Live registry review
Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Spell review results
Showing page 33 of 36 for 898 matching canonical spell rows.
Page 33 of 36
Core Rulebook (4th Printing)
Retrocognition
Rank 7 · Spell · Common
Sense
Advanced review details
Description snippet: Sense
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 7,
"school": "divination",
"traditions": [
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Sense",
"content_id": "retrocognition",
"type": "spell",
"description": "Sense"
}
Core Rulebook (Fourth Printing)
Reverse Gravity
Rank 7 · Spell · Uncommon
You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. REVIVAL HEALING POSITIVE Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets dead creatures and living creatures of your choice within range Duration sustained up to 1 minute A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.
Advanced review details
Description snippet: You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to
Source lines: 57157 - 57197
Raw text block
REVERSE GRAVITY UNCOMMON SPELL 7 EVOCATION Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 120 feet; Area 20-foot radius, 40-foot-tall cylinder Duration 1 minute You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. REVIVAL HEALING POSITIVE Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets dead creatures and living creatures of your choice within range Duration sustained up to 1 minute A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. REVIVAL HEALING POSITIVE Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets dead creatures and living creatures of your choice within range Duration sustained up to 1 minute A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.",
"outcomes": []
}
Full schema_data
{
"id": "reverse-gravity",
"name": "Reverse Gravity",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "20-foot radius, 40-foot-tall cylinder",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. REVIVAL HEALING POSITIVE Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets dead creatures and living creatures of your choice within range Duration sustained up to 1 minute A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.",
"description_snippet": "You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to",
"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 reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. REVIVAL HEALING POSITIVE Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets dead creatures and living creatures of your choice within range Duration sustained up to 1 minute A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.",
"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": 57157,
"source_line_end": 57197,
"raw_text_block": "REVERSE GRAVITY\nUNCOMMON\nSPELL 7\nEVOCATION\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 20-foot radius, 40-foot-tall cylinder\nDuration 1 minute\nYou reverse gravity in the area. Creatures and objects that\naren't secured to the ground immediately fall upward to the\ntop of the area. A creature might be able to Grab an Edge\nto arrest its fall if it falls past an appropriate surface. If a\ncreature falls against a solid object (such as a ceiling), it takes\nthe appropriate amount of falling damage and lands on the\nsurface. Once an object or creature reaches the top of the area,\nit floats, caught between the normal and reversed gravity. The\ncreature can move along the plane where the two forms of\ngravity meet. Creatures that can levitate or fly can use those\nabilities to mitigate the effects of reverse gravity.\nWhen reverse gravity ends, all creatures and objects caught\nin the area fall back down. Likewise, anything that moves\nbeyond the spell's area is subjected to normal gravity again.\nREVIVAL\nHEALING\nPOSITIVE\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets dead creatures and living creatures of\nyour choice within range\nDuration sustained up to 1 minute\nA burst of healing energy soothes living creatures and\ntemporarily rouses those recently slain. All living targets regain\n10d8+40 Hit Points. In addition, you return any number of dead\ntargets to life temporarily, with the same effects and limitations\nas raise dead (page 362). The raised creatures have a number\nof temporary Hit Points equal to the Hit Points you gave living\ncreatures, but no normal Hit Points. The raised creatures can't\nregain Hit Points or gain temporary Hit Points in other ways, and\nonce revival's duration ends, they lose all temporary Hit Points\nand die. Revival can't resurrect creatures killed by disintegrate\nor a death effect. It has no effect on undead.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "reverse-gravity",
"content_id": "reverse-gravity",
"level": 7
}
Secrets of Magic
Shadow Raid
Rank 7 · Spell · Common
You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are concealed to enemies in the area, as the illusory shadows swarm over them and block light. A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends.
Advanced review details
Description snippet: You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when
Source lines: 14993 - 15026
Raw text block
SHADOW RAID ILLUSION SPELL 7 SHADOW AUDITORY Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 120 feet; Area 30-foot burst Saving Throw basic Reflex or Will (target's choice); Duration 1 minute You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are concealed to enemies in the area, as the illusory shadows swarm over them and block light. A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends. Heightened (9th) The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8. SHIFT BLAME ENCHANTMENT
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8. SHIFT BLAME ENCHANTMENT"
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are concealed to enemies in the area, as the illusory shadows swarm over them and block light. A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends.",
"outcomes": []
}
Full schema_data
{
"id": "shadow-raid",
"name": "Shadow Raid",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"auditory",
"shadow"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "30-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "basic Reflex or Will (target's choice)",
"save_type": "basic_reflex_or_will_choice",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are concealed to enemies in the area, as the illusory shadows swarm over them and block light. A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends.",
"description_snippet": "You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8. SHIFT BLAME ENCHANTMENT"
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8. SHIFT BLAME ENCHANTMENT"
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are concealed to enemies in the area, as the illusory shadows swarm over them and block light. A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends.",
"outcomes": []
},
"conditions_caused": [
"concealed"
],
"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": 14993,
"source_line_end": 15026,
"raw_text_block": "SHADOW RAID\nILLUSION\nSPELL 7\nSHADOW\nAUDITORY\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Area 30-foot burst\nSaving Throw basic Reflex or Will (target's choice);\nDuration 1 minute\nYou spin illusions of flying shadows throughout the area.\nThe shadows strike and cavort, harming your foes and\nblocking their vision with twisting shadow. Enemies in\nthe area when you Cast the Spell take 6d8 bludgeoning,\npiercing, or slashing damage, with a basic Reflex or Will\nsave, as shadows explode into being. You choose the\ndamage type when you Cast the Spell, and each creature\nchooses the type of save it attempts before it rolls the\nsave. The shadows then persist in the area for 1 minute,\ndealing 3d8 damage of the type you chose to any enemy\nthat ends its turn in the area. All creatures are concealed\nto enemies in the area, as the illusory shadows swarm over\nthem and block light.\nA creature that spends an action to Seek or otherwise\ninteract with the shadow raid can attempt a Perception\ncheck to disbelieve it. On a success, the creature halves\nthe damage it takes from the shadows, and the shadows\nno longer impede its vision. These benefits last until the\nspell ends.\nHeightened (9th) The initial damage increases by 2d8, and\nthe damage to a creature that ends its turn in the area\nincreases by 1d8.\nSHIFT BLAME\nENCHANTMENT",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "shadow-raid",
"content_id": "shadow-raid",
"level": 7
}
Core Rulebook (Fourth Printing)
Soothing Ballad
Rank 7 · Focus · Uncommon
You draw upon your muse to soothe your allies. Choose one of the following three effects: • The spell attempts to counteract fear effects on the targets. • The spell attempts to counteract effects imposing paralysis on the targets. • The spell restores 7d8 Hit Points to the targets.
Advanced review details
Description snippet: You draw upon your muse to soothe your allies. Choose one of the following three effects: • The spell attempts to counteract fear effects on the targets. • The spell attempts to co
Source lines: 60488 - 60506
Raw text block
SOOTHING BALLAD UNCOMMON FOCUS 7 BARD COMPOSITION EMOTION ENCHANTMENT HEALING MENTAL Cast [two-actions] somatic, verbal Range 30 feet; Targets you and up to 9 allies You draw upon your muse to soothe your allies. Choose one of the following three effects: - The spell attempts to counteract fear effects on the targets. - The spell attempts to counteract effects imposing paralysis on the targets. - The spell restores 7d8 Hit Points to the targets. Heightened (+1) When used to heal, soothing ballad restores 1d8 more Hit Points.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "When used to heal, soothing ballad restores 1d8 more Hit Points."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You draw upon your muse to soothe your allies. Choose one of the following three effects: • The spell attempts to counteract fear effects on the targets. • The spell attempts to counteract effects imposing paralysis on the targets. • The spell restores 7d8 Hit Points to the targets.",
"outcomes": []
}
Full schema_data
{
"id": "soothing-ballad",
"name": "Soothing Ballad",
"rank": 7,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"occult"
],
"traits": [
"composition",
"emotion",
"healing",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "you and up to 9 allies",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You draw upon your muse to soothe your allies. Choose one of the following three effects: • The spell attempts to counteract fear effects on the targets. • The spell attempts to counteract effects imposing paralysis on the targets. • The spell restores 7d8 Hit Points to the targets.",
"description_snippet": "You draw upon your muse to soothe your allies. Choose one of the following three effects: • The spell attempts to counteract fear effects on the targets. • The spell attempts to co",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "When used to heal, soothing ballad restores 1d8 more Hit Points."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "When used to heal, soothing ballad restores 1d8 more Hit Points."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You draw upon your muse to soothe your allies. Choose one of the following three effects: • The spell attempts to counteract fear effects on the targets. • The spell attempts to counteract effects imposing paralysis on the targets. • The spell restores 7d8 Hit Points to the targets.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "bard",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 60488,
"source_line_end": 60506,
"raw_text_block": "SOOTHING BALLAD\nUNCOMMON\nFOCUS 7\nBARD COMPOSITION EMOTION ENCHANTMENT HEALING MENTAL\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets you and up to 9 allies\nYou draw upon your muse to soothe your allies. Choose one of the following three effects:\n- The spell attempts to counteract fear effects on the targets.\n- The spell attempts to counteract effects imposing paralysis on the targets.\n- The spell restores 7d8 Hit Points to the targets.\nHeightened (+1) When used to heal, soothing ballad restores 1d8 more Hit Points.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "soothing-ballad",
"content_id": "soothing-ballad",
"level": 7
}
Core Rulebook (Fourth Printing)
Spell Turning
Rank 7 · Spell · Uncommon
This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells). If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.
Advanced review details
Description snippet: This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting
Source lines: 58122 - 58139
Raw text block
SPELL TURNING UNCOMMON SPELL 7 ABJURATION Traditions arcane Cast [two-actions] somatic, verbal Duration 1 hour This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells). If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells). If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.",
"outcomes": []
}
Full schema_data
{
"id": "spell-turning",
"name": "Spell Turning",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 hour",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells). If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.",
"description_snippet": "This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting",
"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": "This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells). If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.",
"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": 58122,
"source_line_end": 58139,
"raw_text_block": "SPELL TURNING\nUNCOMMON\nSPELL 7\nABJURATION\nTraditions arcane\nCast [two-actions] somatic, verbal\nDuration 1 hour\nThis abjuration reflects spells cast at you back at their caster.\nWhen a spell targets you, you can spend a reaction to attempt\nto reflect it. This uses the rules for counteracting the spell, but\nif the spell is successfully counteracted, the effect is turned\nback on the caster. Whether or not the counteract attempt is\nsuccessful, spell turning then ends. Spell turning can't affect\nspells that aren't targeted (such as area spells).\nIf spell turning reflects a spell back at a caster who is also\nunder the effect of spell turning, their spell turning can attempt\nto reflect their own spell back at you again; if they do so, their\ncounteract attempt automatically succeeds.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "spell-turning",
"content_id": "spell-turning",
"level": 7
}
Core Rulebook (4th Printing)
Sunburst
Rank 7 · Spell · Common
A globe of sunlight
Advanced review details
Description snippet: A globe of sunlight
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 7,
"school": "evocation",
"traditions": [
"divine",
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "A globe of sunlight",
"content_id": "sunburst",
"type": "spell",
"description": "A globe of sunlight"
}
Advanced Player's Guide
Teleportation Circle
Rank 7 · Ritual · Uncommon
Checks Crafting, Survival Range 20 feet Duration 1 day You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. A secondary caster attempting a Survival check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead. While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns. The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions. Critical Success: You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point. Success: As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target. Failure: The teleportation circle doesn't function. Critical Failure: The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater.
