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Spell Catalogue

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Showing page 34 of 36 for 898 matching canonical spell rows.

Page 34 of 36

Core Rulebook (Fourth Printing)

Divine Inspiration

Rank 8 · Spell · Common

Registry ID
divine-inspiration
SpellCommonenchantmentdivine

You infuse a target with spiritual energy, refreshing its magic. It regains a spent 6th-level or lower prepared spell, spell slot, or Focus Points.

Description snippet: Refresh a willing creature's spellcasting resources.

Source lines: 51895 - 51907

Raw text block

DIVINE INSPIRATION
SPELL 8
ENCHANTMENT
MENTAL
Traditions divine
Cast [two-actions] somatic, verbal
Range touch; Targets 1 willing creature
You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had Refocused.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You infuse a target with spiritual energy, refreshing its magic. It regains a spent 6th-level or lower prepared spell, spell slot, or Focus Points.",
    "outcomes": []
}

Full schema_data

{
    "id": "divine-inspiration",
    "name": "Divine Inspiration",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You infuse a target with spiritual energy, refreshing its magic. It regains a spent 6th-level or lower prepared spell, spell slot, or Focus Points.",
    "description_snippet": "Refresh a willing creature's spellcasting resources.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You infuse a target with spiritual energy, refreshing its magic. It regains a spent 6th-level or lower prepared spell, spell slot, or Focus Points.",
        "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": 51895,
    "source_line_end": 51907,
    "raw_text_block": "DIVINE INSPIRATION\nSPELL 8\nENCHANTMENT\nMENTAL\nTraditions divine\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 willing creature\nYou infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had Refocused.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "divine-inspiration",
    "content_id": "divine-inspiration",
    "level": 8
}

Core Rulebook (Fourth Printing)

Dream Council

Rank 8 · Spell · Common

Registry ID
dream-council
SpellCommonillusionarcaneoccult

When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.

Description snippet: When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared

Source lines: 51855 - 51870

Raw text block

DREAM COUNCIL
ILLUSION
MENTAL
SPELL 8
SLEEP
Traditions arcane, occult
Cast 10 minutes (somatic, verbal)
Range planetary; Targets up to 12 creatures you know by
name and have met in person
Duration 1 hour
When you Cast this Spell, any targets—including you—can choose
to immediately fall asleep. The spell ends for any creatures that
don't choose to fall asleep. Sleepers join a shared dream, where
they can communicate with one another as though they were in
the same room. Individual targets leave this shared dream upon
awakening, and if all the targets awaken, the spell ends.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.",
    "outcomes": []
}

Full schema_data

{
    "id": "dream-council",
    "name": "Dream Council",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "mental",
        "sleep"
    ],
    "cast": "10 minutes (somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "planetary",
    "area": "none",
    "targets": "up to 12 creatures you know by name and have met in person",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.",
    "description_snippet": "When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 51855,
    "source_line_end": 51870,
    "raw_text_block": "DREAM COUNCIL\nILLUSION\nMENTAL\nSPELL 8\nSLEEP\nTraditions arcane, occult\nCast 10 minutes (somatic, verbal)\nRange planetary; Targets up to 12 creatures you know by\nname and have met in person\nDuration 1 hour\nWhen you Cast this Spell, any targets—including you—can choose\nto immediately fall asleep. The spell ends for any creatures that\ndon't choose to fall asleep. Sleepers join a shared dream, where\nthey can communicate with one another as though they were in\nthe same room. Individual targets leave this shared dream upon\nawakening, and if all the targets awaken, the spell ends.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dream-council",
    "content_id": "dream-council",
    "level": 8
}

Core Rulebook (4th Printing)

Earthquake

Rank 8 · Spell · Common

Registry ID
earthquake
SpellCommonevocationarcaneprimal

Shake the ground

Description snippet: Shake the ground

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 8,
    "school": "evocation",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Shake the ground",
    "content_id": "earthquake",
    "type": "spell",
    "description": "Shake the ground"
}

Core Rulebook (Fourth Printing)

Horrid Wilting

Rank 8 · Spell · Common

Registry ID
horrid-wilting
SpellCommonnecromancyarcaneprimal

You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Water creatures and plant creatures fare worse, while creatures without significant moisture are immune.

Description snippet: Pull moisture from living creatures to deal heavy negative damage.

Source lines: 54027 - 54049

Raw text block

HORRID WILTING
SPELL 8
NEGATIVE
NECROMANCY
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 500 feet; Targets any number of living creatures
Saving Throw basic Fortitude
You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.
Heightened (+1) The damage increases by 1d10.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d10."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Water creatures and plant creatures fare worse, while creatures without significant moisture are immune.",
    "outcomes": []
}

Full schema_data

{
    "id": "horrid-wilting",
    "name": "Horrid Wilting",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "none",
    "targets": "any number of living creatures",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Water creatures and plant creatures fare worse, while creatures without significant moisture are immune.",
    "description_snippet": "Pull moisture from living creatures to deal heavy negative damage.",
    "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": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Water creatures and plant creatures fare worse, while creatures without significant moisture are immune.",
        "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": 54027,
    "source_line_end": 54049,
    "raw_text_block": "HORRID WILTING\nSPELL 8\nNEGATIVE\nNECROMANCY\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 500 feet; Targets any number of living creatures\nSaving Throw basic Fortitude\nYou pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.\nHeightened (+1) The damage increases by 1d10.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "horrid-wilting",
    "content_id": "horrid-wilting",
    "level": 8
}

Core Rulebook (Fourth Printing)

Impaling Briars

Rank 8 · Focus · Uncommon

Registry ID
impaling-briars
FocusUncommonconjurationprimal

The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes. • Impede The briars twist and writhe, making the entire area difficult terrain. • Wall A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain. In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a -10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes. CONJURATION

Description snippet: The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time each round you Sustain the Spell, you can select one of the

Source lines: 63311 - 63342

Raw text block

IMPALING BRIARS
UNCOMMON
FOCUS 8
DRUID
PLANT
Cast [two-actions] somatic, verbal
Area ground within a 100-foot emanation
Duration sustained up to 1 minute
The ground within the area transforms into a mass of
dangerous briars that assault and impede your foes. The first
time each round you Sustain the Spell, you can select one of
the following effects to occur in the area.
• Ensnare The briars clump around your foes, attempting
to hold them in place. A foe within the area (or flying
at most 20 feet above the area) must attempt a Reflex
save. On a failure, it takes a -10-foot circumstance
penalty to all Speeds for 1 round, and on a critical failure,
it is immobilized for 1 round unless it Escapes.
• Impede The briars twist and writhe, making the entire
area difficult terrain.
• Wall A wall of thorns appears in the area, lasting for
1 round. The wall is greater difficult terrain instead of
difficult terrain.
In addition, once per round you can direct the briars to impale
any target in the area (or flying up to 20 feet above the area)
that you can see by using a single action, which has the
concentrate and manipulate traits. Make a spell attack roll. On
a success, the target takes 10d6 piercing damage and takes a
-10-foot circumstance penalty to all Speeds for 1 round; on a
critical success, the target is immobilized for 1 round unless
it Escapes.
CONJURATION

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "10d6",
        "type": "piercing",
        "persistent": false
    }
]

Effects

{
    "description": "The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes. • Impede The briars twist and writhe, making the entire area difficult terrain. • Wall A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain. In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a -10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes. CONJURATION",
    "outcomes": []
}

Full schema_data

{
    "id": "impaling-briars",
    "name": "Impaling Briars",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "plant"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "ground within a 100-foot emanation",
    "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": "The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes. • Impede The briars twist and writhe, making the entire area difficult terrain. • Wall A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain. In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a -10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes. CONJURATION",
    "description_snippet": "The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time each round you Sustain the Spell, you can select one of the",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "10d6",
            "type": "piercing",
            "persistent": false
        }
    ],
    "damage_type": [
        "piercing"
    ],
    "effects": {
        "description": "The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes. • Impede The briars twist and writhe, making the entire area difficult terrain. • Wall A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain. In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a -10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes. CONJURATION",
        "outcomes": []
    },
    "conditions_caused": [
        "immobilized"
    ],
    "focus_class": "druid",
    "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": 63311,
    "source_line_end": 63342,
    "raw_text_block": "IMPALING BRIARS\nUNCOMMON\nFOCUS 8\nDRUID\nPLANT\nCast [two-actions] somatic, verbal\nArea ground within a 100-foot emanation\nDuration sustained up to 1 minute\nThe ground within the area transforms into a mass of\ndangerous briars that assault and impede your foes. The first\ntime each round you Sustain the Spell, you can select one of\nthe following effects to occur in the area.\n• Ensnare The briars clump around your foes, attempting\nto hold them in place. A foe within the area (or flying\nat most 20 feet above the area) must attempt a Reflex\nsave. On a failure, it takes a -10-foot circumstance\npenalty to all Speeds for 1 round, and on a critical failure,\nit is immobilized for 1 round unless it Escapes.\n• Impede The briars twist and writhe, making the entire\narea difficult terrain.\n• Wall A wall of thorns appears in the area, lasting for\n1 round. The wall is greater difficult terrain instead of\ndifficult terrain.\nIn addition, once per round you can direct the briars to impale\nany target in the area (or flying up to 20 feet above the area)\nthat you can see by using a single action, which has the\nconcentrate and manipulate traits. Make a spell attack roll. On\na success, the target takes 10d6 piercing damage and takes a\n-10-foot circumstance penalty to all Speeds for 1 round; on a\ncritical success, the target is immobilized for 1 round unless\nit Escapes.\nCONJURATION",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "impaling-briars",
    "content_id": "impaling-briars",
    "level": 8
}

Core Rulebook (Fourth Printing)

Imprisonment

Rank 8 · Ritual · Uncommon

Registry ID
imprisonment
RitualUncommonevocationNone

Casters 6 Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Crafting, Society Range 10 feet; Target 1 creature of up to 16th level You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all of the forms, others include only a single form or only a few of them. Whichever form you use, the effect can't be counteracted, though it can be ended by freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first. • Chains You bind the creature with chains, rendering it unable to use any actions other than to speak. Other creatures that attempt to approach, harm the chains, or free the trapped creature in any way must succeed at a Will save or be unable to do so forever. The chains have Hardness equal to 5 × the imprisonment ritual's spell level, and double that many Hit Points. Destroying the chains frees the target. • Prison You render the creature completely unable to leave a particular confined area or structure of your choice, such as a jail cell or sealed cave. The magic also prevents the creature from damaging its prison, either directly or indirectly, to break free. If the creature's prison is entirely destroyed by some external force, the creature is freed, though for some larger or natural prisons, this might be unfeasible. • Slumber (sleep effect) You put the creature into an eternal sleep. It ceases aging and doesn't require food or drink. A single sincere physical display of affection from a creature who genuinely loves the target—whether romantically, filially, or otherwise—frees it from the slumber. This form of imprisonment is also enchantment magic. • Temporal Stasis You send the creature into a state of suspended animation outside the flow of time. The creature doesn't grow older and can't be affected by any effect from within the normal timestream. While casting this ritual, you can optionally name any amount of time for the stasis; after this duration elapses, the stasis ends. Unlike other forms of imprisonment, temporal stasis can be counteracted by a dispel magic or haste spell. This form of imprisonment is also transmutation magic. • Object (9th level or higher) You either shrink the creature to an inch in height or transform it into an insubstantial form whose body trails away into wisps below its head. Either way, you trap it inside a gem, jar, bottle, lamp, or similar container. The creature ceases aging and doesn't require food or drink. The creature is still aware of its surroundings and can move within the container and speak, but it can't use any other actions. Destroying the container kills the target rather than freeing it. This form of imprisonment is also transmutation magic. • Oubliette (10th level only) You entomb the target in a state of suspended animation deep beneath the surface of the ground and out of tune with reality so that it can't be reached by any means. You also prevent divinations from revealing the location where the imprisonment occurred. Powerful magic such as wish can reveal the location of the imprisonment, but even such magic can't free the target from the oubliette; only a 10th-level freedom ritual can do so. Critical Success: You imprison the target. You can either use a form of imprisonment that usually requires 1 additional spell level, or give any creatures trying to use a freedom ritual to rescue the target a -2 circumstance penalty to checks associated with that ritual. Success: You imprison the target. Failure: You fail to imprison the target. Critical Failure: You imprison yourself and the secondary casters in the same way you intended to imprison the target.

