registry ID
divine-vessel
SpellCommontransmutationdivine

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

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

Registry ID
duplicate-foe
SpellCommonconjurationarcaneoccult

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

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

Registry ID
eclipse-burst
SpellCommonnecromancyarcanedivineprimal

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.

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

Registry ID
energy-aegis
SpellCommonabjurationarcanedivineoccult

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.

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

Registry ID
ethereal-jaunt
SpellUncommonconjurationdivineoccult

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

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

Registry ID
fiery-body
SpellCommontransmutationarcaneprimal

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

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

Registry ID
finger-of-death
SpellCommonnecromancydivineprimal

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.

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

Registry ID
force-cage
SpellCommonevocationarcaneoccult

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

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

Registry ID
frigid-flurry
SpellCommonevocationarcaneprimal

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

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

Registry ID
hasted-assault
FocusCommontransmutationNone

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.

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

Registry ID
inexhaustible-cynicism
SpellCommonenchantmentarcanedivineoccult

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

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

Registry ID
legend-lore
RitualUncommondivinationNone

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

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

Registry ID
litany-of-depravity
FocusUncommonevocationdivine

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.

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

Registry ID
litany-of-righteousness
FocusUncommonevocationdivine

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

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

Registry ID
magnificent-mansion
SpellUncommonconjurationarcaneoccult

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

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

Registry ID
magus
FocusCommontransmutationNone

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.

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

Registry ID
plane-shift
SpellUncommonconjurationarcanedivineoccult

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

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

Registry ID
possession
SpellUncommonnecromancyoccult

Send your mind

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

Registry ID
power-word-blind
SpellUncommonenchantmentarcane

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

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

Registry ID
prismatic-armor
SpellCommonabjurationarcaneoccult

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

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

Registry ID
prismatic-spray
SpellCommonevocationarcaneoccult

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

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

Registry ID
project-image
SpellCommonillusionarcaneoccult

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

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

Registry ID
regenerate
SpellCommonnecromancydivineprimal

Cause a creature to

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"
}

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