Advanced review details
Description snippet: Checks Crafting, Survival Range 20 feet Duration 1 day You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the rit
Source lines: 35060 - 35112
Raw text block
TELEPORTATION CIRCLE UNCOMMON CONJURATION RITUAL 7 TELEPORTATION Cast 1 day; Cost rare incense, precious metals, and purified chalk worth 500 gp; Secondary Casters 2 Primary Check Arcana or Occultism (master); Secondary Checks Crafting, Survival Range 20 feet Duration 1 day You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. A secondary caster attempting a Survival check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead. While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns. The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions. Critical Success You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point. Success As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target. Failure The teleportation circle doesn't function. Critical Failure The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater. Heightened (9th) The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet. Heightened (10th) The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Checks Crafting, Survival Range 20 feet Duration 1 day You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. A secondary caster attempting a Survival check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead. While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns. The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions.",
"outcomes": {
"Critical Success": "You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point.",
"Success": "As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target.",
"Failure": "The teleportation circle doesn't function.",
"Critical Failure": "The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater."
}
}
Full schema_data
{
"id": "teleportation-circle",
"name": "Teleportation Circle",
"rank": 7,
"is_cantrip": false,
"spell_type": "ritual",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"teleportation"
],
"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, precious metals, and purified chalk worth 500 gp",
"primary_check": "Arcana or Occultism (master) Secondary",
"secondary_casters": "2",
"description": "Checks Crafting, Survival Range 20 feet Duration 1 day You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. A secondary caster attempting a Survival check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead. While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns. The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions. Critical Success: You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point. Success: As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target. Failure: The teleportation circle doesn't function. Critical Failure: The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater.",
"description_snippet": "Checks Crafting, Survival Range 20 feet Duration 1 day You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the rit",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet."
},
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Checks Crafting, Survival Range 20 feet Duration 1 day You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. A secondary caster attempting a Survival check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead. While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns. The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions.",
"outcomes": {
"Critical Success": "You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point.",
"Success": "As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target.",
"Failure": "The teleportation circle doesn't function.",
"Critical Failure": "The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater."
}
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 35060,
"source_line_end": 35112,
"raw_text_block": "TELEPORTATION CIRCLE\nUNCOMMON\nCONJURATION\nRITUAL 7\nTELEPORTATION\nCast 1 day; Cost rare incense, precious metals, and purified\nchalk worth 500 gp; Secondary Casters 2\nPrimary Check Arcana or Occultism (master); Secondary\nChecks Crafting, Survival\nRange 20 feet\nDuration 1 day\nYou create a 10-foot-diameter circle on the ground, which acts\nas a portal to a destination determined at the time of the ritual.\nYou designate the destination of the teleportation as part of the\nritual. This destination can't be changed. The destination must\nbe a location within 1,000 miles and be on the same plane as\nthe teleportation circle. You must be able to identify the location\nprecisely both by its position relative to the location where you\ncreate the teleportation circle and by the destination's appearance\n(or other identifying features). The destination must also be\na 10-foot-diameter circle that doesn't overlap with any solid\nstructures, but it can be a place that is harmful or dangerous.\nA secondary caster attempting a Survival check for this ritual\ncan be located at the exact site of the destination, instead of\nwith you at the point of origin. If the secondary succeeds at\ntheir check at the destination and you roll a success, the ritual\nis a critical success instead.\nWhile the circle is active, any creature that moves to be fully\nwithin the circle is instantly teleported to the destination. A\ncreature that is unwilling to be teleported can attempt a Will save\nto resist the effect. If it remains in the circle, the creature must\nattempt this save again at the end of each of its turns.\nThe teleportation circle normally goes only in one direction,\nthough you can double the Cost to make the teleportation\nwork in both directions.\nCritical Success You create the teleportation circle, and it's\nextremely precise, regardless of the distance traveled.\nTravelers arrive exactly at the designated point.\nSuccess As a critical success, but the destination of the\nteleportation circle is slightly inaccurate, and is off target\nby roughly 1 percent of the distance traveled, to a maximum\nof 10 miles off target.\nFailure The teleportation circle doesn't function.\nCritical Failure The teleportation circle is wildly inaccurate. It\nleads to a random destination roughly the same distance\nfrom the origin point, and the chances of some other\nunusual mishap are much greater.\nHeightened (9th) The cost increases to 2,000 gp, the duration\nincreases to 1 month, and the destination can be anywhere\non the same planet.\nHeightened (10th) The cost increases to 10,000 gp, the\nduration is unlimited, and the destination can be anywhere\non the same planet.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "teleportation-circle",
"content_id": "teleportation-circle",
"level": 7
}
Secrets of Magic
Tempest Of Shades
Rank 7 · Spell · Common
Secrets of Magic SPELL 7 Essentials of Magic Magic Items Book of Unlimited Magic NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 100 feet Duration until the end of your next turn You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. Critical Success: The creature is unaffected. Success: The creature is frightened 1. Journey Beyond Pharast 20, 4715 in the Sunrise found Pepper and me communing for years. dew-soaked garden, as we have every morning feathers As we sat in silent companionship, her iridescent ecked rech and shining in the sun, we chose our spells we'll soon e, our components. For all that it's become routin be facing the unknown together. ter in our Today begins what may be the final chap they'll and e, caus adventure. We've rallied others to our s I power e embark on the journey with us. The divin always been access from my patron through Pepper have necessary the down ed track mysterious, but we've finally the spell red prepa tuning fork to guide our travel. I've e my believ to shift us all to the Plane of Air, where I I hope to dream-lessons have occurred, and where se. finally discover how to further my patron's purpo ly, I'd fond hood Though I remember my child go into to instruct today's youth differently. I'd tell them so grateful that forest. Fearlessly seek the unknown. I'm ed the start I'd wish only for the path I've found. I journey sooner. Failure: The creature is frightened 3. Critical Failure: The creature is frightened 3. It's also fleeing for 1 round or until it's no longer frightened, whichever comes first.
Advanced review details
Description snippet: Secrets of Magic SPELL 7 Essentials of Magic Magic Items Book of Unlimited Magic NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 1
Source lines: 15795 - 15896
Raw text block
TEMPEST OF SHADES INCARNATE Secrets of Magic SPELL 7 Essentials of Magic Magic Items Book of Unlimited Magic NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 100 feet Duration until the end of your next turn You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. Critical Success The creature is unaffected Success The creature is drained 1. Failure The creature is drained 2. Critical Failure The creature is drained 3. Depart (emotion, fear, mental) Howl of Eternity The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt Will saves with the following effects. Critical Success The creature is unaffected. Success The creature is frightened 1. Journey Beyond Pharast 20, 4715 in the Sunrise found Pepper and me communing for years. dew-soaked garden, as we have every morning feathers As we sat in silent companionship, her iridescent ecked rech and shining in the sun, we chose our spells we'll soon e, our components. For all that it's become routin be facing the unknown together. ter in our Today begins what may be the final chap they'll and e, caus adventure. We've rallied others to our s I power e embark on the journey with us. The divin always been access from my patron through Pepper have necessary the down ed track mysterious, but we've finally the spell red prepa tuning fork to guide our travel. I've e my believ to shift us all to the Plane of Air, where I I hope to dream-lessons have occurred, and where se. finally discover how to further my patron's purpo ly, I'd fond hood Though I remember my child go into to instruct today's youth differently. I'd tell them so grateful that forest. Fearlessly seek the unknown. I'm ed the start I'd wish only for the path I've found. I journey sooner. Failure The creature is frightened 3. Critical Failure The creature is frightened 3. It's also fleeing for 1 round or until it's no longer frightened, whichever comes first.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Secrets of Magic SPELL 7 Essentials of Magic Magic Items Book of Unlimited Magic NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 100 feet Duration until the end of your next turn You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is frightened 1. Journey Beyond Pharast 20, 4715 in the Sunrise found Pepper and me communing for years. dew-soaked garden, as we have every morning feathers As we sat in silent companionship, her iridescent ecked rech and shining in the sun, we chose our spells we'll soon e, our components. For all that it's become routin be facing the unknown together. ter in our Today begins what may be the final chap they'll and e, caus adventure. We've rallied others to our s I power e embark on the journey with us. The divin always been access from my patron through Pepper have necessary the down ed track mysterious, but we've finally the spell red prepa tuning fork to guide our travel. I've e my believ to shift us all to the Plane of Air, where I I hope to dream-lessons have occurred, and where se. finally discover how to further my patron's purpo ly, I'd fond hood Though I remember my child go into to instruct today's youth differently. I'd tell them so grateful that forest. Fearlessly seek the unknown. I'm ed the start I'd wish only for the path I've found. I journey sooner.",
"Failure": "The creature is frightened 3.",
"Critical Failure": "The creature is frightened 3. It's also fleeing for 1 round or until it's no longer frightened, whichever comes first."