Description snippet: Casters 6 Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Crafting, Society Range 10 feet; Target 1 creature of up to 16th level You perform a ritual to

Source lines: 65743 - 65826

Raw text block

IMPRISONMENT
UNCOMMON
RITUAL 8
EVOCATION
Cast 1 day; Cost reagents to construct the magical prison
worth a total value of 800 gp × the target's level; Secondary
Casters 6
Primary Check Arcana (legendary) or Occultism (legendary);
Secondary Checks Crafting, Society
Range 10 feet; Target 1 creature of up to 16th level
You perform a ritual to imprison a creature in one of several
forms. While some versions of this ritual offer all of the forms,
others include only a single form or only a few of them.
Whichever form you use, the effect can't be counteracted,
though it can be ended by freedom. Some forms of imprisonment
can be ended by other means. Because the ritual requires the
target to remain within 10 feet at all times, it typically requires
you to subdue the target first.
• Chains You bind the creature with chains, rendering it
unable to use any actions other than to speak. Other
creatures that attempt to approach, harm the chains, or
free the trapped creature in any way must succeed at a
Will save or be unable to do so forever. The chains have
Hardness equal to 5 × the imprisonment ritual's spell
level, and double that many Hit Points. Destroying the
chains frees the target.
• Prison You render the creature completely unable to
leave a particular confined area or structure of your
choice, such as a jail cell or sealed cave. The magic also
prevents the creature from damaging its prison, either
directly or indirectly, to break free. If the creature's
prison is entirely destroyed by some external force,
the creature is freed, though for some larger or natural
prisons, this might be unfeasible.
• Slumber (sleep effect) You put the creature into an eternal
sleep. It ceases aging and doesn't require food or drink. A
single sincere physical display of affection from a creature
who genuinely loves the target—whether romantically,
filially, or otherwise—frees it from the slumber. This form
of imprisonment is also enchantment magic.
• Temporal Stasis You send the creature into a state of
suspended animation outside the flow of time. The
creature doesn't grow older and can't be affected by any
effect from within the normal timestream. While casting
this ritual, you can optionally name any amount of time
for the stasis; after this duration elapses, the stasis ends.
Unlike other forms of imprisonment, temporal stasis can
be counteracted by a dispel magic or haste spell. This
form of imprisonment is also transmutation magic.
• Object (9th level or higher) You either shrink the creature
to an inch in height or transform it into an insubstantial
form whose body trails away into wisps below its head.
Either way, you trap it inside a gem, jar, bottle, lamp, or
similar container. The creature ceases aging and doesn't
require food or drink. The creature is still aware of its
surroundings and can move within the container and
speak, but it can't use any other actions. Destroying
the container kills the target rather than freeing it. This
form of imprisonment is also transmutation magic.
• Oubliette (10th level only) You entomb the target
in a state of suspended animation deep beneath the
surface of the ground and out of tune with reality so
that it can't be reached by any means. You also prevent
divinations from revealing the location where the
imprisonment occurred. Powerful magic such as wish
can reveal the location of the imprisonment, but even
such magic can't free the target from the oubliette;
only a 10th-level freedom ritual can do so.
Critical Success You imprison the target. You can either use a
form of imprisonment that usually requires 1 additional spell
level, or give any creatures trying to use a freedom ritual
to rescue the target a -2 circumstance penalty to checks
associated with that ritual.
Success You imprison the target.
Failure You fail to imprison the target.
Critical Failure You imprison yourself and the secondary casters
in the same way you intended to imprison the target.
Heightened (9th) You can use the object form of imprisonment
in addition to the other options, and you can target a creature
of up to 18th level. The base cost increases to 2,000 gp.
Heightened (10th) You can use the object and oubliette forms
of imprisonment in addition to the other options, and you
can target a creature of up to 20th level. The base cost
increases to 6,000 gp.

Heightened

[
    {
        "label": "9th",
        "type": "fixed_rank",
        "rank": 9,
        "text": "You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp."
    },
    {
        "label": "10th",
        "type": "fixed_rank",
        "rank": 10,
        "text": "You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "Casters 6 Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Crafting, Society Range 10 feet; Target 1 creature of up to 16th level You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all of the forms, others include only a single form or only a few of them. Whichever form you use, the effect can't be counteracted, though it can be ended by freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first. • Chains You bind the creature with chains, rendering it unable to use any actions other than to speak. Other creatures that attempt to approach, harm the chains, or free the trapped creature in any way must succeed at a Will save or be unable to do so forever. The chains have Hardness equal to 5 × the imprisonment ritual's spell level, and double that many Hit Points. Destroying the chains frees the target. • Prison You render the creature completely unable to leave a particular confined area or structure of your choice, such as a jail cell or sealed cave. The magic also prevents the creature from damaging its prison, either directly or indirectly, to break free. If the creature's prison is entirely destroyed by some external force, the creature is freed, though for some larger or natural prisons, this might be unfeasible. • Slumber (sleep effect) You put the creature into an eternal sleep. It ceases aging and doesn't require food or drink. A single sincere physical display of affection from a creature who genuinely loves the target—whether romantically, filially, or otherwise—frees it from the slumber. This form of imprisonment is also enchantment magic. • Temporal Stasis You send the creature into a state of suspended animation outside the flow of time. The creature doesn't grow older and can't be affected by any effect from within the normal timestream. While casting this ritual, you can optionally name any amount of time for the stasis; after this duration elapses, the stasis ends. Unlike other forms of imprisonment, temporal stasis can be counteracted by a dispel magic or haste spell. This form of imprisonment is also transmutation magic. • Object (9th level or higher) You either shrink the creature to an inch in height or transform it into an insubstantial form whose body trails away into wisps below its head. Either way, you trap it inside a gem, jar, bottle, lamp, or similar container. The creature ceases aging and doesn't require food or drink. The creature is still aware of its surroundings and can move within the container and speak, but it can't use any other actions. Destroying the container kills the target rather than freeing it. This form of imprisonment is also transmutation magic. • Oubliette (10th level only) You entomb the target in a state of suspended animation deep beneath the surface of the ground and out of tune with reality so that it can't be reached by any means. You also prevent divinations from revealing the location where the imprisonment occurred. Powerful magic such as wish can reveal the location of the imprisonment, but even such magic can't free the target from the oubliette; only a 10th-level freedom ritual can do so.",
    "outcomes": {
        "Critical Success": "You imprison the target. You can either use a form of imprisonment that usually requires 1 additional spell level, or give any creatures trying to use a freedom ritual to rescue the target a -2 circumstance penalty to checks associated with that ritual.",
        "Success": "You imprison the target.",
        "Failure": "You fail to imprison the target.",
        "Critical Failure": "You imprison yourself and the secondary casters in the same way you intended to imprison the target."
    }
}

Full schema_data

{
    "id": "imprisonment",
    "name": "Imprisonment",
    "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": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "reagents to construct the magical prison worth a total value of 800 gp × the target's level Secondary",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Casters 6 Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Crafting, Society Range 10 feet; Target 1 creature of up to 16th level You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all of the forms, others include only a single form or only a few of them. Whichever form you use, the effect can't be counteracted, though it can be ended by freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first. • Chains You bind the creature with chains, rendering it unable to use any actions other than to speak. Other creatures that attempt to approach, harm the chains, or free the trapped creature in any way must succeed at a Will save or be unable to do so forever. The chains have Hardness equal to 5 × the imprisonment ritual's spell level, and double that many Hit Points. Destroying the chains frees the target. • Prison You render the creature completely unable to leave a particular confined area or structure of your choice, such as a jail cell or sealed cave. The magic also prevents the creature from damaging its prison, either directly or indirectly, to break free. If the creature's prison is entirely destroyed by some external force, the creature is freed, though for some larger or natural prisons, this might be unfeasible. • Slumber (sleep effect) You put the creature into an eternal sleep. It ceases aging and doesn't require food or drink. A single sincere physical display of affection from a creature who genuinely loves the target—whether romantically, filially, or otherwise—frees it from the slumber. This form of imprisonment is also enchantment magic. • Temporal Stasis You send the creature into a state of suspended animation outside the flow of time. The creature doesn't grow older and can't be affected by any effect from within the normal timestream. While casting this ritual, you can optionally name any amount of time for the stasis; after this duration elapses, the stasis ends. Unlike other forms of imprisonment, temporal stasis can be counteracted by a dispel magic or haste spell. This form of imprisonment is also transmutation magic. • Object (9th level or higher) You either shrink the creature to an inch in height or transform it into an insubstantial form whose body trails away into wisps below its head. Either way, you trap it inside a gem, jar, bottle, lamp, or similar container. The creature ceases aging and doesn't require food or drink. The creature is still aware of its surroundings and can move within the container and speak, but it can't use any other actions. Destroying the container kills the target rather than freeing it. This form of imprisonment is also transmutation magic. • Oubliette (10th level only) You entomb the target in a state of suspended animation deep beneath the surface of the ground and out of tune with reality so that it can't be reached by any means. You also prevent divinations from revealing the location where the imprisonment occurred. Powerful magic such as wish can reveal the location of the imprisonment, but even such magic can't free the target from the oubliette; only a 10th-level freedom ritual can do so. Critical Success: You imprison the target. You can either use a form of imprisonment that usually requires 1 additional spell level, or give any creatures trying to use a freedom ritual to rescue the target a -2 circumstance penalty to checks associated with that ritual. Success: You imprison the target. Failure: You fail to imprison the target. Critical Failure: You imprison yourself and the secondary casters in the same way you intended to imprison the target.",
    "description_snippet": "Casters 6 Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Crafting, Society Range 10 feet; Target 1 creature of up to 16th level You perform a ritual to",
    "heightened": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp."
        },
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp."
        }
    ],
    "heightened_scaling": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp."
        },
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Casters 6 Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Crafting, Society Range 10 feet; Target 1 creature of up to 16th level You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all of the forms, others include only a single form or only a few of them. Whichever form you use, the effect can't be counteracted, though it can be ended by freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first. • Chains You bind the creature with chains, rendering it unable to use any actions other than to speak. Other creatures that attempt to approach, harm the chains, or free the trapped creature in any way must succeed at a Will save or be unable to do so forever. The chains have Hardness equal to 5 × the imprisonment ritual's spell level, and double that many Hit Points. Destroying the chains frees the target. • Prison You render the creature completely unable to leave a particular confined area or structure of your choice, such as a jail cell or sealed cave. The magic also prevents the creature from damaging its prison, either directly or indirectly, to break free. If the creature's prison is entirely destroyed by some external force, the creature is freed, though for some larger or natural prisons, this might be unfeasible. • Slumber (sleep effect) You put the creature into an eternal sleep. It ceases aging and doesn't require food or drink. A single sincere physical display of affection from a creature who genuinely loves the target—whether romantically, filially, or otherwise—frees it from the slumber. This form of imprisonment is also enchantment magic. • Temporal Stasis You send the creature into a state of suspended animation outside the flow of time. The creature doesn't grow older and can't be affected by any effect from within the normal timestream. While casting this ritual, you can optionally name any amount of time for the stasis; after this duration elapses, the stasis ends. Unlike other forms of imprisonment, temporal stasis can be counteracted by a dispel magic or haste spell. This form of imprisonment is also transmutation magic. • Object (9th level or higher) You either shrink the creature to an inch in height or transform it into an insubstantial form whose body trails away into wisps below its head. Either way, you trap it inside a gem, jar, bottle, lamp, or similar container. The creature ceases aging and doesn't require food or drink. The creature is still aware of its surroundings and can move within the container and speak, but it can't use any other actions. Destroying the container kills the target rather than freeing it. This form of imprisonment is also transmutation magic. • Oubliette (10th level only) You entomb the target in a state of suspended animation deep beneath the surface of the ground and out of tune with reality so that it can't be reached by any means. You also prevent divinations from revealing the location where the imprisonment occurred. Powerful magic such as wish can reveal the location of the imprisonment, but even such magic can't free the target from the oubliette; only a 10th-level freedom ritual can do so.",
        "outcomes": {
            "Critical Success": "You imprison the target. You can either use a form of imprisonment that usually requires 1 additional spell level, or give any creatures trying to use a freedom ritual to rescue the target a -2 circumstance penalty to checks associated with that ritual.",
            "Success": "You imprison the target.",
            "Failure": "You fail to imprison the target.",
            "Critical Failure": "You imprison yourself and the secondary casters in the same way you intended to imprison the target."
        }
    },
    "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": 65743,
    "source_line_end": 65826,
    "raw_text_block": "IMPRISONMENT\nUNCOMMON\nRITUAL 8\nEVOCATION\nCast 1 day; Cost reagents to construct the magical prison\nworth a total value of 800 gp × the target's level; Secondary\nCasters 6\nPrimary Check Arcana (legendary) or Occultism (legendary);\nSecondary Checks Crafting, Society\nRange 10 feet; Target 1 creature of up to 16th level\nYou perform a ritual to imprison a creature in one of several\nforms. While some versions of this ritual offer all of the forms,\nothers include only a single form or only a few of them.\nWhichever form you use, the effect can't be counteracted,\nthough it can be ended by freedom. Some forms of imprisonment\ncan be ended by other means. Because the ritual requires the\ntarget to remain within 10 feet at all times, it typically requires\nyou to subdue the target first.\n• Chains You bind the creature with chains, rendering it\nunable to use any actions other than to speak. Other\ncreatures that attempt to approach, harm the chains, or\nfree the trapped creature in any way must succeed at a\nWill save or be unable to do so forever. The chains have\nHardness equal to 5 × the imprisonment ritual's spell\nlevel, and double that many Hit Points. Destroying the\nchains frees the target.\n• Prison You render the creature completely unable to\nleave a particular confined area or structure of your\nchoice, such as a jail cell or sealed cave. The magic also\nprevents the creature from damaging its prison, either\ndirectly or indirectly, to break free. If the creature's\nprison is entirely destroyed by some external force,\nthe creature is freed, though for some larger or natural\nprisons, this might be unfeasible.\n• Slumber (sleep effect) You put the creature into an eternal\nsleep. It ceases aging and doesn't require food or drink. A\nsingle sincere physical display of affection from a creature\nwho genuinely loves the target—whether romantically,\nfilially, or otherwise—frees it from the slumber. This form\nof imprisonment is also enchantment magic.\n• Temporal Stasis You send the creature into a state of\nsuspended animation outside the flow of time. The\ncreature doesn't grow older and can't be affected by any\neffect from within the normal timestream. While casting\nthis ritual, you can optionally name any amount of time\nfor the stasis; after this duration elapses, the stasis ends.\nUnlike other forms of imprisonment, temporal stasis can\nbe counteracted by a dispel magic or haste spell. This\nform of imprisonment is also transmutation magic.\n• Object (9th level or higher) You either shrink the creature\nto an inch in height or transform it into an insubstantial\nform whose body trails away into wisps below its head.\nEither way, you trap it inside a gem, jar, bottle, lamp, or\nsimilar container. The creature ceases aging and doesn't\nrequire food or drink. The creature is still aware of its\nsurroundings and can move within the container and\nspeak, but it can't use any other actions. Destroying\nthe container kills the target rather than freeing it. This\nform of imprisonment is also transmutation magic.\n• Oubliette (10th level only) You entomb the target\nin a state of suspended animation deep beneath the\nsurface of the ground and out of tune with reality so\nthat it can't be reached by any means. You also prevent\ndivinations from revealing the location where the\nimprisonment occurred. Powerful magic such as wish\ncan reveal the location of the imprisonment, but even\nsuch magic can't free the target from the oubliette;\nonly a 10th-level freedom ritual can do so.\nCritical Success You imprison the target. You can either use a\nform of imprisonment that usually requires 1 additional spell\nlevel, or give any creatures trying to use a freedom ritual\nto rescue the target a -2 circumstance penalty to checks\nassociated with that ritual.\nSuccess You imprison the target.\nFailure You fail to imprison the target.\nCritical Failure You imprison yourself and the secondary casters\nin the same way you intended to imprison the target.\nHeightened (9th) You can use the object form of imprisonment\nin addition to the other options, and you can target a creature\nof up to 18th level. The base cost increases to 2,000 gp.\nHeightened (10th) You can use the object and oubliette forms\nof imprisonment in addition to the other options, and you\ncan target a creature of up to 20th level. The base cost\nincreases to 6,000 gp.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "imprisonment",
    "content_id": "imprisonment",
    "level": 8
}

Core Rulebook (4th Printing)

Maze

Rank 8 · Spell · Common

Registry ID
maze
SpellCommonconjurationarcaneoccult

Trap a creature in an

Description snippet: Trap a creature in an

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 8,
    "school": "conjuration",
    "traditions": [
        "arcane",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Trap a creature in an",
    "content_id": "maze",
    "type": "spell",
    "description": "Trap a creature in an"
}

Advanced Player's Guide

Medusa's Wrath

Rank 8 · Focus · Uncommon

Registry ID
medusas-wrath
FocusUncommontransmutationdivineoccult

You make an attack filled with a medusa's petrifying power. Make an unarmed Strike with the following additional effects. Critical Success: The target is slowed 2 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from medusa's wrath, it is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed. Success: As critical success, but the target is initially slowed 1.

Description snippet: You make an attack filled with a medusa's petrifying power. Make an unarmed Strike with the following additional effects.

Source lines: 32322 - 32338

Raw text block

MEDUSA'S WRATH
UNCOMMON
MONK
FOCUS 8
TRANSMUTATION
Cast [two-actions] somatic, verbal
You make an attack filled with a medusa's petrifying power.
Make an unarmed Strike with the following additional effects.
Critical Success The target is slowed 2 and must attempt a
Fortitude save at the end of each of its turns; this ongoing
save has the incapacitation trait. On a failed save, the slowed
condition increases by 1 (2 on a critical failure). A successful
save reduces the slowed condition by 1. When a creature
is unable to act due to the slowed condition from medusa's
wrath, it is petrified permanently. The spell ends if the
creature is petrified or the slowed condition is removed.
Success As critical success, but the target is initially slowed 1.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You make an attack filled with a medusa's petrifying power. Make an unarmed Strike with the following additional effects.",
    "outcomes": {
        "Critical Success": "The target is slowed 2 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from medusa's wrath, it is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed.",
        "Success": "As critical success, but the target is initially slowed 1."
    }
}

Full schema_data

{
    "id": "medusas-wrath",
    "name": "Medusa's Wrath",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You make an attack filled with a medusa's petrifying power. Make an unarmed Strike with the following additional effects. Critical Success: The target is slowed 2 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from medusa's wrath, it is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed. Success: As critical success, but the target is initially slowed 1.",
    "description_snippet": "You make an attack filled with a medusa's petrifying power. Make an unarmed Strike with the following additional effects.",
    "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 make an attack filled with a medusa's petrifying power. Make an unarmed Strike with the following additional effects.",
        "outcomes": {
            "Critical Success": "The target is slowed 2 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from medusa's wrath, it is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed.",
            "Success": "As critical success, but the target is initially slowed 1."
        }
    },
    "conditions_caused": [
        "petrified",
        "slowed"
    ],
    "focus_class": "monk",
    "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": 32322,
    "source_line_end": 32338,
    "raw_text_block": "MEDUSA'S WRATH\nUNCOMMON\nMONK\nFOCUS 8\nTRANSMUTATION\nCast [two-actions] somatic, verbal\nYou make an attack filled with a medusa's petrifying power.\nMake an unarmed Strike with the following additional effects.\nCritical Success The target is slowed 2 and must attempt a\nFortitude save at the end of each of its turns; this ongoing\nsave has the incapacitation trait. On a failed save, the slowed\ncondition increases by 1 (2 on a critical failure). A successful\nsave reduces the slowed condition by 1. When a creature\nis unable to act due to the slowed condition from medusa's\nwrath, it is petrified permanently. The spell ends if the\ncreature is petrified or the slowed condition is removed.\nSuccess As critical success, but the target is initially slowed 1.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "medusas-wrath",
    "content_id": "medusas-wrath",
    "level": 8
}

Core Rulebook (Fourth Printing)

Mind Blank

Rank 8 · Spell · Uncommon

Registry ID
mind-blank
SpellUncommonabjurationarcaneoccult

Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than its actual level. On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.

Description snippet: Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelatio

Source lines: 54859 - 54874

Raw text block

MIND BLANK
UNCOMMON
SPELL 8
ABJURATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Duration until the next time you make your daily preparations
Powerful wards hide a creature from divination magic. The
target gains a +4 status bonus to saves against mental effects.
Mind blank attempts to counteract any detection, revelation,
and scrying effects as if its spell level were 1 higher than its
actual level. On a success, the divination effect functions
normally except that it detects nothing about the target and
its possessions. For instance, detect magic would still detect
other magic in the area, but not any magic on the target.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than its actual level. On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.",
    "outcomes": []
}

Full schema_data

{
    "id": "mind-blank",
    "name": "Mind Blank",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "until the next time you make your daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than its actual level. On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.",
    "description_snippet": "Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelatio",
    "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": "Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than its actual level. On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.",
        "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": 54859,
    "source_line_end": 54874,
    "raw_text_block": "MIND BLANK\nUNCOMMON\nSPELL 8\nABJURATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nDuration until the next time you make your daily preparations\nPowerful wards hide a creature from divination magic. The\ntarget gains a +4 status bonus to saves against mental effects.\nMind blank attempts to counteract any detection, revelation,\nand scrying effects as if its spell level were 1 higher than its\nactual level. On a success, the divination effect functions\nnormally except that it detects nothing about the target and\nits possessions. For instance, detect magic would still detect\nother magic in the area, but not any magic on the target.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "mind-blank",
    "content_id": "mind-blank",
    "level": 8
}

Core Rulebook (Fourth Printing)

Moment Of Renewal

Rank 8 · Spell · Common

Registry ID
moment-of-renewal
SpellCommonnecromancydivineprimal

The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.

Description snippet: The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any activ

Source lines: 55143 - 55157

Raw text block

MOMENT OF RENEWAL
HEALING
SPELL 8
NECROMANCY
Traditions divine, primal
Cast [two-actions] somatic, verbal
Range touch; Targets up to 6 creatures
The targets experience a day's worth of recovery in an instant.
Any detrimental effects that would be gone after 24 hours
end, though this doesn't shorten the duration of any active
spells affecting the targets. The targets regain Hit Points and
recover from conditions as if they had taken 24 hours of rest,
but they do not make their daily preparations again or gain
any benefits of rest other than healing. The targets are then
temporarily immune for 1 day.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.",
    "outcomes": []
}

Full schema_data

{
    "id": "moment-of-renewal",
    "name": "Moment Of Renewal",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "primal"
    ],
    "traits": [
        "healing"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "up to 6 creatures",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.",
    "description_snippet": "The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any activ",
    "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 targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 55143,
    "source_line_end": 55157,
    "raw_text_block": "MOMENT OF RENEWAL\nHEALING\nSPELL 8\nNECROMANCY\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets up to 6 creatures\nThe targets experience a day's worth of recovery in an instant.\nAny detrimental effects that would be gone after 24 hours\nend, though this doesn't shorten the duration of any active\nspells affecting the targets. The targets regain Hit Points and\nrecover from conditions as if they had taken 24 hours of rest,\nbut they do not make their daily preparations again or gain\nany benefits of rest other than healing. The targets are then\ntemporarily immune for 1 day.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "moment-of-renewal",
    "content_id": "moment-of-renewal",
    "level": 8
}

Core Rulebook (Fourth Printing)

Monstrosity Form

Rank 8 · Spell · Common

Registry ID
monstrosity-form
SpellCommontransmutationarcaneprimal

You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: • Phoenix Speed 30 feet, fly Speed 90 feet; Melee [one-action] beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee [one-action] talon (agile, reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura. • Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+20 piercing; Melee [one-action] stinger (agile, reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee [one-action] body (reach 10 feet) Damage 2d8+20 bludgeoning; Inexorable You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You're also immune to being immobilized and ignore difficult terrain and greater difficult terrain. • Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee [one-action] jaws (reach 15 feet), Damage 2d12+20 piercing; Melee [one-action] tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake [two-actions] (move) You extend your spines and Swim or Stride. Each creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).

Description snippet: You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose p

Source lines: 55162 - 55223

Raw text block

MONSTROSITY FORM
SPELL 8
TRANSMUTATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You transform into the shape of a legendary monster,
assuming a Huge battle form. You must have enough space
to expand into or the spell is lost. When you cast this spell,
choose phoenix, purple worm, or sea serpent. While in this
form, you gain the beast trait (for phoenix) or the animal trait
(for purple worm or sea serpent). You can Dismiss the spell.
You gain the following statistics and abilities regardless of
which battle form you choose:
• AC = 20 + your level. Ignore your armor's check penalty
and Speed reduction.
• 20 temporary Hit Points.
• Darkvision.
• One or more unarmed melee attacks specific to the
battle form you choose, which are the only attacks
you can Strike with. You're trained with them. Your
attack modifier is +28, and you use the listed damage.
These attacks are Strength based (for the purpose of
the enfeebled condition, for example). If your unarmed
attack modifier is higher, you can use it instead.
• Athletics modifier of +30, unless your own modifier
is higher.
You also gain specific abilities based on the type of monster
you choose:
• Phoenix Speed 30 feet, fly Speed 90 feet; Melee [one-action]
beak (reach 15 feet), Damage 2d6+12 piercing plus
2d4 fire and 2d4 persistent fire; Melee [one-action] talon (agile,
reach 15 feet), Damage 2d8+12 slashing; Shroud of
Flame (aura, evocation, fire, primal) 20 feet. You gain
an aura of fire that extends out from you. A creature
that enters or ends its turn within the aura takes 2d6
fire damage. A creature can take this damage only
once per turn. You can use a single action, which
has the concentrate trait, to activate or deactivate
this aura.
• Purple Worm Speed 40 feet, burrow Speed 30 feet,
swim Speed 20 feet; Melee [one-action] jaws (reach 10 feet),
Damage 2d12+20 piercing; Melee [one-action] stinger (agile,
reach 10 feet), Damage 2d8+15 piercing plus 2d6
persistent poison; Melee [one-action] body (reach 10 feet)
Damage 2d8+20 bludgeoning; Inexorable You
automatically recover from the paralyzed, slowed, and
stunned conditions at the end of each of your turns.
You're also immune to being immobilized and ignore
difficult terrain and greater difficult terrain.
• Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee
[one-action] jaws (reach 15 feet), Damage 2d12+20 piercing;
Melee [one-action] tail (reach 25 feet), Damage 2d8+20
bludgeoning; Spine Rake [two-actions] (move) You extend
your spines and Swim or Stride. Each creature you're
adjacent to at any point during your movement takes
4d8+10 slashing damage (basic Reflex against your
spell DC).
Heightened (9th) You instead gain AC = 22 + your level, 25
temporary HP, attack modifier +31, increase damage by one
damage die, and Athletics +33.