}
}
Full schema_data
{
"id": "tempest-of-shades",
"name": "Tempest Of Shades",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"incarnate"
],
"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": "Secrets of Magic SPELL 7 Essentials of Magic Magic Items Book of Unlimited Magic NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 100 feet Duration until the end of your next turn You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. Critical Success: The creature is unaffected. Success: The creature is frightened 1. Journey Beyond Pharast 20, 4715 in the Sunrise found Pepper and me communing for years. dew-soaked garden, as we have every morning feathers As we sat in silent companionship, her iridescent ecked rech and shining in the sun, we chose our spells we'll soon e, our components. For all that it's become routin be facing the unknown together. ter in our Today begins what may be the final chap they'll and e, caus adventure. We've rallied others to our s I power e embark on the journey with us. The divin always been access from my patron through Pepper have necessary the down ed track mysterious, but we've finally the spell red prepa tuning fork to guide our travel. I've e my believ to shift us all to the Plane of Air, where I I hope to dream-lessons have occurred, and where se. finally discover how to further my patron's purpo ly, I'd fond hood Though I remember my child go into to instruct today's youth differently. I'd tell them so grateful that forest. Fearlessly seek the unknown. I'm ed the start I'd wish only for the path I've found. I journey sooner. Failure: The creature is frightened 3. Critical Failure: The creature is frightened 3. It's also fleeing for 1 round or until it's no longer frightened, whichever comes first.",
"description_snippet": "Secrets of Magic SPELL 7 Essentials of Magic Magic Items Book of Unlimited Magic NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 1",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Secrets of Magic SPELL 7 Essentials of Magic Magic Items Book of Unlimited Magic NECROMANCY Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Range 100 feet Duration until the end of your next turn You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is frightened 1. Journey Beyond Pharast 20, 4715 in the Sunrise found Pepper and me communing for years. dew-soaked garden, as we have every morning feathers As we sat in silent companionship, her iridescent ecked rech and shining in the sun, we chose our spells we'll soon e, our components. For all that it's become routin be facing the unknown together. ter in our Today begins what may be the final chap they'll and e, caus adventure. We've rallied others to our s I power e embark on the journey with us. The divin always been access from my patron through Pepper have necessary the down ed track mysterious, but we've finally the spell red prepa tuning fork to guide our travel. I've e my believ to shift us all to the Plane of Air, where I I hope to dream-lessons have occurred, and where se. finally discover how to further my patron's purpo ly, I'd fond hood Though I remember my child go into to instruct today's youth differently. I'd tell them so grateful that forest. Fearlessly seek the unknown. I'm ed the start I'd wish only for the path I've found. I journey sooner.",
"Failure": "The creature is frightened 3.",
"Critical Failure": "The creature is frightened 3. It's also fleeing for 1 round or until it's no longer frightened, whichever comes first."
}
},
"conditions_caused": [
"fleeing",
"frightened"
],
"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": 15795,
"source_line_end": 15896,
"raw_text_block": "TEMPEST OF SHADES\nINCARNATE\nSecrets\nof\nMagic\nSPELL 7\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nNECROMANCY\nTraditions arcane, divine, occult\nCast [three-actions] material, somatic, verbal\nRange 100 feet\nDuration until the end of your next turn\nYou channel the forces of undeath to briefly call forth an\namalgam of the vengeful dead slain by your enemies and\nallies alike. This amalgam manifests as a large tornado of\ninsubstantial, howling faces. It occupies the space of a\nHuge creature and has a Speed of 60 feet.\nArrive (negative) Vortex of Death Each enemy creature\nwithin a 60-foot emanation must attempt a Fortitude\nsave with the following effects.\nCritical Success The creature is unaffected\nSuccess The creature is drained 1.\nFailure The creature is drained 2.\nCritical Failure The creature is drained 3.\nDepart (emotion, fear, mental) Howl of Eternity The\nvengeful dead lets out an anguished scream. All your\nenemies within a 100-foot emanation must attempt\nWill saves with the following effects.\nCritical Success The creature is unaffected.\nSuccess The creature is frightened 1.\nJourney Beyond\nPharast 20, 4715\nin the\nSunrise found Pepper and me communing\nfor years.\ndew-soaked garden, as we have every morning\nfeathers\nAs we sat in silent companionship, her iridescent\necked\nrech\nand\nshining in the sun, we chose our spells\nwe'll\nsoon\ne,\nour components. For all that it's become routin\nbe facing the unknown together.\nter in our\nToday begins what may be the final chap\nthey'll\nand\ne,\ncaus\nadventure. We've rallied others to our\ns I\npower\ne\nembark on the journey with us. The divin\nalways been\naccess from my patron through Pepper have\nnecessary\nthe\ndown\ned\ntrack\nmysterious, but we've finally\nthe spell\nred\nprepa\ntuning fork to guide our travel. I've\ne my\nbeliev\nto shift us all to the Plane of Air, where I\nI hope to\ndream-lessons have occurred, and where\nse.\nfinally discover how to further my patron's purpo\nly, I'd\nfond\nhood\nThough I remember my child\ngo into\nto\ninstruct today's youth differently. I'd tell them\nso grateful\nthat forest. Fearlessly seek the unknown. I'm\ned the\nstart\nI'd\nwish\nonly\nfor the path I've found. I\njourney sooner.\nFailure The creature is frightened 3.\nCritical Failure The creature is frightened 3. It's also\nfleeing for 1 round or until it's no longer frightened,\nwhichever comes first.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "tempest-of-shades",
"content_id": "tempest-of-shades",
"level": 7
}
Core Rulebook (Fourth Printing)
True Target
Rank 7 · Spell · Common
You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.
Advanced review details
Description snippet: You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designa
Source lines: 59466 - 59482
Raw text block
TRUE TARGET DIVINATION FORTUNE SPELL 7 PREDICTION Traditions arcane, occult Cast [one-action] verbal Range 60 feet; Targets 4 creatures Duration until the start of your next turn You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.",
"outcomes": []
}
Full schema_data
{
"id": "true-target",
"name": "True Target",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"fortune",
"prediction"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "4 creatures",
"duration": "until the start of your next turn",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.",
"description_snippet": "You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designa",
"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 delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.",
"outcomes": []
},
"conditions_caused": [
"concealed",
"hidden"
],
"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": 59466,
"source_line_end": 59482,
"raw_text_block": "TRUE TARGET\nDIVINATION\nFORTUNE\nSPELL 7\nPREDICTION\nTraditions arcane, occult\nCast [one-action] verbal\nRange 60 feet; Targets 4 creatures\nDuration until the start of your next turn\nYou delve into the possible futures of the next few seconds to\nunderstand all the ways your foe might avoid harm, then cast out\na vision of that future to those around you. Designate a creature.\nThe first time each target makes an attack roll against that\ncreature during true target's duration, the attacker rolls twice and\nuses the better result. The attacker also ignores circumstance\npenalties to the attack roll and any flat check required due to the\ndesignated creature being concealed or hidden.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "true-target",
"content_id": "true-target",
"level": 7
}
Core Rulebook (Fourth Printing)
Unfettered Pack
Rank 7 · Spell · Common
The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use actions with the move trait except to dance, using the Stride action to move up to half its Speed. Critical Success: The target is unaffected. Success: The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. Failure: The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. Critical Failure: The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.
Advanced review details
Description snippet: The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use
Source lines: 59544 - 59562
Raw text block
UNFETTERED PACK SPELL 7 ABJURATION Traditions arcane, occult Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Will; Duration varies The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use actions with the move trait except to dance, using the Stride action to move up to half its Speed. Critical Success The target is unaffected. Success The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. Failure The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. Critical Failure The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use actions with the move trait except to dance, using the Stride action to move up to half its Speed.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing.",
"Failure": "The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing.",
"Critical Failure": "The spell's duration is 1 minute, and the target must spend all its actions each turn dancing."
}
}
Full schema_data
{
"id": "unfettered-pack",
"name": "Unfettered Pack",
"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 creature",
"duration": "varies",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use actions with the move trait except to dance, using the Stride action to move up to half its Speed. Critical Success: The target is unaffected. Success: The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. Failure: The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. Critical Failure: The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.",
"description_snippet": "The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use",
"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": "The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use actions with the move trait except to dance, using the Stride action to move up to half its Speed.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing.",
"Failure": "The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing.",
"Critical Failure": "The spell's duration is 1 minute, and the target must spend all its actions each turn dancing."
}
},
"conditions_caused": [
"flat-footed"
],
"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": 59544,
"source_line_end": 59562,
"raw_text_block": "UNFETTERED PACK\nSPELL 7\nABJURATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Will; Duration varies\nThe target is overcome with an all-consuming urge to dance. For\nthe duration of the spell, the target is flat-footed and can't use\nreactions. While affected, the creature can't use actions with\nthe move trait except to dance, using the Stride action to move\nup to half its Speed.\nCritical Success The target is unaffected.\nSuccess The spell's duration is 3 rounds, and the target must\nspend at least 1 action each turn dancing.\nFailure The spell's duration is 1 minute, and the target must\nspend at least 2 actions each turn dancing.\nCritical Failure The spell's duration is 1 minute, and the target\nmust spend all its actions each turn dancing.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "unfettered-pack",
"content_id": "unfettered-pack",
"level": 7
}
Core Rulebook (Fourth Printing)
Visions Of Danger
Rank 7 · Spell · Common
An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.
Advanced review details
Description snippet: An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animate
Source lines: 59867 - 59905
Raw text block
VISIONS OF DANGER AUDITORY ILLUSION SPELL 7 VISUAL Traditions occult Cast [three-actions] material, somatic, verbal Range 500 feet; Area 30-foot burst Saving Throw Will; Duration 1 minute An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter. Heightened (+1) The mental damage increases by 1d8. VITAL BEACON HEALING POSITIVE Traditions divine, primal Cast 1 minute (somatic, verbal) Duration until your next daily preparations Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time. Heightened (+1) The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The mental damage increases by 1d8. VITAL BEACON HEALING POSITIVE Traditions divine, primal Cast 1 minute (somatic, verbal) Duration until your next daily preparations Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step."
}
]
Damage clauses
[
{
"formula": "8d8",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.",
"outcomes": []
}
Full schema_data
{
"id": "visions-of-danger",
"name": "Visions Of Danger",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"auditory",
"visual"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "500 feet",
"area": "30-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.",
"description_snippet": "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animate",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The mental damage increases by 1d8. VITAL BEACON HEALING POSITIVE Traditions divine, primal Cast 1 minute (somatic, verbal) Duration until your next daily preparations Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The mental damage increases by 1d8. VITAL BEACON HEALING POSITIVE Traditions divine, primal Cast 1 minute (somatic, verbal) Duration until your next daily preparations Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time."
},
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step."
}
],
"damage": [
{
"formula": "8d8",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.",
"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": 59867,
"source_line_end": 59905,
"raw_text_block": "VISIONS OF DANGER\nAUDITORY\nILLUSION\nSPELL 7\nVISUAL\nTraditions occult\nCast [three-actions] material, somatic, verbal\nRange 500 feet; Area 30-foot burst\nSaving Throw Will; Duration 1 minute\nAn illusion of horrific creatures fills the spell's area. The\ncreatures look like Tiny swarming monsters with a specific\nappearance of your choice, such as Hellish flies or animated\nsaw blades. The burst deals 8d8 mental damage (basic Will\nsave) to each creature that's inside the burst when it's created,\nenters the burst, or starts its turn inside the burst. A creature\nthat critically succeeds at its Will save can immediately\nattempt to disbelieve the illusion. A creature that tries to\nInteract with the monsters or observes one with a Seek action\ncan attempt to disbelieve the illusion. Creatures that disbelieve\nthe illusion take no damage from the illusion thereafter.\nHeightened (+1) The mental damage increases by 1d8.\nVITAL BEACON\nHEALING\nPOSITIVE\nTraditions divine, primal\nCast 1 minute (somatic, verbal)\nDuration until your next daily preparations\nVitality radiates outward from you, allowing others to\nsupplicate and receive healing. Once per round, either you\nor an ally can use an Interact action to supplicate and lay\nhands upon you to regain Hit Points. Each time the beacon\nheals someone, it decreases in strength. It restores 4d10 Hit\nPoints to the first creature, 4d8 Hit Points to the second, 4d6\nHit Points to the third, and 4d4 Hit Points to the fourth, after\nwhich the spell ends. You can have only one vital beacon\nactive at a time.\nHeightened (+1) The beacon restores one additional die of Hit\nPoints each time it heals, using the same die size as the\nothers for that step.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "visions-of-danger",
"content_id": "visions-of-danger",
"level": 7
}
Core Rulebook (Fourth Printing)
Volcanic Eruption
Rank 7 · Spell · Common
The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is encased. Critical Failure: The creature takes double damage and is encased.