Heightened

[
    {
        "label": "9th",
        "type": "fixed_rank",
        "rank": 9,
        "text": "You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33."
    }
]

Damage clauses

[
    {
        "formula": "2d6",
        "type": "fire",
        "persistent": false
    },
    {
        "formula": "4d8+10",
        "type": "slashing",
        "persistent": false
    }
]

Effects

{
    "description": "You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: • Phoenix Speed 30 feet, fly Speed 90 feet; Melee [one-action] beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee [one-action] talon (agile, reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura. • Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+20 piercing; Melee [one-action] stinger (agile, reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee [one-action] body (reach 10 feet) Damage 2d8+20 bludgeoning; Inexorable You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You're also immune to being immobilized and ignore difficult terrain and greater difficult terrain. • Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee [one-action] jaws (reach 15 feet), Damage 2d12+20 piercing; Melee [one-action] tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake [two-actions] (move) You extend your spines and Swim or Stride. Each creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).",
    "outcomes": []
}

Full schema_data

{
    "id": "monstrosity-form",
    "name": "Monstrosity Form",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: • Phoenix Speed 30 feet, fly Speed 90 feet; Melee [one-action] beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee [one-action] talon (agile, reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura. • Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+20 piercing; Melee [one-action] stinger (agile, reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee [one-action] body (reach 10 feet) Damage 2d8+20 bludgeoning; Inexorable You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You're also immune to being immobilized and ignore difficult terrain and greater difficult terrain. • Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee [one-action] jaws (reach 15 feet), Damage 2d12+20 piercing; Melee [one-action] tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake [two-actions] (move) You extend your spines and Swim or Stride. Each creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).",
    "description_snippet": "You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose p",
    "heightened": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33."
        }
    ],
    "heightened_scaling": [
        {
            "label": "9th",
            "type": "fixed_rank",
            "rank": 9,
            "text": "You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "fire",
            "persistent": false
        },
        {
            "formula": "4d8+10",
            "type": "slashing",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire",
        "slashing"
    ],
    "effects": {
        "description": "You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. • 20 temporary Hit Points. • Darkvision. • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: • Phoenix Speed 30 feet, fly Speed 90 feet; Melee [one-action] beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee [one-action] talon (agile, reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura. • Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; Melee [one-action] jaws (reach 10 feet), Damage 2d12+20 piercing; Melee [one-action] stinger (agile, reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee [one-action] body (reach 10 feet) Damage 2d8+20 bludgeoning; Inexorable You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You're also immune to being immobilized and ignore difficult terrain and greater difficult terrain. • Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee [one-action] jaws (reach 15 feet), Damage 2d12+20 piercing; Melee [one-action] tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake [two-actions] (move) You extend your spines and Swim or Stride. Each creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).",
        "outcomes": []
    },
    "conditions_caused": [
        "enfeebled",
        "immobilized",
        "paralyzed",
        "slowed",
        "stunned"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 55162,
    "source_line_end": 55223,
    "raw_text_block": "MONSTROSITY FORM\nSPELL 8\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou transform into the shape of a legendary monster,\nassuming a Huge battle form. You must have enough space\nto expand into or the spell is lost. When you cast this spell,\nchoose phoenix, purple worm, or sea serpent. While in this\nform, you gain the beast trait (for phoenix) or the animal trait\n(for purple worm or sea serpent). You can Dismiss the spell.\nYou gain the following statistics and abilities regardless of\nwhich battle form you choose:\n• AC = 20 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 20 temporary Hit Points.\n• Darkvision.\n• One or more unarmed melee attacks specific to the\nbattle form you choose, which are the only attacks\nyou can Strike with. You're trained with them. Your\nattack modifier is +28, and you use the listed damage.\nThese attacks are Strength based (for the purpose of\nthe enfeebled condition, for example). If your unarmed\nattack modifier is higher, you can use it instead.\n• Athletics modifier of +30, unless your own modifier\nis higher.\nYou also gain specific abilities based on the type of monster\nyou choose:\n• Phoenix Speed 30 feet, fly Speed 90 feet; Melee [one-action]\nbeak (reach 15 feet), Damage 2d6+12 piercing plus\n2d4 fire and 2d4 persistent fire; Melee [one-action] talon (agile,\nreach 15 feet), Damage 2d8+12 slashing; Shroud of\nFlame (aura, evocation, fire, primal) 20 feet. You gain\nan aura of fire that extends out from you. A creature\nthat enters or ends its turn within the aura takes 2d6\nfire damage. A creature can take this damage only\nonce per turn. You can use a single action, which\nhas the concentrate trait, to activate or deactivate\nthis aura.\n• Purple Worm Speed 40 feet, burrow Speed 30 feet,\nswim Speed 20 feet; Melee [one-action] jaws (reach 10 feet),\nDamage 2d12+20 piercing; Melee [one-action] stinger (agile,\nreach 10 feet), Damage 2d8+15 piercing plus 2d6\npersistent poison; Melee [one-action] body (reach 10 feet)\nDamage 2d8+20 bludgeoning; Inexorable You\nautomatically recover from the paralyzed, slowed, and\nstunned conditions at the end of each of your turns.\nYou're also immune to being immobilized and ignore\ndifficult terrain and greater difficult terrain.\n• Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee\n[one-action] jaws (reach 15 feet), Damage 2d12+20 piercing;\nMelee [one-action] tail (reach 25 feet), Damage 2d8+20\nbludgeoning; Spine Rake [two-actions] (move) You extend\nyour spines and Swim or Stride. Each creature you're\nadjacent to at any point during your movement takes\n4d8+10 slashing damage (basic Reflex against your\nspell DC).\nHeightened (9th) You instead gain AC = 22 + your level, 25\ntemporary HP, attack modifier +31, increase damage by one\ndamage die, and Athletics +33.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "monstrosity-form",
    "content_id": "monstrosity-form",
    "level": 8
}

Core Rulebook (Fourth Printing)

Polar Ray

Rank 8 · Spell · Common

Registry ID
polar-ray
SpellCommonevocationarcaneprimal

You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target. Critical Success: The target takes double damage and is drained 2. Success: The target takes full damage and is drained 2.

Description snippet: You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target.

Source lines: 55926 - 55985

Raw text block

POLAR RAY
SPELL 8
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You fire a blue-white ray of freezing air and sleet that deals
10d8 cold damage. Make a spell attack roll against the target.
Critical Success The target takes double damage and is drained 2.
Success The target takes full damage and is drained 2.
Heightened (+1) The damage increases by 2d8.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d8."
    }
]

Damage clauses

[
    {
        "formula": "10d8",
        "type": "cold",
        "persistent": false
    }
]

Effects

{
    "description": "You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target.",
    "outcomes": {
        "Critical Success": "The target takes double damage and is drained 2.",
        "Success": "The target takes full damage and is drained 2."
    }
}

Full schema_data

{
    "id": "polar-ray",
    "name": "Polar Ray",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target. Critical Success: The target takes double damage and is drained 2. Success: The target takes full damage and is drained 2.",
    "description_snippet": "You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d8."
        }
    ],
    "damage": [
        {
            "formula": "10d8",
            "type": "cold",
            "persistent": false
        }
    ],
    "damage_type": [
        "cold"
    ],
    "effects": {
        "description": "You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target.",
        "outcomes": {
            "Critical Success": "The target takes double damage and is drained 2.",
            "Success": "The target takes full damage and is drained 2."
        }
    },
    "conditions_caused": [
        "drained"
    ],
    "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": 55926,
    "source_line_end": 55985,
    "raw_text_block": "POLAR RAY\nSPELL 8\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nYou fire a blue-white ray of freezing air and sleet that deals\n10d8 cold damage. Make a spell attack roll against the target.\nCritical Success The target takes double damage and is drained 2.\nSuccess The target takes full damage and is drained 2.\nHeightened (+1) The damage increases by 2d8.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "polar-ray",
    "content_id": "polar-ray",
    "level": 8
}

Core Rulebook (Fourth Printing)

Power Word Stun

Rank 8 · Spell · Uncommon

Registry ID
power-word-stun
SpellUncommonenchantmentarcane

You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 13th or Lower The target is stunned for 1d6 rounds. 14th-15th The target is stunned for 1 round. 16th or Higher The target is stunned 1.

Description snippet: You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 13th o

Source lines: 56112 - 56129

Raw text block

POWER WORD STUN
UNCOMMON
AUDITORY
SPELL 8
ENCHANTMENT
MENTAL
Traditions arcane
Cast [one-action] verbal
Range 30 feet; Targets 1 creature
Duration varies
You stun the target with an arcane word of power. Once
targeted, the target is then temporarily immune for 10
minutes. The effect of the spell depends on the target's level.
13th or Lower The target is stunned for 1d6 rounds.
14th-15th The target is stunned for 1 round.
16th or Higher The target is stunned 1.
Heightened (+1) The levels at which each outcome applies
increase by 2.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The levels at which each outcome applies increase by 2."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 13th or Lower The target is stunned for 1d6 rounds. 14th-15th The target is stunned for 1 round. 16th or Higher The target is stunned 1.",
    "outcomes": []
}

Full schema_data

{
    "id": "power-word-stun",
    "name": "Power Word Stun",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "auditory",
        "mental"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 13th or Lower The target is stunned for 1d6 rounds. 14th-15th The target is stunned for 1 round. 16th or Higher The target is stunned 1.",
    "description_snippet": "You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 13th o",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The levels at which each outcome applies increase by 2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The levels at which each outcome applies increase by 2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 13th or Lower The target is stunned for 1d6 rounds. 14th-15th The target is stunned for 1 round. 16th or Higher The target is stunned 1.",
        "outcomes": []
    },
    "conditions_caused": [
        "stunned"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 56112,
    "source_line_end": 56129,
    "raw_text_block": "POWER WORD STUN\nUNCOMMON\nAUDITORY\nSPELL 8\nENCHANTMENT\nMENTAL\nTraditions arcane\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nDuration varies\nYou stun the target with an arcane word of power. Once\ntargeted, the target is then temporarily immune for 10\nminutes. The effect of the spell depends on the target's level.\n13th or Lower The target is stunned for 1d6 rounds.\n14th-15th The target is stunned for 1 round.\n16th or Higher The target is stunned 1.\nHeightened (+1) The levels at which each outcome applies\nincrease by 2.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "power-word-stun",
    "content_id": "power-word-stun",
    "level": 8
}

Core Rulebook (Fourth Printing)

Prismatic Wall

Rank 8 · Spell · Common

Registry ID
prismatic-wall
SpellCommonabjurationarcaneoccult

You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.

Description snippet: You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open

Source lines: 56359 - 56395

Raw text block

PRISMATIC WALL
SPELL 8
LIGHT
Traditions arcane, occult
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 1 hour
You create an opaque wall of shimmering, multicolored light.
The wall is straight and vertical, stretching 60 feet long and 30
feet high. You must form the wall in an unbroken open space
so its edges don't pass through any creatures or objects, or the
spell is lost. You can pass through the wall and ignore its effects.
The wall sheds bright light out to 20 feet on each side (and
dim light to the next 20 feet). Creatures other than you that
come into the wall's light must attempt a Will save; they're
dazzled for 1 round on a success, blinded for 1 round on a
failure, and blinded for 1 minute on a critical failure. They are
then temporarily immune to the blinding effect for 1 hour.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.",
    "outcomes": []
}

Full schema_data

{
    "id": "prismatic-wall",
    "name": "Prismatic Wall",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "light"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "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": "You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.",
    "description_snippet": "You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open",
    "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 an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.",
        "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": 56359,
    "source_line_end": 56395,
    "raw_text_block": "PRISMATIC WALL\nSPELL 8\nLIGHT\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 120 feet\nDuration 1 hour\nYou create an opaque wall of shimmering, multicolored light.\nThe wall is straight and vertical, stretching 60 feet long and 30\nfeet high. You must form the wall in an unbroken open space\nso its edges don't pass through any creatures or objects, or the\nspell is lost. You can pass through the wall and ignore its effects.\nThe wall sheds bright light out to 20 feet on each side (and\ndim light to the next 20 feet). Creatures other than you that\ncome into the wall's light must attempt a Will save; they're\ndazzled for 1 round on a success, blinded for 1 round on a\nfailure, and blinded for 1 minute on a critical failure. They are\nthen temporarily immune to the blinding effect for 1 hour.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "prismatic-wall",
    "content_id": "prismatic-wall",
    "level": 8
}

Core Rulebook (Fourth Printing)

Punishing Winds

Rank 8 · Spell · Common

Registry ID
punishing-winds
SpellCommonevocationprimal

Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again. PURIFY FOOD AND DRINK Traditions divine, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 cubic foot of contaminated food or water You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.