Advanced review details
Description snippet: The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creat
Source lines: 59930 - 59957
Raw text block
VOLCANIC ERUPTION SPELL 7 FIRE Traditions primal Cast [two-actions] somatic, verbal Range 120 feet; Area 5-foot radius, 80-foot-tall cylinder Saving Throw Reflex The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is encased. Critical Failure The creature takes double damage and is encased. Heightened (+1) The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6."
}
]
Damage clauses
[
{
"formula": "14d6",
"type": "fire",
"persistent": false
},
{
"formula": "3d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is encased.",
"Critical Failure": "The creature takes double damage and is encased."
}
}
Full schema_data
{
"id": "volcanic-eruption",
"name": "Volcanic Eruption",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"fire"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "5-foot radius, 80-foot-tall cylinder",
"targets": "none",
"duration": "none",
"save": "Reflex",
"save_type": "reflex",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and is encased. Critical Failure: The creature takes double damage and is encased.",
"description_snippet": "The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creat",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6."
}
],
"damage": [
{
"formula": "14d6",
"type": "fire",
"persistent": false
},
{
"formula": "3d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and is encased.",
"Critical Failure": "The creature takes double damage and is encased."
}
},
"conditions_caused": [
"clumsy"
],
"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": 59930,
"source_line_end": 59957,
"raw_text_block": "VOLCANIC ERUPTION\nSPELL 7\nFIRE\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 5-foot radius, 80-foot-tall cylinder\nSaving Throw Reflex\nThe ground opens up, spraying a column of lava high into the\nair in a vertical cylinder, dealing 14d6 fire damage to creatures\nin the area. The lava rapidly cools and encases creatures in\nthe area. A creature encased in rock is clumsy 1 and takes\na -10-foot status penalty to its Speeds. All normal terrain\nis difficult terrain to a flying creature, and such creatures\nimmediately descend 20 feet the moment they're encased,\nbut they don't take damage from this fall. A creature encased\nin rock can attempt to Escape against your spell DC to end the\neffect. Otherwise, the creature remains encased until it takes\na total of 50 damage, freeing it from the rock.\nAdditionally, creatures in the area and those within 5 feet of\nthe lava column automatically take 3d6 fire damage from the\nintense heat, regardless of the results of their saving throws.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and is encased.\nCritical Failure The creature takes double damage and is encased.\nHeightened (+1) The damage in the area increases by 2d6, and\nthe damage from the intense heat increases by 1d6.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "volcanic-eruption",
"content_id": "volcanic-eruption",
"level": 7
}
Core Rulebook (Fourth Printing)
Warp Mind
Rank 7 · Spell · Common
You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects. Critical Success: The target is unaffected. Success: The target spends the first action on its next turn with the confused condition. Failure: The target is confused for 1 minute. Critical Failure: The target is confused permanently. WATER BREATHING Traditions arcane, divine, primal Cast 1 minute (somatic, verbal) Range 30 feet; Targets up to 5 creatures Duration 1 hour The targets can breathe underwater.
Advanced review details
Description snippet: You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily imm
Source lines: 60233 - 60263
Raw text block
WARP MIND EMOTION ENCHANTMENT SPELL 7 INCAPACITATION MENTAL Traditions arcane, occult Cast [two-actions] somatic, verbal Range 120 feet; Targets 1 creature Saving Throw Will You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects. Critical Success The target is unaffected. Success The target spends the first action on its next turn with the confused condition. Failure The target is confused for 1 minute. Critical Failure The target is confused permanently. WATER BREATHING Traditions arcane, divine, primal Cast 1 minute (somatic, verbal) Range 30 feet; Targets up to 5 creatures Duration 1 hour The targets can breathe underwater. Heightened (3rd) The duration increases to 8 hours. Heightened (4th) The duration increases to until your next daily preparations.
Heightened
[
{
"label": "3rd",
"type": "raw",
"text": "The duration increases to 8 hours."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The duration increases to until your next daily preparations."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target spends the first action on its next turn with the confused condition.",
"Failure": "The target is confused for 1 minute.",
"Critical Failure": "The target is confused permanently. WATER BREATHING Traditions arcane, divine, primal Cast 1 minute (somatic, verbal) Range 30 feet; Targets up to 5 creatures Duration 1 hour The targets can breathe underwater."
}
}
Full schema_data
{
"id": "warp-mind",
"name": "Warp Mind",
"rank": 7,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"emotion",
"incapacitation",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects. Critical Success: The target is unaffected. Success: The target spends the first action on its next turn with the confused condition. Failure: The target is confused for 1 minute. Critical Failure: The target is confused permanently. WATER BREATHING Traditions arcane, divine, primal Cast 1 minute (somatic, verbal) Range 30 feet; Targets up to 5 creatures Duration 1 hour The targets can breathe underwater.",
"description_snippet": "You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily imm",
"heightened": [
{
"label": "3rd",
"type": "raw",
"text": "The duration increases to 8 hours."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The duration increases to until your next daily preparations."
}
],
"heightened_scaling": [
{
"label": "3rd",
"type": "raw",
"text": "The duration increases to 8 hours."
},
{
"label": "4th",
"type": "fixed_rank",
"rank": 4,
"text": "The duration increases to until your next daily preparations."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target spends the first action on its next turn with the confused condition.",
"Failure": "The target is confused for 1 minute.",
"Critical Failure": "The target is confused permanently. WATER BREATHING Traditions arcane, divine, primal Cast 1 minute (somatic, verbal) Range 30 feet; Targets up to 5 creatures Duration 1 hour The targets can breathe underwater."
}
},
"conditions_caused": [
"confused"
],
"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": 60233,
"source_line_end": 60263,
"raw_text_block": "WARP MIND\nEMOTION\nENCHANTMENT\nSPELL 7\nINCAPACITATION\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nSaving Throw Will\nYou scramble a creature's mental faculties and sensory input.\nThe target must attempt a Will saving throw. Regardless of\nthe result of that save, the target is then temporarily immune\nfor 10 minutes. Warp mind's effects happen instantly, so dispel\nmagic and other effects that counteract spells can't counteract\nthem. However, alter reality, miracle, primal phenomenon,\nrestoration, or wish can still counteract the effects.\nCritical Success The target is unaffected.\nSuccess The target spends the first action on its next turn\nwith the confused condition.\nFailure The target is confused for 1 minute.\nCritical Failure The target is confused permanently.\nWATER BREATHING\nTraditions arcane, divine, primal\nCast 1 minute (somatic, verbal)\nRange 30 feet; Targets up to 5 creatures\nDuration 1 hour\nThe targets can breathe underwater.\nHeightened (3rd) The duration increases to 8 hours.\nHeightened (4th) The duration increases to until your next\ndaily preparations.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "warp-mind",
"content_id": "warp-mind",
"level": 7
}
Core Rulebook (Fourth Printing)
Antimagic Field
Rank 8 · Spell · Rare
You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field. The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.
Advanced review details
Description snippet: You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one i
Source lines: 49437 - 49463
Raw text block
ANTIMAGIC FIELD RARE SPELL 8 ABJURATION Traditions arcane, divine, occult Cast [three-actions] material, somatic, verbal Area 10-foot emanation, which affects you Duration sustained up to 1 minute You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field. The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field. The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.",
"outcomes": []
}
Full schema_data
{
"id": "antimagic-field",
"name": "Antimagic Field",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "rare",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "10-foot emanation, which affects you",
"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 repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field. The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.",
"description_snippet": "You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one i",
"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 repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field. The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.",
"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": 49437,
"source_line_end": 49463,
"raw_text_block": "ANTIMAGIC FIELD\nRARE\nSPELL 8\nABJURATION\nTraditions arcane, divine, occult\nCast [three-actions] material, somatic, verbal\nArea 10-foot emanation, which affects you\nDuration sustained up to 1 minute\nYou repel all magic from the target area, preventing spells\nand other magic from functioning. Spells can't penetrate the\narea, magic items cease to function within it, and no one\ninside can cast spells or use magic abilities. Likewise, spells—\nsuch as dispel magic—can't affect the field itself unless they\nare of a higher level. Magic effects resume the moment they\npass outside the field. For example, a ray fired from one side\nof the field could target a creature on the other side (as long\nas caster and target are both outside the field). A summoned\ncreature winks out of existence but reappears if the field\nmoves or ends. Invested magic items cease to function, but\nthey remain invested and resume functioning when they exit\nthe field; the ability boost from an apex item isn't suppressed\nwithin the field. Spells of a higher level than the antimagic\nfield overcome its effects, and can even be cast by a creature\nwithin the field.\nThe field disrupts only magic, so a +3 longsword still\nfunctions as a longsword. Magically created creatures (such\nas golems) function normally within an antimagic field.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "antimagic-field",
"content_id": "antimagic-field",
"level": 8
}
Secrets of Magic
Bathe In Blood
Rank 8 · Ritual · Rare
Religion, Society Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as gentle repose can extend this time, but using such preserved blood applies a -4 circumstance penalty to the primary and secondary checks. If you're Medium, you require 30 gallons of blood to immerse yourself, and a typical Medium creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at -1 and increases by -1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a -4 penalty on your Occultism check). Critical Success: You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to Make an Impression. Success: You become 20 years younger or pause your aging for 20 years. Failure: The ritual has no effect. Critical Failure: You die. Casters killed this way frequently return as undead, often as ghosts or vampires.