Description snippet: Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying c

Source lines: 56553 - 56581

Raw text block

PUNISHING WINDS
AIR
SPELL 8
EVOCATION
Traditions primal
Cast [three-actions] material, somatic, verbal
Range 100 feet; Area 30-foot radius, 100-foot-tall cylinder
Duration sustained up to 1 minute
Violent winds and a powerful downdraft fill the area, forming
a cyclone. All flying creatures in the area descend 40 feet. The
entire area is greater difficult terrain for Flying creatures, and
difficult terrain for creatures on the ground or Climbing. Any
creature that ends its turn Flying within the area descends 20
feet. Any creature pushed into a surface by this spell's winds
takes bludgeoning damage as though it had fallen.
The squares at the outside vertical edges of the cylinder
prevent creatures from leaving. These squares are greater
difficult terrain, and a creature attempting to push through
must succeed at an Athletics check or Acrobatics check to
Maneuver in Flight against your spell DC to get through. A
creature that fails ends its current action but can try again.
PURIFY FOOD AND DRINK
Traditions divine, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 cubic foot of contaminated food or water
You remove toxins and contaminations from food and drink,
making them safe to consume. This spell doesn't prevent
future contamination, natural decay, or spoilage. One cubic
foot of liquid is roughly 8 gallons.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again. PURIFY FOOD AND DRINK Traditions divine, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 cubic foot of contaminated food or water You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.",
    "outcomes": []
}

Full schema_data

{
    "id": "punishing-winds",
    "name": "Punishing Winds",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "air"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "30-foot radius, 100-foot-tall cylinder",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again. PURIFY FOOD AND DRINK Traditions divine, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 cubic foot of contaminated food or water You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.",
    "description_snippet": "Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying c",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again. PURIFY FOOD AND DRINK Traditions divine, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 cubic foot of contaminated food or water You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.",
        "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": 56553,
    "source_line_end": 56581,
    "raw_text_block": "PUNISHING WINDS\nAIR\nSPELL 8\nEVOCATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 100 feet; Area 30-foot radius, 100-foot-tall cylinder\nDuration sustained up to 1 minute\nViolent winds and a powerful downdraft fill the area, forming\na cyclone. All flying creatures in the area descend 40 feet. The\nentire area is greater difficult terrain for Flying creatures, and\ndifficult terrain for creatures on the ground or Climbing. Any\ncreature that ends its turn Flying within the area descends 20\nfeet. Any creature pushed into a surface by this spell's winds\ntakes bludgeoning damage as though it had fallen.\nThe squares at the outside vertical edges of the cylinder\nprevent creatures from leaving. These squares are greater\ndifficult terrain, and a creature attempting to push through\nmust succeed at an Athletics check or Acrobatics check to\nManeuver in Flight against your spell DC to get through. A\ncreature that fails ends its current action but can try again.\nPURIFY FOOD AND DRINK\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 cubic foot of contaminated food or water\nYou remove toxins and contaminations from food and drink,\nmaking them safe to consume. This spell doesn't prevent\nfuture contamination, natural decay, or spoilage. One cubic\nfoot of liquid is roughly 8 gallons.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "punishing-winds",
    "content_id": "punishing-winds",
    "level": 8
}

Core Rulebook (Fourth Printing)

Scintillating Pattern

Rank 8 · Spell · Common

Registry ID
scintillating-pattern
SpellCommonillusionarcaneoccult

A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves. Success: The creature is unaffected. Failure: The creature is confused for 1d4 rounds. Critical Failure: The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.

Description snippet: A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must

Source lines: 57365 - 57385

Raw text block

SCINTILLATING PATTERN
ILLUSION
INCAPACITATION
SPELL 8
VISUAL
Traditions arcane, occult
Cast [two-actions] material, somatic
Range 120 feet; Area 20-foot burst
Saving Throw Will; Duration sustained up to 1 minute
A field of cascading, ever-changing colors manifests in the air.
Creatures are dazzled while inside the pattern, as are those
within 20 feet of the pattern's area. A creature must attempt
a Will save if it is inside the pattern when you cast it, enters
the pattern, ends its turn within the pattern, or uses a Seek or
Interact action on the pattern. A creature currently affected by
the pattern doesn't need to attempt new saves.
Success The creature is unaffected.
Failure The creature is confused for 1d4 rounds.
Critical Failure The creature is stunned for 1d4 rounds. After
the stunned condition ends, the creature is confused for the
remaining duration of the spell.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves.",
    "outcomes": {
        "Success": "The creature is unaffected.",
        "Failure": "The creature is confused for 1d4 rounds.",
        "Critical Failure": "The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell."
    }
}

Full schema_data

{
    "id": "scintillating-pattern",
    "name": "Scintillating Pattern",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "incapacitation",
        "visual"
    ],
    "cast": "[two-actions] material, somatic",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "120 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves. Success: The creature is unaffected. Failure: The creature is confused for 1d4 rounds. Critical Failure: The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.",
    "description_snippet": "A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves.",
        "outcomes": {
            "Success": "The creature is unaffected.",
            "Failure": "The creature is confused for 1d4 rounds.",
            "Critical Failure": "The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell."
        }
    },
    "conditions_caused": [
        "confused",
        "stunned"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 57365,
    "source_line_end": 57385,
    "raw_text_block": "SCINTILLATING PATTERN\nILLUSION\nINCAPACITATION\nSPELL 8\nVISUAL\nTraditions arcane, occult\nCast [two-actions] material, somatic\nRange 120 feet; Area 20-foot burst\nSaving Throw Will; Duration sustained up to 1 minute\nA field of cascading, ever-changing colors manifests in the air.\nCreatures are dazzled while inside the pattern, as are those\nwithin 20 feet of the pattern's area. A creature must attempt\na Will save if it is inside the pattern when you cast it, enters\nthe pattern, ends its turn within the pattern, or uses a Seek or\nInteract action on the pattern. A creature currently affected by\nthe pattern doesn't need to attempt new saves.\nSuccess The creature is unaffected.\nFailure The creature is confused for 1d4 rounds.\nCritical Failure The creature is stunned for 1d4 rounds. After\nthe stunned condition ends, the creature is confused for the\nremaining duration of the spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "scintillating-pattern",
    "content_id": "scintillating-pattern",
    "level": 8
}

Core Rulebook (Fourth Printing)

Spirit Song

Rank 8 · Spell · Common

Registry ID
spirit-song
SpellCommonnecromancyoccult

Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs.

Description snippet: Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it ca

Source lines: 58300 - 58319

Raw text block

SPIRIT SONG
FORCE
SPELL 8
NECROMANCY
Traditions occult
Cast [two-actions] somatic, verbal
Area 60-foot cone
Saving Throw basic Fortitude
Your eldritch song sends pulsing waves of ethereal energy to
attack creatures' spirits in the area, dealing 18d6 force damage.
Because spirit song affects creatures' spirits, it can damage a
target projecting its consciousness (such as via project image)
or possessing another creature even if the target's body is
elsewhere. The vibrating waves of spiritual song penetrate into,
but not through, solid barriers, damaging incorporeal creatures
hiding in solid objects in the area but not passing onward to
damage creatures in other rooms. Possessed creatures aren't
harmed by the song. The song doesn't harm creatures that have
no spirit, such as constructs.
Heightened (+1) The damage increases by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "18d6",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs.",
    "outcomes": []
}

Full schema_data

{
    "id": "spirit-song",
    "name": "Spirit Song",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "force"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "60-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs.",
    "description_snippet": "Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it ca",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "18d6",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 58300,
    "source_line_end": 58319,
    "raw_text_block": "SPIRIT SONG\nFORCE\nSPELL 8\nNECROMANCY\nTraditions occult\nCast [two-actions] somatic, verbal\nArea 60-foot cone\nSaving Throw basic Fortitude\nYour eldritch song sends pulsing waves of ethereal energy to\nattack creatures' spirits in the area, dealing 18d6 force damage.\nBecause spirit song affects creatures' spirits, it can damage a\ntarget projecting its consciousness (such as via project image)\nor possessing another creature even if the target's body is\nelsewhere. The vibrating waves of spiritual song penetrate into,\nbut not through, solid barriers, damaging incorporeal creatures\nhiding in solid objects in the area but not passing onward to\ndamage creatures in other rooms. Possessed creatures aren't\nharmed by the song. The song doesn't harm creatures that have\nno spirit, such as constructs.\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "spirit-song",
    "content_id": "spirit-song",
    "level": 8
}

Core Rulebook (Fourth Printing)

Spiritual Epidemic

Rank 8 · Spell · Common

Registry ID
spiritual-epidemic
SpellCommonnecromancydivineoccult

You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way. Critical Success: The target is unaffected. Success: The target is enfeebled 2 and stupefied 2 for 1 round. Failure: The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently. Critical Failure: The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently.

Description snippet: You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the

Source lines: 58325 - 58343

Raw text block

SPIRITUAL EPIDEMIC
CURSE
SPELL 8
NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration varies
You curse the target, sapping its spirit and leaving a contagious
trap in its essence. The target must attempt a Will save. Any
creature that casts a divine or occult spell on the target while
it's affected is targeted by spiritual epidemic and must also
attempt a Will save. The curse continues to spread in this way.
Critical Success The target is unaffected.
Success The target is enfeebled 2 and stupefied 2 for 1 round.
Failure The target is enfeebled 2 and stupefied 2 for 1 minute
and enfeebled 1 and stupefied 1 permanently.
Critical Failure The target is enfeebled 3 and stupefied 3 for 1
minute and enfeebled 2 and stupefied 2 permanently.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is enfeebled 2 and stupefied 2 for 1 round.",
        "Failure": "The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently.",
        "Critical Failure": "The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently."
    }
}

Full schema_data

{
    "id": "spiritual-epidemic",
    "name": "Spiritual Epidemic",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "curse"
    ],
    "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 curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way. Critical Success: The target is unaffected. Success: The target is enfeebled 2 and stupefied 2 for 1 round. Failure: The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently. Critical Failure: The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently.",
    "description_snippet": "You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the",
    "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 curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is enfeebled 2 and stupefied 2 for 1 round.",
            "Failure": "The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently.",
            "Critical Failure": "The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently."
        }
    },
    "conditions_caused": [
        "enfeebled",
        "stupefied"
    ],
    "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": 58325,
    "source_line_end": 58343,
    "raw_text_block": "SPIRITUAL EPIDEMIC\nCURSE\nSPELL 8\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou curse the target, sapping its spirit and leaving a contagious\ntrap in its essence. The target must attempt a Will save. Any\ncreature that casts a divine or occult spell on the target while\nit's affected is targeted by spiritual epidemic and must also\nattempt a Will save. The curse continues to spread in this way.\nCritical Success The target is unaffected.\nSuccess The target is enfeebled 2 and stupefied 2 for 1 round.\nFailure The target is enfeebled 2 and stupefied 2 for 1 minute\nand enfeebled 1 and stupefied 1 permanently.\nCritical Failure The target is enfeebled 3 and stupefied 3 for 1\nminute and enfeebled 2 and stupefied 2 permanently.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "spiritual-epidemic",
    "content_id": "spiritual-epidemic",
    "level": 8
}

Secrets of Magic

Summon Archmage

Rank 8 · Spell · Common

Registry ID
summon-archmage
SpellCommonconjurationarcane

You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. Arrive (evocation, force) Archmage's Amplification The archmage arrives in a fierce burst of magical force, THE OUTER SPHERE The nine main planes of the Outer Sphere are the homes of many deities, celestials, monitors, and fiends. Their names, along with their alignments, are: Heaven (LG), Nirvana (NG), Elysium (CG), Axis (LN), the Boneyard (N), the Maelstrom (CN), Hell (LE), Abaddon (NE), and the Abyss (CE). Secrets of Magic automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the shield spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. Depart (abjuration) Archmage's Rebuke The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is stupefied 2 for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell.