Advanced review details
Description snippet: Religion, Society Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner
Source lines: 17282 - 17326
Raw text block
BATHE IN BLOOD RARE RITUAL 8 NECROMANCY Cast 1 day; Cost alchemical herbs and components worth a total of 1,000 gp × the target's level; Secondary Casters 2 Primary Check Occultism (expert); Secondary Checks Religion, Society Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as gentle repose can extend this time, but using such preserved blood applies a -4 circumstance penalty to the primary and secondary checks. If you're Medium, you require 30 gallons of blood to immerse yourself, and a typical Medium creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at -1 and increases by -1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a -4 penalty on your Occultism check). Critical Success You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to Make an Impression. Success You become 20 years younger or pause your aging for 20 years. Failure The ritual has no effect. Critical Failure You die. Casters killed this way frequently return as undead, often as ghosts or vampires.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Religion, Society Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as gentle repose can extend this time, but using such preserved blood applies a -4 circumstance penalty to the primary and secondary checks. If you're Medium, you require 30 gallons of blood to immerse yourself, and a typical Medium creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at -1 and increases by -1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a -4 penalty on your Occultism check).",
"outcomes": {
"Critical Success": "You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to Make an Impression.",
"Success": "You become 20 years younger or pause your aging for 20 years.",
"Failure": "The ritual has no effect.",
"Critical Failure": "You die. Casters killed this way frequently return as undead, often as ghosts or vampires."
}
}
Full schema_data
{
"id": "bathe-in-blood",
"name": "Bathe In Blood",
"rank": 8,
"is_cantrip": false,
"spell_type": "ritual",
"school": "necromancy",
"rarity": "rare",
"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": "alchemical herbs and components worth a total of 1,000 gp × the target's level",
"primary_check": "Occultism (expert) Secondary Checks",
"secondary_casters": "2",
"description": "Religion, Society Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as gentle repose can extend this time, but using such preserved blood applies a -4 circumstance penalty to the primary and secondary checks. If you're Medium, you require 30 gallons of blood to immerse yourself, and a typical Medium creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at -1 and increases by -1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a -4 penalty on your Occultism check). Critical Success: You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to Make an Impression. Success: You become 20 years younger or pause your aging for 20 years. Failure: The ritual has no effect. Critical Failure: You die. Casters killed this way frequently return as undead, often as ghosts or vampires.",
"description_snippet": "Religion, Society Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner",
"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": "Religion, Society Range 20 feet; Target 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as gentle repose can extend this time, but using such preserved blood applies a -4 circumstance penalty to the primary and secondary checks. If you're Medium, you require 30 gallons of blood to immerse yourself, and a typical Medium creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at -1 and increases by -1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a -4 penalty on your Occultism check).",
"outcomes": {
"Critical Success": "You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to Make an Impression.",
"Success": "You become 20 years younger or pause your aging for 20 years.",
"Failure": "The ritual has no effect.",
"Critical Failure": "You die. Casters killed this way frequently return as undead, often as ghosts or vampires."
}
},
"conditions_caused": [
"drained"
],
"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": 17282,
"source_line_end": 17326,
"raw_text_block": "BATHE IN BLOOD\nRARE\nRITUAL 8\nNECROMANCY\nCast 1 day; Cost alchemical herbs and components worth a\ntotal of 1,000 gp × the target's level; Secondary Casters 2\nPrimary Check Occultism (expert); Secondary Checks\nReligion, Society\nRange 20 feet; Target 1 living creature of a level no greater\nthan double the bathe in blood ritual's level\nThis is an old ritual, illegal in nearly every corner of\nGolarion, but never quite exterminated. You bathe in the\nfreshly spilled blood of your people, whose lives and years\nyou steal in the process.\nThis ritual requires that you submerge yourself in a bath\nof alchemically treated blood, attended by silent servants.\nThe blood must come from the same ancestry as your\nown, and must have been spilled within the last 6 hours; a\nspell such as gentle repose can extend this time, but using\nsuch preserved blood applies a -4 circumstance penalty\nto the primary and secondary checks. If you're Medium,\nyou require 30 gallons of blood to immerse yourself, and a\ntypical Medium creature holds about 1-1/2 gallons of blood\nin its body. This ritual doesn't strictly require that the\nblood donors be killed and drained dry, but the logistical\nchallenges of gathering enough blood without murder are\nbeyond all but the most well-resourced casters.\nEach time you enact this ritual, regardless of its success\nor failure, you take a penalty to the primary check for all\nsubsequent castings. This penalty starts at -1 and increases\nby -1 during each casting (so if you were casting this ritual\non yourself for the fifth time, you would take a -4 penalty\non your Occultism check).\nCritical Success You emerge rejuvenated and revived. You\nbecome up to 40 years younger, returning to the prime\nof youth and life. If you're already at your desired age,\nyour aging instead stops for the next 40 years. While\nremaining recognizably yourself, you also become\npreternaturally attractive, gaining a +1 circumstance\nbonus to Make an Impression.\nSuccess You become 20 years younger or pause your\naging for 20 years.\nFailure The ritual has no effect.\nCritical Failure You die. Casters killed this way frequently\nreturn as undead, often as ghosts or vampires.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "bathe-in-blood",
"content_id": "bathe-in-blood",
"level": 8
}
Secrets of Magic
Boil Blood
Rank 8 · Spell · Common
You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage and is drained 2. Critical Failure: The target takes double damage and is drained 3.
Advanced review details
Description snippet: You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can
Source lines: 10548 - 10565
Raw text block
BOIL BLOOD EVOCATION SPELL 8 FIRE Traditions arcane, primal Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Saving Throw Fortitude You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is drained 2. Critical Failure The target takes double damage and is drained 3. Heightened (+1) The damage increases by 1d10.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10."
}
]
Damage clauses
[
{
"formula": "10d10",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage.",
"Failure": "The target takes full damage and is drained 2.",
"Critical Failure": "The target takes double damage and is drained 3."
}
}
Full schema_data
{
"id": "boil-blood",
"name": "Boil Blood",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "evocation",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"fire"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "60 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Fortitude",
"save_type": "fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. Critical Success: The target is unaffected. Success: The target takes half damage. Failure: The target takes full damage and is drained 2. Critical Failure: The target takes double damage and is drained 3.",
"description_snippet": "You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d10."
}
],
"damage": [
{
"formula": "10d10",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "You heat a foe's blood and boil it within its veins. The target takes 10d10 fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage.",
"Failure": "The target takes full damage and is drained 2.",
"Critical Failure": "The target takes double damage and is drained 3."
}
},
"conditions_caused": [
"drained"
],
"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": 10548,
"source_line_end": 10565,
"raw_text_block": "BOIL BLOOD\nEVOCATION\nSPELL 8\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nSaving Throw Fortitude\nYou heat a foe's blood and boil it within its veins. The target\ntakes 10d10 fire damage, with a Fortitude save. A nonliving\ncreature with blood in its body (such as a vampire) can be\naffected, but a creature with no blood is immune.\nCritical Success The target is unaffected.\nSuccess The target takes half damage.\nFailure The target takes full damage and is drained 2.\nCritical Failure The target takes double damage and is\ndrained 3.\nHeightened (+1) The damage increases by 1d10.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "boil-blood",
"content_id": "boil-blood",
"level": 8
}
Secrets of Magic
Burning Blossoms
Rank 8 · Spell · Common
An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes 6d6 fire damage from the burning petals. Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, mental, and visual effect. Creatures fascinated with the tree must use at least one of their actions on each of their turns to move toward the tree. Critical Success: The creature is unaffected and is temporarily immune for 24 hours. Initiation Desnus 31, 4680 My job in the library has kept me busy, and I'd mostly forgotten my encounter with the witch in the woods, but after today I have more questions than ever. I was delivering books to an acolyte when I thought I saw something whisk around a corner, tossed by the wind. I thought perhaps it was a dropped note or loose quill and went after it, but it stayed ahead of me at every turn until I found myself atop one of the library's towers, windows open to the air and sea. Then a strange thing occurred: an iridescent blackbird landed on the windowsill, looked me right in the eye, and then turned to stare intently at a large cluster of clouds darkening on the horizon. A strong gust of wind scattered a stack of papers, and the blackbird trilled as a nearby lantern plummeted toward the floor. Without thinking I raised my hand and echoed the blackbird's call—and the lantern's descent halted inches above the ground, then settled gently. I'm still a little shaken. A part of me wonders if I imagined the whole thing, but I believe there was an entity in those clouds that meant to give me something: a sense of purpose, a conveyance of granted power. A welcome. I hesitate to even write the words “patron” and “magic” together, but... could it be? I wonder if there's a section in the library that answers the question, “Am I a witch?” And perhaps even more importantly, “What now?” Success: The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree. Failure: The creature is fascinated with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again. Critical Failure: The creature is fascinated with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other hostile actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree.
Advanced review details
Description snippet: An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and
Source lines: 10677 - 10734
Raw text block
BURNING BLOSSOMS ENCHANTMENT FIRE SPELL 8 PLANT Traditions arcane, primal Cast [three-actions] somatic, verbal Range 120 feet; Area 30-foot radius, 100-foot tall cylinder Saving Throw Will; Duration 1 minute An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes 6d6 fire damage from the burning petals. Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, mental, and visual effect. Creatures fascinated with the tree must use at least one of their actions on each of their turns to move toward the tree. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Initiation Desnus 31, 4680 My job in the library has kept me busy, and I'd mostly forgotten my encounter with the witch in the woods, but after today I have more questions than ever. I was delivering books to an acolyte when I thought I saw something whisk around a corner, tossed by the wind. I thought perhaps it was a dropped note or loose quill and went after it, but it stayed ahead of me at every turn until I found myself atop one of the library's towers, windows open to the air and sea. Then a strange thing occurred: an iridescent blackbird landed on the windowsill, looked me right in the eye, and then turned to stare intently at a large cluster of clouds darkening on the horizon. A strong gust of wind scattered a stack of papers, and the blackbird trilled as a nearby lantern plummeted toward the floor. Without thinking I raised my hand and echoed the blackbird's call—and the lantern's descent halted inches above the ground, then settled gently. I'm still a little shaken. A part of me wonders if I imagined the whole thing, but I believe there was an entity in those clouds that meant to give me something: a sense of purpose, a conveyance of granted power. A welcome. I hesitate to even write the words “patron” and “magic” together, but... could it be? I wonder if there's a section in the library that answers the question, “Am I a witch?” And perhaps even more importantly, “What now?” Success The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree. Failure The creature is fascinated with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again. Critical Failure The creature is fascinated with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other hostile actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree. Heightened (+1) The damage increases by 1d6.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6."
}
]
Damage clauses
[
{
"formula": "6d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes 6d6 fire damage from the burning petals. Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, mental, and visual effect. Creatures fascinated with the tree must use at least one of their actions on each of their turns to move toward the tree.",
"outcomes": {
"Critical Success": "The creature is unaffected and is temporarily immune for 24 hours. Initiation Desnus 31, 4680 My job in the library has kept me busy, and I'd mostly forgotten my encounter with the witch in the woods, but after today I have more questions than ever. I was delivering books to an acolyte when I thought I saw something whisk around a corner, tossed by the wind. I thought perhaps it was a dropped note or loose quill and went after it, but it stayed ahead of me at every turn until I found myself atop one of the library's towers, windows open to the air and sea. Then a strange thing occurred: an iridescent blackbird landed on the windowsill, looked me right in the eye, and then turned to stare intently at a large cluster of clouds darkening on the horizon. A strong gust of wind scattered a stack of papers, and the blackbird trilled as a nearby lantern plummeted toward the floor. Without thinking I raised my hand and echoed the blackbird's call—and the lantern's descent halted inches above the ground, then settled gently. I'm still a little shaken. A part of me wonders if I imagined the whole thing, but I believe there was an entity in those clouds that meant to give me something: a sense of purpose, a conveyance of granted power. A welcome. I hesitate to even write the words “patron” and “magic” together, but... could it be? I wonder if there's a section in the library that answers the question, “Am I a witch?” And perhaps even more importantly, “What now?”",
"Success": "The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree.",
"Failure": "The creature is fascinated with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again.",
"Critical Failure": "The creature is fascinated with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other hostile actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree."
}
}
Full schema_data
{
"id": "burning-blossoms",
"name": "Burning Blossoms",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"fire",
"plant"
],
"cast": "[three-actions] somatic, verbal",
"cast_actions": "3_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "30-foot radius, 100-foot tall cylinder",
"targets": "none",
"duration": "1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes 6d6 fire damage from the burning petals. Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, mental, and visual effect. Creatures fascinated with the tree must use at least one of their actions on each of their turns to move toward the tree. Critical Success: The creature is unaffected and is temporarily immune for 24 hours. Initiation Desnus 31, 4680 My job in the library has kept me busy, and I'd mostly forgotten my encounter with the witch in the woods, but after today I have more questions than ever. I was delivering books to an acolyte when I thought I saw something whisk around a corner, tossed by the wind. I thought perhaps it was a dropped note or loose quill and went after it, but it stayed ahead of me at every turn until I found myself atop one of the library's towers, windows open to the air and sea. Then a strange thing occurred: an iridescent blackbird landed on the windowsill, looked me right in the eye, and then turned to stare intently at a large cluster of clouds darkening on the horizon. A strong gust of wind scattered a stack of papers, and the blackbird trilled as a nearby lantern plummeted toward the floor. Without thinking I raised my hand and echoed the blackbird's call—and the lantern's descent halted inches above the ground, then settled gently. I'm still a little shaken. A part of me wonders if I imagined the whole thing, but I believe there was an entity in those clouds that meant to give me something: a sense of purpose, a conveyance of granted power. A welcome. I hesitate to even write the words “patron” and “magic” together, but... could it be? I wonder if there's a section in the library that answers the question, “Am I a witch?” And perhaps even more importantly, “What now?” Success: The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree. Failure: The creature is fascinated with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again. Critical Failure: The creature is fascinated with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other hostile actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree.",
"description_snippet": "An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6."
}
],
"damage": [
{
"formula": "6d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes 6d6 fire damage from the burning petals. Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, mental, and visual effect. Creatures fascinated with the tree must use at least one of their actions on each of their turns to move toward the tree.",
"outcomes": {
"Critical Success": "The creature is unaffected and is temporarily immune for 24 hours. Initiation Desnus 31, 4680 My job in the library has kept me busy, and I'd mostly forgotten my encounter with the witch in the woods, but after today I have more questions than ever. I was delivering books to an acolyte when I thought I saw something whisk around a corner, tossed by the wind. I thought perhaps it was a dropped note or loose quill and went after it, but it stayed ahead of me at every turn until I found myself atop one of the library's towers, windows open to the air and sea. Then a strange thing occurred: an iridescent blackbird landed on the windowsill, looked me right in the eye, and then turned to stare intently at a large cluster of clouds darkening on the horizon. A strong gust of wind scattered a stack of papers, and the blackbird trilled as a nearby lantern plummeted toward the floor. Without thinking I raised my hand and echoed the blackbird's call—and the lantern's descent halted inches above the ground, then settled gently. I'm still a little shaken. A part of me wonders if I imagined the whole thing, but I believe there was an entity in those clouds that meant to give me something: a sense of purpose, a conveyance of granted power. A welcome. I hesitate to even write the words “patron” and “magic” together, but... could it be? I wonder if there's a section in the library that answers the question, “Am I a witch?” And perhaps even more importantly, “What now?”",
"Success": "The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree.",
"Failure": "The creature is fascinated with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again.",
"Critical Failure": "The creature is fascinated with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other hostile actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree."
}
},
"conditions_caused": [
"fascinated"
],
"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": 10677,
"source_line_end": 10734,
"raw_text_block": "BURNING BLOSSOMS\nENCHANTMENT\nFIRE\nSPELL 8\nPLANT\nTraditions arcane, primal\nCast [three-actions] somatic, verbal\nRange 120 feet; Area 30-foot radius, 100-foot tall cylinder\nSaving Throw Will; Duration 1 minute\nAn intangible hollow tree sprouts from the ground and\ngrows to towering height, radiating a fiery passion and\nfascinating viewers. The base of the tree takes up a single\nsquare and grows 100 feet upwards, while its branches\nextend outwards 30 feet, forming the spell's cylindrical area.\nThe tree then blossoms, growing delicate white flowers that\nburn with white-hot fire. As the tree's branches gently rustle\nin the wind, flower petals drift to the ground in a shower\nof flame. Any creature that ends its turn under the tree's\nbranches takes 6d6 fire damage from the burning petals.\nAny enemy that can see the tree, even if the enemy is\noutside the spell's area, must attempt a Will save. This is\nan emotion, mental, and visual effect. Creatures fascinated\nwith the tree must use at least one of their actions on each\nof their turns to move toward the tree.\nCritical Success The creature is unaffected and is\ntemporarily immune for 24 hours.\nInitiation\nDesnus 31, 4680\nMy job in the library has kept me busy, and I'd mostly forgotten my encounter\nwith the witch in the woods, but after today I have more questions than ever.\nI was delivering books to an acolyte when I thought I saw something whisk\naround a corner, tossed by the wind. I thought perhaps it was a dropped note\nor loose quill and went after it, but it stayed ahead of me at every turn\nuntil I found myself atop one of the library's towers, windows open to the\nair and sea. Then a strange thing occurred: an iridescent blackbird landed on\nthe windowsill, looked me right in the eye, and then turned to stare intently\nat a large cluster of clouds darkening on the horizon.\nA strong gust of wind scattered a stack of papers, and the blackbird\ntrilled as a nearby lantern plummeted toward the floor. Without thinking\nI raised my hand and echoed the blackbird's call—and the lantern's descent\nhalted inches above the ground, then settled gently.\nI'm still a little shaken. A part of me wonders if I imagined the whole\nthing, but I believe there was an entity in those clouds that meant to give\nme something: a sense of purpose, a conveyance of granted power. A welcome.\nI hesitate to even write the words “patron” and “magic” together, but...\ncould it be? I wonder if there's a section in the library that answers the\nquestion, “Am I a witch?” And perhaps even more importantly, “What now?”\nSuccess The creature is unaffected, but it must attempt a\nnew save at the end of its turn if it can still see the tree.\nFailure The creature is fascinated with the tree until the end\nof its next turn. If it can still see the tree then, it must\nattempt a save again.\nCritical Failure The creature is fascinated with the tree until\nthe spell ends. The tree's fire damage doesn't end the\nfascination; other hostile actions end it, as normal. If the\nfascination ends, the creature must attempt a new save at\nthe end of its turn if it can still see the tree.\nHeightened (+1) The damage increases by 1d6.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "burning-blossoms",
"content_id": "burning-blossoms",
"level": 8
}
Secrets of Magic
Canticle Of Everlasting Grief
Rank 8 · Spell · Common
You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes 5d6 mental damage, is frightened 1, and can't benefit from circumstance or status bonuses for 1 round. Failure: The target takes 10d6 mental damage, is frightened 3, and can't benefit from circumstance or status bonuses for 1 week. Critical Failure: The target takes 20d6 mental damage and is frightened 4. It can't benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it.
Advanced review details
Description snippet: You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save.
Source lines: 10749 - 10775
Raw text block
CANTICLE OF EVERLASTING GRIEF AUDITORY CURSE EMOTION ENCHANTMENT SPELL 8 FEAR MENTAL Traditions divine, occult Cast [two-actions] somatic, verbal Range 120 feet; Targets 1 creature Saving Throw Will; Duration varies You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. Critical Success The target is unaffected. Success The target takes 5d6 mental damage, is frightened 1, and can't benefit from circumstance or status bonuses for 1 round. Failure The target takes 10d6 mental damage, is frightened 3, and can't benefit from circumstance or status bonuses for 1 week. Critical Failure The target takes 20d6 mental damage and is frightened 4. It can't benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "5d6",
"type": "mental",
"persistent": false
},
{
"formula": "10d6",
"type": "mental",
"persistent": false
},
{
"formula": "20d6",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes 5d6 mental damage, is frightened 1, and can't benefit from circumstance or status bonuses for 1 round.",
"Failure": "The target takes 10d6 mental damage, is frightened 3, and can't benefit from circumstance or status bonuses for 1 week.",
"Critical Failure": "The target takes 20d6 mental damage and is frightened 4. It can't benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it."
}
}
Full schema_data
{
"id": "canticle-of-everlasting-grief",
"name": "Canticle Of Everlasting Grief",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"divine",
"occult"
],
"traits": [
"auditory",
"curse",
"emotion",
"fear",
"mental"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "none",
"targets": "1 creature",
"duration": "varies",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. Critical Success: The target is unaffected. Success: The target takes 5d6 mental damage, is frightened 1, and can't benefit from circumstance or status bonuses for 1 round. Failure: The target takes 10d6 mental damage, is frightened 3, and can't benefit from circumstance or status bonuses for 1 week. Critical Failure: The target takes 20d6 mental damage and is frightened 4. It can't benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it.",
"description_snippet": "You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "5d6",
"type": "mental",
"persistent": false
},
{
"formula": "10d6",
"type": "mental",
"persistent": false
},
{
"formula": "20d6",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes 5d6 mental damage, is frightened 1, and can't benefit from circumstance or status bonuses for 1 round.",
"Failure": "The target takes 10d6 mental damage, is frightened 3, and can't benefit from circumstance or status bonuses for 1 week.",
"Critical Failure": "The target takes 20d6 mental damage and is frightened 4. It can't benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it."