Description snippet: You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the

Source lines: 15268 - 15309

Raw text block

SUMMON ARCHMAGE
SPELL 8
INCARNATE
Traditions arcane
Cast [three-actions] material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You briefly call forth the spirit of a legendary wizard from
ages long past, which manifests as an immense humanoid
figure (typically an elf or a human). The archmage occupies
the space of a Large creature and has a Speed of 60 feet.
Arrive (evocation, force) Archmage's Amplification The
archmage arrives in a fierce burst of magical force,
THE OUTER SPHERE
The nine main planes of the Outer Sphere are the
homes of many deities, celestials, monitors, and
fiends. Their names, along with their alignments,
are: Heaven (LG), Nirvana (NG), Elysium (CG),
Axis (LN), the Boneyard (N), the Maelstrom (CN),
Hell (LE), Abaddon (NE), and the Abyss (CE).
Secrets
of
Magic
automatically dealing 3d4+3 force damage to up to 5
creatures it chooses within 100 feet of it. Like magic
missiles, this can be blocked by the shield spell.
The archmage also feeds magical power into
some spells. Beneficial spells last longer due to the
archmage's influence. When the remaining duration
of a beneficial spell affecting you or one of your allies
would decrease (usually at the start of the caster's
turn), it doesn't decrease if the subject of the spell is
within 100 feet of the archmage. This applies only if
the spell's maximum duration was 3 rounds or longer.
Depart (abjuration) Archmage's Rebuke The archmage
drains the magic from your foes. Each of your enemies
within 100 feet of the archmage must attempt a Will
save. On a failure, the creature is stupefied 2 for 1
round, and if it's currently benefiting from any spells
of a lower level than summon archmage, the archmage
can choose any one of them and end the spell.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "3d4+3",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. Arrive (evocation, force) Archmage's Amplification The archmage arrives in a fierce burst of magical force, THE OUTER SPHERE The nine main planes of the Outer Sphere are the homes of many deities, celestials, monitors, and fiends. Their names, along with their alignments, are: Heaven (LG), Nirvana (NG), Elysium (CG), Axis (LN), the Boneyard (N), the Maelstrom (CN), Hell (LE), Abaddon (NE), and the Abyss (CE). Secrets of Magic automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the shield spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. Depart (abjuration) Archmage's Rebuke The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is stupefied 2 for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "summon-archmage",
    "name": "Summon Archmage",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "incarnate"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "none",
    "targets": "none",
    "duration": "until the end of your next turn",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. Arrive (evocation, force) Archmage's Amplification The archmage arrives in a fierce burst of magical force, THE OUTER SPHERE The nine main planes of the Outer Sphere are the homes of many deities, celestials, monitors, and fiends. Their names, along with their alignments, are: Heaven (LG), Nirvana (NG), Elysium (CG), Axis (LN), the Boneyard (N), the Maelstrom (CN), Hell (LE), Abaddon (NE), and the Abyss (CE). Secrets of Magic automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the shield spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. Depart (abjuration) Archmage's Rebuke The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is stupefied 2 for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell.",
    "description_snippet": "You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "3d4+3",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. Arrive (evocation, force) Archmage's Amplification The archmage arrives in a fierce burst of magical force, THE OUTER SPHERE The nine main planes of the Outer Sphere are the homes of many deities, celestials, monitors, and fiends. Their names, along with their alignments, are: Heaven (LG), Nirvana (NG), Elysium (CG), Axis (LN), the Boneyard (N), the Maelstrom (CN), Hell (LE), Abaddon (NE), and the Abyss (CE). Secrets of Magic automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the shield spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. Depart (abjuration) Archmage's Rebuke The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is stupefied 2 for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "stupefied"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 15268,
    "source_line_end": 15309,
    "raw_text_block": "SUMMON ARCHMAGE\nSPELL 8\nINCARNATE\nTraditions arcane\nCast [three-actions] material, somatic, verbal\nRange 100 feet\nDuration until the end of your next turn\nYou briefly call forth the spirit of a legendary wizard from\nages long past, which manifests as an immense humanoid\nfigure (typically an elf or a human). The archmage occupies\nthe space of a Large creature and has a Speed of 60 feet.\nArrive (evocation, force) Archmage's Amplification The\narchmage arrives in a fierce burst of magical force,\nTHE OUTER SPHERE\nThe nine main planes of the Outer Sphere are the\nhomes of many deities, celestials, monitors, and\nfiends. Their names, along with their alignments,\nare: Heaven (LG), Nirvana (NG), Elysium (CG),\nAxis (LN), the Boneyard (N), the Maelstrom (CN),\nHell (LE), Abaddon (NE), and the Abyss (CE).\nSecrets\nof\nMagic\nautomatically dealing 3d4+3 force damage to up to 5\ncreatures it chooses within 100 feet of it. Like magic\nmissiles, this can be blocked by the shield spell.\nThe archmage also feeds magical power into\nsome spells. Beneficial spells last longer due to the\narchmage's influence. When the remaining duration\nof a beneficial spell affecting you or one of your allies\nwould decrease (usually at the start of the caster's\nturn), it doesn't decrease if the subject of the spell is\nwithin 100 feet of the archmage. This applies only if\nthe spell's maximum duration was 3 rounds or longer.\nDepart (abjuration) Archmage's Rebuke The archmage\ndrains the magic from your foes. Each of your enemies\nwithin 100 feet of the archmage must attempt a Will\nsave. On a failure, the creature is stupefied 2 for 1\nround, and if it's currently benefiting from any spells\nof a lower level than summon archmage, the archmage\ncan choose any one of them and end the spell.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "summon-archmage",
    "content_id": "summon-archmage",
    "level": 8
}

Secrets of Magic

Summon Deific Herald

Rank 8 · Spell · Common

Registry ID
summon-deific-herald
SpellCommonconjurationdivine

A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. Duration until the end of your next turn Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. • Lawful Good: Arrive (enchantment, good, lawful) Aura of Retribution While within 100 feet of the herald, you and your allies gain the champion's Retributive Strike reaction (Core Rulebook 107); Depart Holy Smite The herald casts 5th-level divine wrath (choosing good) in a 100-foot emanation. • Neutral Good: Arrive (enchantment, good) Aura of Redemption While within 100 feet of the herald, you and your allies gain the champion's Glimpse of Redemption reaction (Core Rulebook 107); Depart Merciful Healing The herald casts the 3-action version of 5th-level heal with a radius of 100 feet. This spell targets only you and your allies. • Chaotic Good: Arrive (chaotic, enchantment, good) Aura of Liberation While within 100 feet of the herald, you and your allies gain the champion's Liberating Step reaction (Core Rulebook 107); Depart Radiating Freedom The herald affects you and all your allies within 100 feet with freedom of movement. The duration is reduced to 3 rounds. • Lawful Neutral: Arrive (abjuration, lawful) Defy Chaos You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; Depart Order's Wrath The herald casts 5th-level divine wrath (choosing lawful) in a 100-foot emanation. • Neutral: Arrive (transmutation) Quickening Ripple You and each ally within 100 feet of the herald are quickened while the herald is present, and can use the additional action to Step, Stride, or Strike; Depart Sapping Beam The herald casts 6th-level enervation (Advanced Player's Guide 218) in a 100-foot line. • Chaotic Neutral: Arrive (abjuration, chaotic) Defy Law You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; Depart Chaos Hammer The herald casts 5th-level divine wrath (choosing chaotic) in a 100-foot emanation. • Lawful Evil: Arrive Aura of Iron While within 100 feet of the herald, you and your allies gain the champion's Iron Command reaction (Advanced Player's Guide 117); Depart Unholy Blight The herald casts 5th-level divine wrath (choosing evil) in a 100-foot emanation. • Neutral Evil: Arrive Aura of Selfishness While within 100 feet of the herald, you and your allies gain the champion's Selfish Shield reaction (Advanced Player's Guide 117); Depart Infinite Despair The herald casts 5th-level crushing despair in a 100-foot cone. • Chaotic Evil: Arrive Aura of Vengeance While within 100 feet of the herald, you and your allies gain the champion's Destructive Vengeance reaction (Advanced Player's Guide 117); Depart Weapon Hurricane The herald casts 5th-level weapon storm in a 100-foot cone, using d12 for the die size. HERALD EXAMPLES Each of the many deities of Golarion have their own herald; these are just a few of the most prominent. • Lawful Good: The Grand Defender (Torag), the Grim White Stag (Erastil), Hand of the Inheritor (Iomedae) • Neutral Good: The Spirit of Adoration (Shelyn), Sunlord Thalachos (Sarenrae) • Chaotic Good: Night Monarch (Desna), Thais (Cayden Cailean) • Lawful Neutral: Lawgiver (Abadar), The Old Man (Irori) • • • • • Neutral: Arcanotheign (Nethys), Personification of Fury (Gozreh), Steward of the Skein (Pharasma) Chaotic Neutral: The First Blade (Gorum), the Menotherian (Calistria) Lawful Evil: Basileus (Asmodeus), the Prince in Chains (Zon-Kuthon) Neutral Evil: Mother's Maw (Urgathoa), the Stabbing Beast (Norgorber) Chaotic Evil: Tarrasque (Rovagug), Yethazmari (Lamashtu)

Description snippet: A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate

Source lines: 15351 - 15476

Raw text block

SUMMON DEIFIC HERALD
CONJURATION
SPELL 8
INCARNATE
Traditions divine
Cast [three-actions] material, somatic, verbal; Requirements You
have a deity.
Range 100 feet
INCARNATE SPELLS
A spell with the incarnate trait is similar in theme to
spells that summon creatures, but it doesn't conjure
a minion with the summoned trait. Instead, when
summoned, the incarnate creature takes its Arrive
action when you finish Casting the Spell. At the
end of your next turn, the incarnate creature can
either Step, Stride, or take the action for another
movement type it has (such as Climb or Burrow),
and then takes its Depart action. The spell then
ends. The names of specific Arrive and Depart
actions are listed in italics after the word “Arrive” or
“Depart” respectively, along with any traits.
A creature summoned by an incarnate spell
acts in your interests, directs its effects away
from you and your allies as much as possible,
and might listen to your requests, but ultimately
makes its own decisions. If the spell indicates
that the incarnate makes a decision, the GM
determines what the incarnate would do. It
might even become more inclined to do precisely
as you wish over multiple summonings.
The incarnate is not fully a creature. It can't
take any other actions, nor can it be targeted
or harmed by Strikes, spells, or other effects
unless they would be able to target or end a
spell effect (such as dispel magic). It has a size
for the purposes of determining its placement
for effects, but it doesn't block movement. If
applicable, its effects use your spell DCs and
spell attack roll modifier.
Duration until the end of your next turn
Your faith is strong enough to briefly summon a direct
representative of your deity, such as the deity's herald. The
herald occupies the space of a Huge creature and has a
Speed of 60 feet. The effects of this spell depend on your
deity's alignment.
• Lawful Good: Arrive (enchantment, good, lawful) Aura
of Retribution While within 100 feet of the herald, you
and your allies gain the champion's Retributive Strike
reaction (Core Rulebook 107); Depart Holy Smite The
herald casts 5th-level divine wrath (choosing good) in
a 100-foot emanation.
• Neutral Good: Arrive (enchantment, good) Aura
of Redemption While within 100 feet of the herald,
you and your allies gain the champion's Glimpse of
Redemption reaction (Core Rulebook 107); Depart
Merciful Healing The herald casts the 3-action version
of 5th-level heal with a radius of 100 feet. This spell
targets only you and your allies.
• Chaotic Good: Arrive (chaotic, enchantment, good)
Aura of Liberation While within 100 feet of the herald,
you and your allies gain the champion's Liberating
Step reaction (Core Rulebook 107); Depart Radiating
Freedom The herald affects you and all your allies
within 100 feet with freedom of movement. The
duration is reduced to 3 rounds.
• Lawful Neutral: Arrive (abjuration, lawful) Defy Chaos
You and each ally within 100 feet of the herald gain
resistance 20 against chaotic damage while the
herald is present; Depart Order's Wrath The herald
casts 5th-level divine wrath (choosing lawful) in a
100-foot emanation.
• Neutral: Arrive (transmutation) Quickening Ripple
You and each ally within 100 feet of the herald are
quickened while the herald is present, and can use
the additional action to Step, Stride, or Strike; Depart
Sapping Beam The herald casts 6th-level enervation
(Advanced Player's Guide 218) in a 100-foot line.
• Chaotic Neutral: Arrive (abjuration, chaotic) Defy
Law You and each ally within 100 feet of the herald
gain resistance 20 against lawful damage while the
herald is present; Depart Chaos Hammer The herald
casts 5th-level divine wrath (choosing chaotic) in a
100-foot emanation.
• Lawful Evil: Arrive Aura of Iron While within 100 feet
of the herald, you and your allies gain the champion's
Iron Command reaction (Advanced Player's Guide 117);
Depart Unholy Blight The herald casts 5th-level divine
wrath (choosing evil) in a 100-foot emanation.
• Neutral Evil: Arrive Aura of Selfishness While within
100 feet of the herald, you and your allies gain the
champion's Selfish Shield reaction (Advanced Player's
Guide 117); Depart Infinite Despair The herald casts
5th-level crushing despair in a 100-foot cone.
• Chaotic Evil: Arrive Aura of Vengeance While
within 100 feet of the herald, you and your allies
gain the champion's Destructive Vengeance reaction
(Advanced Player's Guide 117); Depart Weapon
Hurricane The herald casts 5th-level weapon storm
in a 100-foot cone, using d12 for the die size.
HERALD EXAMPLES
Each of the many deities of Golarion have their own
herald; these are just a few of the most prominent.
• Lawful Good: The Grand Defender (Torag),
the Grim White Stag (Erastil), Hand of the
Inheritor (Iomedae)
• Neutral Good: The Spirit of Adoration
(Shelyn), Sunlord Thalachos (Sarenrae)
• Chaotic Good: Night Monarch (Desna), Thais
(Cayden Cailean)
• Lawful Neutral: Lawgiver (Abadar), The Old
Man (Irori)
•
•
•
•
•
Neutral: Arcanotheign (Nethys), Personification
of Fury (Gozreh), Steward of the Skein (Pharasma)
Chaotic Neutral: The First Blade (Gorum), the
Menotherian (Calistria)
Lawful Evil: Basileus (Asmodeus), the Prince
in Chains (Zon-Kuthon)
Neutral Evil: Mother's Maw (Urgathoa), the
Stabbing Beast (Norgorber)
Chaotic Evil: Tarrasque (Rovagug), Yethazmari
(Lamashtu)