}
},
"conditions_caused": [
"broken",
"frightened"
],
"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": 10749,
"source_line_end": 10775,
"raw_text_block": "CANTICLE OF EVERLASTING GRIEF\nAUDITORY\nCURSE\nEMOTION\nENCHANTMENT\nSPELL 8\nFEAR\nMENTAL\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou create a melody distilled from pure grief, conveying the\ninevitable loss of everything your target cherishes, audible\nonly to them. The target must attempt a Will save.\nCritical Success The target is unaffected.\nSuccess The target takes 5d6 mental damage, is frightened 1,\nand can't benefit from circumstance or status bonuses for\n1 round.\nFailure The target takes 10d6 mental damage, is frightened 3,\nand can't benefit from circumstance or status bonuses for\n1 week.\nCritical Failure The target takes 20d6 mental damage and\nis frightened 4. It can't benefit from circumstance or\nstatus bonuses until the curse is broken. While the curse\nremains, the target's allies are also unable to benefit from\ncircumstance or status bonuses while within 15 feet of it.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "canticle-of-everlasting-grief",
"content_id": "canticle-of-everlasting-grief",
"level": 8
}
Secrets of Magic
Clone Companion
Rank 8 · Spell · Common
You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends.
Advanced review details
Description snippet: You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has th
Source lines: 10988 - 11013
Raw text block
CLONE COMPANION SPELL 8 CONJURATION Traditions primal Cast [three-actions] material, somatic, verbal Range 30 feet; Targets your companion Duration sustained up to 1 minute You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends.",
"outcomes": []
}
Full schema_data
{
"id": "clone-companion",
"name": "Clone Companion",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "your companion",
"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 create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends.",
"description_snippet": "You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has th",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. The duplicate appears adjacent to your companion and has the same statistics. Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends.",
"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": 10988,
"source_line_end": 11013,
"raw_text_block": "CLONE COMPANION\nSPELL 8\nCONJURATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 30 feet; Targets your companion\nDuration sustained up to 1 minute\nYou create a duplicate of your companion, and the duplicate\nfights alongside its twin, mirroring the original's actions.\nThe duplicate appears adjacent to your companion and has\nthe same statistics.\nEach time you Command your companion, both your\ncompanion and its duplicate gain 2 actions. The duplicate\nalways acts immediately after your companion and must\nuse identical actions to the ones your companion used, in\nexactly the same order. However, it can use the actions\ndifferently, such as Striding to a different position or\nselecting a different target for a Strike. If the duplicate is\nunable to mimic an action, it performs the action without\nresult and the action is wasted. The duplicate can't use any\nactions that can be used only a limited number of times\nper day.\nThe duplicate isn't truly alive and can't be healed in\nany way. If the duplicate ever reaches 0 Hit Points, it is\ninstantly destroyed and clone companion immediately\nends.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "clone-companion",
"content_id": "clone-companion",
"level": 8
}
Core Rulebook (Fourth Printing)
Control Weather
Rank 8 · Ritual · Uncommon
You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. • Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado • Summer drizzle, downpour, extreme heat, hail, heat • Autumn cold weather, fog, mild heat, sleet • Winter blizzard, mild cold, extreme cold, thaw You can't specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes. Critical Success: You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12). Success: You change the weather as desired. Failure: You fail to change the weather as desired. Critical Failure: The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather).
Advanced review details
Description snippet: You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. • Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado •
Source lines: 65530 - 65560
Raw text block
CONTROL WEATHER UNCOMMON RITUAL 8 EVOCATION Cast 1 day; Secondary Casters 1 Primary Check Nature (master); Secondary Checks Survival Area 2-mile-radius circle centered on you Duration 4d12 hours You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. • Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado • Summer drizzle, downpour, extreme heat, hail, heat • Autumn cold weather, fog, mild heat, sleet • Winter blizzard, mild cold, extreme cold, thaw You can't specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes. Critical Success You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12). Success You change the weather as desired. Failure You fail to change the weather as desired. Critical Failure The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather). Heightened (9th) You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season's list.
Heightened
[
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season's list."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. • Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado • Summer drizzle, downpour, extreme heat, hail, heat • Autumn cold weather, fog, mild heat, sleet • Winter blizzard, mild cold, extreme cold, thaw You can't specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes.",
"outcomes": {
"Critical Success": "You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12).",
"Success": "You change the weather as desired.",
"Failure": "You fail to change the weather as desired.",
"Critical Failure": "The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather)."
}
}
Full schema_data
{
"id": "control-weather",
"name": "Control Weather",
"rank": 8,
"is_cantrip": false,
"spell_type": "ritual",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"none"
],
"cast": "1 day",
"cast_actions": "one_day",
"components": [
"none"
],
"range": "none",
"area": "2-mile-radius circle centered on you",
"targets": "none",
"duration": "4d12 hours",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "Nature (master) Secondary Checks Survival",
"secondary_casters": "1",
"description": "You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. • Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado • Summer drizzle, downpour, extreme heat, hail, heat • Autumn cold weather, fog, mild heat, sleet • Winter blizzard, mild cold, extreme cold, thaw You can't specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes. Critical Success: You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12). Success: You change the weather as desired. Failure: You fail to change the weather as desired. Critical Failure: The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather).",
"description_snippet": "You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. • Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado •",
"heightened": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season's list."
}
],
"heightened_scaling": [
{
"label": "9th",
"type": "fixed_rank",
"rank": 9,
"text": "You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season's list."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. • Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado • Summer drizzle, downpour, extreme heat, hail, heat • Autumn cold weather, fog, mild heat, sleet • Winter blizzard, mild cold, extreme cold, thaw You can't specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes.",
"outcomes": {
"Critical Success": "You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12).",
"Success": "You change the weather as desired.",
"Failure": "You fail to change the weather as desired.",
"Critical Failure": "The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather)."
}
},
"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": 65530,
"source_line_end": 65560,
"raw_text_block": "CONTROL WEATHER\nUNCOMMON\nRITUAL 8\nEVOCATION\nCast 1 day; Secondary Casters 1\nPrimary Check Nature (master); Secondary Checks Survival\nArea 2-mile-radius circle centered on you\nDuration 4d12 hours\nYou alter the weather, making it calm and normal for the\nseason or choosing up to two effects based on the season.\n• Spring drizzle, heat, hurricane, sleet, thunderstorm,\ntornado\n• Summer drizzle, downpour, extreme heat, hail, heat\n• Autumn cold weather, fog, mild heat, sleet\n• Winter blizzard, mild cold, extreme cold, thaw\nYou can't specifically control the manifestations, such as the\nexact path of a tornado or the targets of lightning strikes.\nCritical Success You change the weather as desired and can\naffect a larger area (up to a 5-mile-radius circle), or a longer\nduration (any number of additional d12 hours, up to 16d12).\nSuccess You change the weather as desired.\nFailure You fail to change the weather as desired.\nCritical Failure The weather changes in an unanticipated way,\ndetermined by the GM but generally as contradictory to\nyour true desires as possible (for instance, a terrible storm\nemerges when you would prefer good weather).\nHeightened (9th) You can create unseasonable weather and\ncontradictory weather effects, such as extreme cold and\na hurricane. You can make the weather calm and normal\nweather for a different season or choose weather effects\nfrom any season's list.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "control-weather",
"content_id": "control-weather",
"level": 8
}
Advanced Player's Guide
Create Demiplane
Rank 8 · Ritual · Rare
Religion (whichever three aren't used for the primary check) Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void. Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light. When you first cast create demiplane, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so plane shift or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods. If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described on page 242. See pages 136-138 of the Gamemastery Guide for more information about these planar features. • Alignment The demiplane gains one alignment trait, such as lawful or good. • Bounteous The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. • Elemental The demiplane gains the air, earth, fire, or water planar essence trait. • Gravity The demiplane gains a gravity trait of your choice. • Key You create an additional key that can be used to access the demiplane with plane shift and improve it with create demiplane. • Portal You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. • Scope The demiplane can be unbounded instead of finite, though still with the same size. Critical Success: You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features. Success: As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature. Failure: The ritual has no effect. Critical Failure: Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane.
Advanced review details
Description snippet: Religion (whichever three aren't used for the primary check) Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, t
Source lines: 34604 - 34677
Raw text block
CREATE DEMIPLANE RARE CONJURATION RITUAL 8 TELEPORTATION Cast 9 days; Cost precious materials worth a total value of 800 gp; Secondary Casters 3 Primary Check Arcana, Nature, Occultism, or Religion (legendary); Secondary Checks Arcana, Nature, Occultism, Religion (whichever three aren't used for the primary check) Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void. Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light. When you first cast create demiplane, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so plane shift or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods. If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described on page 242. See pages 136-138 of the Gamemastery Guide for more information about these planar features. • Alignment The demiplane gains one alignment trait, such as lawful or good. • Bounteous The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. • Elemental The demiplane gains the air, earth, fire, or water planar essence trait. • Gravity The demiplane gains a gravity trait of your choice. • Key You create an additional key that can be used to access the demiplane with plane shift and improve it with create demiplane. • Portal You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. • Scope The demiplane can be unbounded instead of finite, though still with the same size. Critical Success You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features. Success As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature. Failure The ritual has no effect. Critical Failure Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane. Heightened (10th) The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp.
Heightened
[
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Religion (whichever three aren't used for the primary check) Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void. Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light. When you first cast create demiplane, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so plane shift or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods. If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described on page 242. See pages 136-138 of the Gamemastery Guide for more information about these planar features. • Alignment The demiplane gains one alignment trait, such as lawful or good. • Bounteous The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. • Elemental The demiplane gains the air, earth, fire, or water planar essence trait. • Gravity The demiplane gains a gravity trait of your choice. • Key You create an additional key that can be used to access the demiplane with plane shift and improve it with create demiplane. • Portal You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. • Scope The demiplane can be unbounded instead of finite, though still with the same size.",
"outcomes": {
"Critical Success": "You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features.",
"Success": "As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature.",
"Failure": "The ritual has no effect.",
"Critical Failure": "Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane."
}
}
Full schema_data
{
"id": "create-demiplane",
"name": "Create Demiplane",
"rank": 8,
"is_cantrip": false,
"spell_type": "ritual",
"school": "conjuration",
"rarity": "rare",
"traditions": [
"none"
],
"traits": [
"teleportation"
],
"cast": "9 days",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "precious materials worth a total value of 800 gp",
"primary_check": "Arcana, Nature, Occultism, or Religion (legendary) Secondary Checks Arcana, Nature, Occultism,",
"secondary_casters": "3",
"description": "Religion (whichever three aren't used for the primary check) Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void. Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light. When you first cast create demiplane, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so plane shift or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods. If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described on page 242. See pages 136-138 of the Gamemastery Guide for more information about these planar features. • Alignment The demiplane gains one alignment trait, such as lawful or good. • Bounteous The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. • Elemental The demiplane gains the air, earth, fire, or water planar essence trait. • Gravity The demiplane gains a gravity trait of your choice. • Key You create an additional key that can be used to access the demiplane with plane shift and improve it with create demiplane. • Portal You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. • Scope The demiplane can be unbounded instead of finite, though still with the same size. Critical Success: You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features. Success: As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature. Failure: The ritual has no effect. Critical Failure: Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane.",
"description_snippet": "Religion (whichever three aren't used for the primary check) Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, t",
"heightened": [
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp."