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. Duration until the end of your next turn Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. • Lawful Good: Arrive (enchantment, good, lawful) Aura of Retribution While within 100 feet of the herald, you and your allies gain the champion's Retributive Strike reaction (Core Rulebook 107); Depart Holy Smite The herald casts 5th-level divine wrath (choosing good) in a 100-foot emanation. • Neutral Good: Arrive (enchantment, good) Aura of Redemption While within 100 feet of the herald, you and your allies gain the champion's Glimpse of Redemption reaction (Core Rulebook 107); Depart Merciful Healing The herald casts the 3-action version of 5th-level heal with a radius of 100 feet. This spell targets only you and your allies. • Chaotic Good: Arrive (chaotic, enchantment, good) Aura of Liberation While within 100 feet of the herald, you and your allies gain the champion's Liberating Step reaction (Core Rulebook 107); Depart Radiating Freedom The herald affects you and all your allies within 100 feet with freedom of movement. The duration is reduced to 3 rounds. • Lawful Neutral: Arrive (abjuration, lawful) Defy Chaos You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; Depart Order's Wrath The herald casts 5th-level divine wrath (choosing lawful) in a 100-foot emanation. • Neutral: Arrive (transmutation) Quickening Ripple You and each ally within 100 feet of the herald are quickened while the herald is present, and can use the additional action to Step, Stride, or Strike; Depart Sapping Beam The herald casts 6th-level enervation (Advanced Player's Guide 218) in a 100-foot line. • Chaotic Neutral: Arrive (abjuration, chaotic) Defy Law You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; Depart Chaos Hammer The herald casts 5th-level divine wrath (choosing chaotic) in a 100-foot emanation. • Lawful Evil: Arrive Aura of Iron While within 100 feet of the herald, you and your allies gain the champion's Iron Command reaction (Advanced Player's Guide 117); Depart Unholy Blight The herald casts 5th-level divine wrath (choosing evil) in a 100-foot emanation. • Neutral Evil: Arrive Aura of Selfishness While within 100 feet of the herald, you and your allies gain the champion's Selfish Shield reaction (Advanced Player's Guide 117); Depart Infinite Despair The herald casts 5th-level crushing despair in a 100-foot cone. • Chaotic Evil: Arrive Aura of Vengeance While within 100 feet of the herald, you and your allies gain the champion's Destructive Vengeance reaction (Advanced Player's Guide 117); Depart Weapon Hurricane The herald casts 5th-level weapon storm in a 100-foot cone, using d12 for the die size. HERALD EXAMPLES Each of the many deities of Golarion have their own herald; these are just a few of the most prominent. • Lawful Good: The Grand Defender (Torag), the Grim White Stag (Erastil), Hand of the Inheritor (Iomedae) • Neutral Good: The Spirit of Adoration (Shelyn), Sunlord Thalachos (Sarenrae) • Chaotic Good: Night Monarch (Desna), Thais (Cayden Cailean) • Lawful Neutral: Lawgiver (Abadar), The Old Man (Irori) • • • • • Neutral: Arcanotheign (Nethys), Personification of Fury (Gozreh), Steward of the Skein (Pharasma) Chaotic Neutral: The First Blade (Gorum), the Menotherian (Calistria) Lawful Evil: Basileus (Asmodeus), the Prince in Chains (Zon-Kuthon) Neutral Evil: Mother's Maw (Urgathoa), the Stabbing Beast (Norgorber) Chaotic Evil: Tarrasque (Rovagug), Yethazmari (Lamashtu)",
    "outcomes": []
}

Full schema_data

{
    "id": "summon-deific-herald",
    "name": "Summon Deific Herald",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "incarnate",
        "spells"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "You have a deity.",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. Duration until the end of your next turn Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. • Lawful Good: Arrive (enchantment, good, lawful) Aura of Retribution While within 100 feet of the herald, you and your allies gain the champion's Retributive Strike reaction (Core Rulebook 107); Depart Holy Smite The herald casts 5th-level divine wrath (choosing good) in a 100-foot emanation. • Neutral Good: Arrive (enchantment, good) Aura of Redemption While within 100 feet of the herald, you and your allies gain the champion's Glimpse of Redemption reaction (Core Rulebook 107); Depart Merciful Healing The herald casts the 3-action version of 5th-level heal with a radius of 100 feet. This spell targets only you and your allies. • Chaotic Good: Arrive (chaotic, enchantment, good) Aura of Liberation While within 100 feet of the herald, you and your allies gain the champion's Liberating Step reaction (Core Rulebook 107); Depart Radiating Freedom The herald affects you and all your allies within 100 feet with freedom of movement. The duration is reduced to 3 rounds. • Lawful Neutral: Arrive (abjuration, lawful) Defy Chaos You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; Depart Order's Wrath The herald casts 5th-level divine wrath (choosing lawful) in a 100-foot emanation. • Neutral: Arrive (transmutation) Quickening Ripple You and each ally within 100 feet of the herald are quickened while the herald is present, and can use the additional action to Step, Stride, or Strike; Depart Sapping Beam The herald casts 6th-level enervation (Advanced Player's Guide 218) in a 100-foot line. • Chaotic Neutral: Arrive (abjuration, chaotic) Defy Law You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; Depart Chaos Hammer The herald casts 5th-level divine wrath (choosing chaotic) in a 100-foot emanation. • Lawful Evil: Arrive Aura of Iron While within 100 feet of the herald, you and your allies gain the champion's Iron Command reaction (Advanced Player's Guide 117); Depart Unholy Blight The herald casts 5th-level divine wrath (choosing evil) in a 100-foot emanation. • Neutral Evil: Arrive Aura of Selfishness While within 100 feet of the herald, you and your allies gain the champion's Selfish Shield reaction (Advanced Player's Guide 117); Depart Infinite Despair The herald casts 5th-level crushing despair in a 100-foot cone. • Chaotic Evil: Arrive Aura of Vengeance While within 100 feet of the herald, you and your allies gain the champion's Destructive Vengeance reaction (Advanced Player's Guide 117); Depart Weapon Hurricane The herald casts 5th-level weapon storm in a 100-foot cone, using d12 for the die size. HERALD EXAMPLES Each of the many deities of Golarion have their own herald; these are just a few of the most prominent. • Lawful Good: The Grand Defender (Torag), the Grim White Stag (Erastil), Hand of the Inheritor (Iomedae) • Neutral Good: The Spirit of Adoration (Shelyn), Sunlord Thalachos (Sarenrae) • Chaotic Good: Night Monarch (Desna), Thais (Cayden Cailean) • Lawful Neutral: Lawgiver (Abadar), The Old Man (Irori) • • • • • Neutral: Arcanotheign (Nethys), Personification of Fury (Gozreh), Steward of the Skein (Pharasma) Chaotic Neutral: The First Blade (Gorum), the Menotherian (Calistria) Lawful Evil: Basileus (Asmodeus), the Prince in Chains (Zon-Kuthon) Neutral Evil: Mother's Maw (Urgathoa), the Stabbing Beast (Norgorber) Chaotic Evil: Tarrasque (Rovagug), Yethazmari (Lamashtu)",
    "description_snippet": "A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. Duration until the end of your next turn Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. • Lawful Good: Arrive (enchantment, good, lawful) Aura of Retribution While within 100 feet of the herald, you and your allies gain the champion's Retributive Strike reaction (Core Rulebook 107); Depart Holy Smite The herald casts 5th-level divine wrath (choosing good) in a 100-foot emanation. • Neutral Good: Arrive (enchantment, good) Aura of Redemption While within 100 feet of the herald, you and your allies gain the champion's Glimpse of Redemption reaction (Core Rulebook 107); Depart Merciful Healing The herald casts the 3-action version of 5th-level heal with a radius of 100 feet. This spell targets only you and your allies. • Chaotic Good: Arrive (chaotic, enchantment, good) Aura of Liberation While within 100 feet of the herald, you and your allies gain the champion's Liberating Step reaction (Core Rulebook 107); Depart Radiating Freedom The herald affects you and all your allies within 100 feet with freedom of movement. The duration is reduced to 3 rounds. • Lawful Neutral: Arrive (abjuration, lawful) Defy Chaos You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; Depart Order's Wrath The herald casts 5th-level divine wrath (choosing lawful) in a 100-foot emanation. • Neutral: Arrive (transmutation) Quickening Ripple You and each ally within 100 feet of the herald are quickened while the herald is present, and can use the additional action to Step, Stride, or Strike; Depart Sapping Beam The herald casts 6th-level enervation (Advanced Player's Guide 218) in a 100-foot line. • Chaotic Neutral: Arrive (abjuration, chaotic) Defy Law You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; Depart Chaos Hammer The herald casts 5th-level divine wrath (choosing chaotic) in a 100-foot emanation. • Lawful Evil: Arrive Aura of Iron While within 100 feet of the herald, you and your allies gain the champion's Iron Command reaction (Advanced Player's Guide 117); Depart Unholy Blight The herald casts 5th-level divine wrath (choosing evil) in a 100-foot emanation. • Neutral Evil: Arrive Aura of Selfishness While within 100 feet of the herald, you and your allies gain the champion's Selfish Shield reaction (Advanced Player's Guide 117); Depart Infinite Despair The herald casts 5th-level crushing despair in a 100-foot cone. • Chaotic Evil: Arrive Aura of Vengeance While within 100 feet of the herald, you and your allies gain the champion's Destructive Vengeance reaction (Advanced Player's Guide 117); Depart Weapon Hurricane The herald casts 5th-level weapon storm in a 100-foot cone, using d12 for the die size. HERALD EXAMPLES Each of the many deities of Golarion have their own herald; these are just a few of the most prominent. • Lawful Good: The Grand Defender (Torag), the Grim White Stag (Erastil), Hand of the Inheritor (Iomedae) • Neutral Good: The Spirit of Adoration (Shelyn), Sunlord Thalachos (Sarenrae) • Chaotic Good: Night Monarch (Desna), Thais (Cayden Cailean) • Lawful Neutral: Lawgiver (Abadar), The Old Man (Irori) • • • • • Neutral: Arcanotheign (Nethys), Personification of Fury (Gozreh), Steward of the Skein (Pharasma) Chaotic Neutral: The First Blade (Gorum), the Menotherian (Calistria) Lawful Evil: Basileus (Asmodeus), the Prince in Chains (Zon-Kuthon) Neutral Evil: Mother's Maw (Urgathoa), the Stabbing Beast (Norgorber) Chaotic Evil: Tarrasque (Rovagug), Yethazmari (Lamashtu)",
        "outcomes": []
    },
    "conditions_caused": [
        "quickened"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 15351,
    "source_line_end": 15476,
    "raw_text_block": "SUMMON DEIFIC HERALD\nCONJURATION\nSPELL 8\nINCARNATE\nTraditions divine\nCast [three-actions] material, somatic, verbal; Requirements You\nhave a deity.\nRange 100 feet\nINCARNATE SPELLS\nA spell with the incarnate trait is similar in theme to\nspells that summon creatures, but it doesn't conjure\na minion with the summoned trait. Instead, when\nsummoned, the incarnate creature takes its Arrive\naction when you finish Casting the Spell. At the\nend of your next turn, the incarnate creature can\neither Step, Stride, or take the action for another\nmovement type it has (such as Climb or Burrow),\nand then takes its Depart action. The spell then\nends. The names of specific Arrive and Depart\nactions are listed in italics after the word “Arrive” or\n“Depart” respectively, along with any traits.\nA creature summoned by an incarnate spell\nacts in your interests, directs its effects away\nfrom you and your allies as much as possible,\nand might listen to your requests, but ultimately\nmakes its own decisions. If the spell indicates\nthat the incarnate makes a decision, the GM\ndetermines what the incarnate would do. It\nmight even become more inclined to do precisely\nas you wish over multiple summonings.\nThe incarnate is not fully a creature. It can't\ntake any other actions, nor can it be targeted\nor harmed by Strikes, spells, or other effects\nunless they would be able to target or end a\nspell effect (such as dispel magic). It has a size\nfor the purposes of determining its placement\nfor effects, but it doesn't block movement. If\napplicable, its effects use your spell DCs and\nspell attack roll modifier.\nDuration until the end of your next turn\nYour faith is strong enough to briefly summon a direct\nrepresentative of your deity, such as the deity's herald. The\nherald occupies the space of a Huge creature and has a\nSpeed of 60 feet. The effects of this spell depend on your\ndeity's alignment.\n• Lawful Good: Arrive (enchantment, good, lawful) Aura\nof Retribution While within 100 feet of the herald, you\nand your allies gain the champion's Retributive Strike\nreaction (Core Rulebook 107); Depart Holy Smite The\nherald casts 5th-level divine wrath (choosing good) in\na 100-foot emanation.\n• Neutral Good: Arrive (enchantment, good) Aura\nof Redemption While within 100 feet of the herald,\nyou and your allies gain the champion's Glimpse of\nRedemption reaction (Core Rulebook 107); Depart\nMerciful Healing The herald casts the 3-action version\nof 5th-level heal with a radius of 100 feet. This spell\ntargets only you and your allies.\n• Chaotic Good: Arrive (chaotic, enchantment, good)\nAura of Liberation While within 100 feet of the herald,\nyou and your allies gain the champion's Liberating\nStep reaction (Core Rulebook 107); Depart Radiating\nFreedom The herald affects you and all your allies\nwithin 100 feet with freedom of movement. The\nduration is reduced to 3 rounds.\n• Lawful Neutral: Arrive (abjuration, lawful) Defy Chaos\nYou and each ally within 100 feet of the herald gain\nresistance 20 against chaotic damage while the\nherald is present; Depart Order's Wrath The herald\ncasts 5th-level divine wrath (choosing lawful) in a\n100-foot emanation.\n• Neutral: Arrive (transmutation) Quickening Ripple\nYou and each ally within 100 feet of the herald are\nquickened while the herald is present, and can use\nthe additional action to Step, Stride, or Strike; Depart\nSapping Beam The herald casts 6th-level enervation\n(Advanced Player's Guide 218) in a 100-foot line.\n• Chaotic Neutral: Arrive (abjuration, chaotic) Defy\nLaw You and each ally within 100 feet of the herald\ngain resistance 20 against lawful damage while the\nherald is present; Depart Chaos Hammer The herald\ncasts 5th-level divine wrath (choosing chaotic) in a\n100-foot emanation.\n• Lawful Evil: Arrive Aura of Iron While within 100 feet\nof the herald, you and your allies gain the champion's\nIron Command reaction (Advanced Player's Guide 117);\nDepart Unholy Blight The herald casts 5th-level divine\nwrath (choosing evil) in a 100-foot emanation.\n• Neutral Evil: Arrive Aura of Selfishness While within\n100 feet of the herald, you and your allies gain the\nchampion's Selfish Shield reaction (Advanced Player's\nGuide 117); Depart Infinite Despair The herald casts\n5th-level crushing despair in a 100-foot cone.\n• Chaotic Evil: Arrive Aura of Vengeance While\nwithin 100 feet of the herald, you and your allies\ngain the champion's Destructive Vengeance reaction\n(Advanced Player's Guide 117); Depart Weapon\nHurricane The herald casts 5th-level weapon storm\nin a 100-foot cone, using d12 for the die size.\nHERALD EXAMPLES\nEach of the many deities of Golarion have their own\nherald; these are just a few of the most prominent.\n• Lawful Good: The Grand Defender (Torag),\nthe Grim White Stag (Erastil), Hand of the\nInheritor (Iomedae)\n• Neutral Good: The Spirit of Adoration\n(Shelyn), Sunlord Thalachos (Sarenrae)\n• Chaotic Good: Night Monarch (Desna), Thais\n(Cayden Cailean)\n• Lawful Neutral: Lawgiver (Abadar), The Old\nMan (Irori)\n•\n•\n•\n•\n•\nNeutral: Arcanotheign (Nethys), Personification\nof Fury (Gozreh), Steward of the Skein (Pharasma)\nChaotic Neutral: The First Blade (Gorum), the\nMenotherian (Calistria)\nLawful Evil: Basileus (Asmodeus), the Prince\nin Chains (Zon-Kuthon)\nNeutral Evil: Mother's Maw (Urgathoa), the\nStabbing Beast (Norgorber)\nChaotic Evil: Tarrasque (Rovagug), Yethazmari\n(Lamashtu)",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "summon-deific-herald",
    "content_id": "summon-deific-herald",
    "level": 8
}