}
],
"heightened_scaling": [
{
"label": "10th",
"type": "fixed_rank",
"rank": 10,
"text": "The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Religion (whichever three aren't used for the primary check) Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void. Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light. When you first cast create demiplane, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so plane shift or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods. If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described on page 242. See pages 136-138 of the Gamemastery Guide for more information about these planar features. • Alignment The demiplane gains one alignment trait, such as lawful or good. • Bounteous The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. • Elemental The demiplane gains the air, earth, fire, or water planar essence trait. • Gravity The demiplane gains a gravity trait of your choice. • Key You create an additional key that can be used to access the demiplane with plane shift and improve it with create demiplane. • Portal You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. • Scope The demiplane can be unbounded instead of finite, though still with the same size.",
"outcomes": {
"Critical Success": "You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features.",
"Success": "As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature.",
"Failure": "The ritual has no effect.",
"Critical Failure": "Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane."
}
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 34604,
"source_line_end": 34677,
"raw_text_block": "CREATE DEMIPLANE\nRARE\nCONJURATION\nRITUAL 8\nTELEPORTATION\nCast 9 days; Cost precious materials worth a total value of\n800 gp; Secondary Casters 3\nPrimary Check Arcana, Nature, Occultism, or Religion\n(legendary); Secondary Checks Arcana, Nature, Occultism,\nReligion (whichever three aren't used for the primary check)\nFew incantations are as renowned as the power to create worlds.\nTo cast this ritual, you must be on the Astral Plane, the Ethereal\nPlane, or a plane that connects to one of the two.\nA demiplane created with this ritual exists on the Astral or\nEthereal Plane. It can have the appearance of any mundane\nenvironment or structure, such as a glorious cathedral, a\nclearing in a forest, a comfortably furnished cavern, or anything\nelse one can imagine. All demiplanes have finite, unbreachable\nboundaries, which might resemble stone, wood, or something\nmore unnatural, such as a wall of mist or unceasing void.\nDemiplanes have environmental conditions as appropriate\nfor the Material Plane, though the primary caster can dictate a\ngeneral climate or light level, as well as whether the demiplane\nexperiences seasons or a day-night cycle. The demiplane has\nno native plants or animals, but they can be introduced, and\nplants will grow in a demiplane's light.\nWhen you first cast create demiplane, the casters are\nteleported to the demiplane. The demiplane has no direct access\nto other worlds, so plane shift or similar abilities are necessary to\naccess it. As part of casting the ritual to create a new demiplane,\nyou create a key to the demiplane which serves as a plane shift\ntuning fork for that demiplane. Most resemble ornate keys, but\nsome take the forms of maps, compasses, or dowsing rods.\nIf you have the original key to an existing demiplane and\nare on that demiplane, you can instead use this ritual to\neither expand the demiplane or add special traits or features\ndescribed on page 242. See pages 136-138 of the Gamemastery\nGuide for more information about these planar features.\n• Alignment The demiplane gains one alignment trait, such\nas lawful or good.\n• Bounteous The demiplane has a functional ecosystem,\nwith plants and animals appropriate to the environment.\nThis ecosystem doesn't require any additional effort on\nyour part to maintain.\n• Elemental The demiplane gains the air, earth, fire, or water\nplanar essence trait.\n• Gravity The demiplane gains a gravity trait of your choice.\n• Key You create an additional key that can be used to\naccess the demiplane with plane shift and improve it\nwith create demiplane.\n• Portal You create a permanent gateway between the\ndemiplane and a single other location. You must spend\nthe ritual's casting time constructing the gateway on\nthe external side, which typically resembles an arch or\ndoorway of some sort. The gate is always active, but it can\nbe secured as you would any door.\n• Scope The demiplane can be unbounded instead of finite,\nthough still with the same size.\nCritical Success You create a new demiplane whose area\nconsists of two contiguous squares, each 100 feet on a side.\nThe ceiling is 20 feet high. If modifying an existing demiplane,\nyou can instead either add this area to the demiplane's size or\nadd two special traits or features.\nSuccess As critical success, but the demiplane's area is a single\nsquare, 100 feet on a side and a ceiling 20 feet high. If\nmodifying an existing demiplane, you can add one special trait\nor feature.\nFailure The ritual has no effect.\nCritical Failure Something goes horribly wrong, and all casters\nare teleported to an unknown but likely hostile plane.\nHeightened (10th) The ritual creates a square area 1,000 feet on\na side, with a ceiling 20 feet high (two contiguous areas of\nthis size on a critical success). The cost of the ritual increases\nto 20,000 gp.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "create-demiplane",
"content_id": "create-demiplane",
"level": 8
}
Core Rulebook (4th Printing)
Disappearance
Rank 8 · Spell · Common
Make a creature
Advanced review details
Description snippet: Make a creature
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 8,
"school": "illusion",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Make a creature",
"content_id": "disappearance",
"type": "spell",
"description": "Make a creature"
}
Core Rulebook (Fourth Printing)
Discern Location
Rank 8 · Spell · Uncommon
You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.
Advanced review details
Description snippet: You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in perso
Source lines: 51362 - 51377
Raw text block
DISCERN LOCATION UNCOMMON DETECTION SPELL 8 DIVINATION Traditions arcane, divine, occult Cast 10 minutes (material, somatic, verbal) Range unlimited; Targets 1 creature or object You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.",
"outcomes": []
}
Full schema_data
{
"id": "discern-location",
"name": "Discern Location",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"arcane",
"divine",
"occult"
],
"traits": [
"detection"
],
"cast": "10 minutes (material, somatic, verbal)",
"cast_actions": "ten_minutes",
"components": [
"material",
"somatic",
"verbal"
],
"range": "unlimited",
"area": "none",
"targets": "1 creature or object",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.",
"description_snippet": "You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in perso",
"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 learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 51362,
"source_line_end": 51377,
"raw_text_block": "DISCERN LOCATION\nUNCOMMON\nDETECTION\nSPELL 8\nDIVINATION\nTraditions arcane, divine, occult\nCast 10 minutes (material, somatic, verbal)\nRange unlimited; Targets 1 creature or object\nYou learn the name of the target's exact location (including\nthe building, community, and country) and plane of existence.\nYou can target a creature only if you've seen it in person,\nhave one of its significant belongings, or have a piece of its\nbody. To target an object, you must have touched it or have\na fragment of it. Discern location automatically overcomes\nprotections against detection and divination of lower level than\nthis spell, even if they would normally have a chance to block it.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "discern-location",
"content_id": "discern-location",
"level": 8
}
Secrets of Magic
Divine Armageddon
Rank 8 · Spell · Common
You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike with negative and alignment power.
Advanced review details
Description snippet: Call down a divine cataclysm that harms both living and undead.
Source lines: 11379 - 11407
Raw text block
DIVINE ARMAGEDDON NECROMANCY NEGATIVE POSITIVE Traditions divine Cast [two-actions] somatic, verbal Range 120 feet; Area 60-foot burst Saving Throw basic Fortitude You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take 10d6 negative damage and 10d6 alignment damage (good, evil, lawful, or chaotic), chosen from among the alignments your deity has. If your deity is true neutral, increase the negative damage by 4d6 instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell. You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt. Heightened (+1) The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike with negative and alignment power.",
"outcomes": []
}
Full schema_data
{
"id": "divine-armageddon",
"name": "Divine Armageddon",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"negative",
"positive"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "120 feet",
"area": "60-foot burst",
"targets": "none",
"duration": "none",
"save": "basic Fortitude",
"save_type": "basic_fortitude",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike with negative and alignment power.",
"description_snippet": "Call down a divine cataclysm that harms both living and undead.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike with negative and alignment power.",
"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": 11379,
"source_line_end": 11407,
"raw_text_block": "DIVINE ARMAGEDDON\nNECROMANCY\nNEGATIVE\nPOSITIVE\nTraditions divine\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 60-foot burst\nSaving Throw basic Fortitude\nYou call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take 10d6 negative damage and 10d6 alignment damage (good, evil, lawful, or chaotic), chosen from among the alignments your deity has. If your deity is true neutral, increase the negative damage by 4d6 instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell.\nYou can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt.\nHeightened (+1) The damage increases by 1d6 negative damage, 1d6 alignment damage, and 1d6 additional negative and positive damage for a true neutral deity.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "divine-armageddon",
"content_id": "divine-armageddon",
"level": 8
}
Core Rulebook (Fourth Printing)
Divine Aura
Rank 8 · Spell · Common
Divine power wards the targets, granting each a status bonus to AC and saves while in the area, with stronger protection against creatures of opposite alignment.
Advanced review details
Description snippet: Ward allies in an aura against hostile aligned creatures.
Source lines: 51826 - 51882
Raw text block
DIVINE AURA SPELL 8 ABJURATION AURA Traditions divine Cast [two-actions] somatic, verbal Area 10-foot emanation; Targets allies in the area Duration sustained up to 1 minute Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. 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. The bonuses granted by the spell increase to +2 against attacks by and effects created by creatures with an alignment opposite to the spell. These bonuses increase to +4 against effects created by such creatures that attempt to impose the controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura. When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be blinded for 1 minute. It's then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura's radius grows 10 feet.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Divine power wards the targets, granting each a status bonus to AC and saves while in the area, with stronger protection against creatures of opposite alignment.",
"outcomes": []
}
Full schema_data
{
"id": "divine-aura",
"name": "Divine Aura",
"rank": 8,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"aura"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "10-foot emanation",
"targets": "allies in the area",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Divine power wards the targets, granting each a status bonus to AC and saves while in the area, with stronger protection against creatures of opposite alignment.",
"description_snippet": "Ward allies in an aura against hostile aligned creatures.",
"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": "Divine power wards the targets, granting each a status bonus to AC and saves while in the area, with stronger protection against creatures of opposite alignment.",
"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": 51826,
"source_line_end": 51882,
"raw_text_block": "DIVINE AURA\nSPELL 8\nABJURATION\nAURA\nTraditions divine\nCast [two-actions] somatic, verbal\nArea 10-foot emanation; Targets allies in the area\nDuration sustained up to 1 minute\nDivine power wards the targets, granting each a +1 status bonus to AC and saves while in the area.\nChoose 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. The bonuses granted by the spell increase to +2 against attacks by and effects created by creatures with an alignment opposite to the spell. These bonuses increase to +4 against effects created by such creatures that attempt to impose the controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura.\nWhen a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be blinded for 1 minute. It's then temporarily immune for 1 minute.\nThe first time you Sustain the Spell each round, the divine aura's radius grows 10 feet.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "divine-aura",
"content_id": "divine-aura",
"level": 8
}
Page 33 of 36