Core Rulebook (Fourth Printing)

Uncontrollable Dance

Rank 8 · Spell · Common

Registry ID
uncontrollable-dance
SpellCommonenchantmentdivineoccult

The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is off-guard 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.

Source lines: 59487 - 59494

Raw text block

UNCONTROLLABLE DANCE
ENCHANTMENT INCAPACITATION
SPELL 8
MENTAL
UNCOMMON
ABJURATION
Traditions divine, occult
Cast 1 minute (material, somatic, verbal)

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 off-guard 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": "uncontrollable-dance",
    "name": "Uncontrollable Dance",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "incapacitation",
        "mental"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is off-guard 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.",
    "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 off-guard 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": [
        "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": 59487,
    "source_line_end": 59494,
    "raw_text_block": "UNCONTROLLABLE DANCE\nENCHANTMENT INCAPACITATION\nSPELL 8\nMENTAL\nUNCOMMON\nABJURATION\nTraditions divine, occult\nCast 1 minute (material, somatic, verbal)",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "uncontrollable-dance",
    "content_id": "uncontrollable-dance",
    "level": 8
}

Core Rulebook (Fourth Printing)

Unrelenting Observation

Rank 8 · Spell · Common

Registry ID
unrelenting-observation
SpellCommondivinationarcaneoccult

This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover. The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person. If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save. Critical Success: The creature or object is unaffected. Success: As described, and the duration is 1 minute. Failure: As described, and the duration is 1 hour.

Description snippet: This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or

Source lines: 59612 - 59643

Raw text block

UNRELENTING OBSERVATION
SPELL 8
SCRYING
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 100 feet; Area 20-foot burst; Targets 1 creature or
object tracked and up to 5 other willing creatures
Duration varies
This spell grants perfect sight based on scrying, allowing
several willing targets to track the exact movements or
position of one creature or object. Choose one target creature
or object in the area to be tracked. It becomes the sensor for
the spell. Up to five willing creatures of your choice in the
area can see a ghostly image of this creature or object when
it's out of their sight. They can perceive the creature or object
perfectly, allowing them to ignore the concealed or invisible
condition, though physical barriers still provide cover.
The tracking creatures can see the tracked creature or
object through all barriers other than lead or running water,
which block their vision. Distance doesn't matter, though the
creature or object might move so far away it becomes too
small to perceive. The tracking creatures don't see any of the
environment around the target, though they do see any gear a
creature is wearing or holding, and they can tell if it removes
objects from its person.
If the target to be tracked is willing, the duration is 1 hour. If
you try to track an unwilling creature, the target must attempt
a Will save.
Critical Success The creature or object is unaffected.
Success As described, and the duration is 1 minute.
Failure As described, and the duration is 1 hour.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover. The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person. If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.",
    "outcomes": {
        "Critical Success": "The creature or object is unaffected.",
        "Success": "As described, and the duration is 1 minute.",
        "Failure": "As described, and the duration is 1 hour."
    }
}

Full schema_data

{
    "id": "unrelenting-observation",
    "name": "Unrelenting Observation",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "scrying"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "20-foot burst",
    "targets": "1 creature or object tracked and up to 5 other willing creatures",
    "duration": "varies",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover. The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person. If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save. Critical Success: The creature or object is unaffected. Success: As described, and the duration is 1 minute. Failure: As described, and the duration is 1 hour.",
    "description_snippet": "This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or",
    "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 spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover. The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person. If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.",
        "outcomes": {
            "Critical Success": "The creature or object is unaffected.",
            "Success": "As described, and the duration is 1 minute.",
            "Failure": "As described, and the duration is 1 hour."
        }
    },
    "conditions_caused": [
        "concealed"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 59612,
    "source_line_end": 59643,
    "raw_text_block": "UNRELENTING OBSERVATION\nSPELL 8\nSCRYING\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 100 feet; Area 20-foot burst; Targets 1 creature or\nobject tracked and up to 5 other willing creatures\nDuration varies\nThis spell grants perfect sight based on scrying, allowing\nseveral willing targets to track the exact movements or\nposition of one creature or object. Choose one target creature\nor object in the area to be tracked. It becomes the sensor for\nthe spell. Up to five willing creatures of your choice in the\narea can see a ghostly image of this creature or object when\nit's out of their sight. They can perceive the creature or object\nperfectly, allowing them to ignore the concealed or invisible\ncondition, though physical barriers still provide cover.\nThe tracking creatures can see the tracked creature or\nobject through all barriers other than lead or running water,\nwhich block their vision. Distance doesn't matter, though the\ncreature or object might move so far away it becomes too\nsmall to perceive. The tracking creatures don't see any of the\nenvironment around the target, though they do see any gear a\ncreature is wearing or holding, and they can tell if it removes\nobjects from its person.\nIf the target to be tracked is willing, the duration is 1 hour. If\nyou try to track an unwilling creature, the target must attempt\na Will save.\nCritical Success The creature or object is unaffected.\nSuccess As described, and the duration is 1 minute.\nFailure As described, and the duration is 1 hour.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "unrelenting-observation",
    "content_id": "unrelenting-observation",
    "level": 8
}

Secrets of Magic

Whirlwind

Rank 8 · Spell · Common

Registry ID
whirlwind
SpellCommonevocationprimal

Create a moving tornado to damage

Description snippet: Create a moving tornado to damage

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 8,
    "school": "evocation",
    "traditions": [
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "description_snippet": "Create a moving tornado to damage",
    "content_id": "whirlwind",
    "type": "spell",
    "description": "Create a moving tornado to damage"
}

Core Rulebook (Fourth Printing)

Wind Walk

Rank 8 · Spell · Common

Registry ID
wind-walk
SpellCommontransmutationprimal

When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the concentrate trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground.

Description snippet: When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's directi

Source lines: 60467 - 60482

Raw text block

WIND WALK
AIR
SPELL 8
TRANSMUTATION
Traditions primal
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets you and up to five creatures touched
Duration 8 hours
When you cast this spell, each target transforms into a vaguely
cloud-like form and is picked up by a wind moving in the
direction of your choice. You can change the wind's direction by
using a single action, which has the concentrate trait. The wind
carries the targets at a Speed of 20 miles per hour, but if any of
the targets make an attack, Cast a Spell, come under attack, or
otherwise enter encounter mode, the spell ends for all targets
just after they roll initiative, and they drift gently to the ground.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the concentrate trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground.",
    "outcomes": []
}

Full schema_data

{
    "id": "wind-walk",
    "name": "Wind Walk",
    "rank": 8,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "air"
    ],
    "cast": "10 minutes (material, somatic, verbal)",
    "cast_actions": "ten_minutes",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "you and up to five creatures touched",
    "duration": "8 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the concentrate trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground.",
    "description_snippet": "When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's directi",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the concentrate trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground.",
        "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": 60467,
    "source_line_end": 60482,
    "raw_text_block": "WIND WALK\nAIR\nSPELL 8\nTRANSMUTATION\nTraditions primal\nCast 10 minutes (material, somatic, verbal)\nRange touch; Targets you and up to five creatures touched\nDuration 8 hours\nWhen you cast this spell, each target transforms into a vaguely\ncloud-like form and is picked up by a wind moving in the\ndirection of your choice. You can change the wind's direction by\nusing a single action, which has the concentrate trait. The wind\ncarries the targets at a Speed of 20 miles per hour, but if any of\nthe targets make an attack, Cast a Spell, come under attack, or\notherwise enter encounter mode, the spell ends for all targets\njust after they roll initiative, and they drift gently to the ground.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wind-walk",
    "content_id": "wind-walk",
    "level": 8
}

Core Rulebook (Fourth Printing)

Bind Soul

Rank 9 · Spell · Uncommon

Registry ID
bind-soul
SpellUncommonnecromancydivineoccult

You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell.

Description snippet: You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. While the soul is in the gem, the target can't be returned to life thr

Source lines: 49786 - 49803

Raw text block

BIND SOUL
UNCOMMON
EVIL
SPELL 9
NECROMANCY
Traditions divine, occult
Cast [one-action] somatic, verbal; Requirements black sapphire with a
gp value of at least the target's level × 100
Range 30 feet; Targets 1 creature that died within the
last minute
Duration unlimited
You wrench the target's soul away before it can pass on to the
afterlife and imprison it in a black sapphire.
While the soul is in the gem, the target can't be returned to
life through any means, even powerful magic such as wish. If
the gem is destroyed or bind soul is counteracted on the gem,
the soul is freed. The gem has AC 16 and Hardness 10. A gem
can't hold more than one soul, and any attempt wastes the spell.

Heightened

[
    {
        "label": "none",
        "type": "none",
        "text": "No explicit heightened entry."
    }
]

Damage clauses

[
    {
        "formula": "none",
        "type": "none",
        "persistent": false
    }
]

Effects

{
    "description": "You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "bind-soul",
    "name": "Bind Soul",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "evil"
    ],
    "cast": "[one-action] somatic, verbal",
    "cast_actions": "1_action",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature that died within the last minute",
    "duration": "unlimited",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "black sapphire with a gp value of at least the target's level × 100",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell.",
    "description_snippet": "You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. While the soul is in the gem, the target can't be returned to life thr",
    "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 wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 49786,
    "source_line_end": 49803,
    "raw_text_block": "BIND SOUL\nUNCOMMON\nEVIL\nSPELL 9\nNECROMANCY\nTraditions divine, occult\nCast [one-action] somatic, verbal; Requirements black sapphire with a\ngp value of at least the target's level × 100\nRange 30 feet; Targets 1 creature that died within the\nlast minute\nDuration unlimited\nYou wrench the target's soul away before it can pass on to the\nafterlife and imprison it in a black sapphire.\nWhile the soul is in the gem, the target can't be returned to\nlife through any means, even powerful magic such as wish. If\nthe gem is destroyed or bind soul is counteracted on the gem,\nthe soul is freed. The gem has AC 16 and Hardness 10. A gem\ncan't hold more than one soul, and any attempt wastes the spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "bind-soul",
    "content_id": "bind-soul",
    "level": 9
}

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