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Showing page 35 of 36 for 898 matching canonical spell rows.

Page 35 of 36

Advanced Player's Guide

Clone

Rank 9 · Ritual · Rare

Registry ID
clone
RitualRarenecromancyNone

Arcana, Occultism, Medicine Range 10 feet; Targets 1 living creature up to 20th level You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature. In order to perform the ritual, you need an expanded alchemist's lab (Core Rulebook 288) or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for 2d4 months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting. Critical Success: The cloning process is successful. When the soul occupies the completed clone, it is clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. Success: As critical success, but each condition value is 2. Failure: You fail to form the clone. Critical Failure: The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon (Bestiary 2 65).

Description snippet: Arcana, Occultism, Medicine Range 10 feet; Targets 1 living creature up to 20th level You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual an

Source lines: 34541 - 34581

Raw text block

CLONE
RARE
RITUAL 9
NECROMANCY
Cast 7 days; Cost rare laboratory supplies and reagents worth
the target's level (minimum 1) × 100 gp; Secondary Casters 3
Primary Check Crafting (legendary); Secondary Checks
Arcana, Occultism, Medicine
Range 10 feet; Targets 1 living creature up to 20th level
You remove 1 cubic inch of flesh from the target, who must be
present throughout the ritual and can be one of the casters.
You then use that flesh to grow a duplicate of the target's
physical form that will house the target's soul upon death.
This duplicate is physically identical to the original creature.
In order to perform the ritual, you need an expanded
alchemist's lab (Core Rulebook 288) or a superior set of
equipment. Once the ritual is successfully completed, the
duplicate grows within the laboratory equipment for 2d4
months. While direct involvement isn't required during this
period of growth, you must prevent any interference or
interruption or the ritual fails. When the duplicate is complete,
the original creature's soul enters it as soon as their original
body dies, or immediately if the creature died during the
intervening months, as long as the soul is free and willing. If
Pharasma has decided that the target's time has come or the
target's soul is trapped or doesn't wish to return, the duplicate
remains empty until the impediment is removed. While
unoccupied, the inert duplicate must be preserved in suitable
alchemical equipment to prevent it from rotting.
Critical Success The cloning process is successful. When the
soul occupies the completed clone, it is clumsy 1, drained 1,
doomed 1, and enfeebled 1 for 1 week; these conditions
can't be removed or reduced by any means until the week
has passed.
Success As critical success, but each condition value is 2.
Failure You fail to form the clone.
Critical Failure The clone appears to be successful, but
something went horribly wrong. Once it grows to its full
size, it can't hold the target's soul and instead houses a
malevolent intelligence or an invasive creature such as an
invidiak demon (Bestiary 2 65).

Heightened

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

Damage clauses

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

Effects

{
    "description": "Arcana, Occultism, Medicine Range 10 feet; Targets 1 living creature up to 20th level You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature. In order to perform the ritual, you need an expanded alchemist's lab (Core Rulebook 288) or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for 2d4 months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting.",
    "outcomes": {
        "Critical Success": "The cloning process is successful. When the soul occupies the completed clone, it is clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.",
        "Success": "As critical success, but each condition value is 2.",
        "Failure": "You fail to form the clone.",
        "Critical Failure": "The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon (Bestiary 2 65)."
    }
}

Full schema_data

{
    "id": "clone",
    "name": "Clone",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "necromancy",
    "rarity": "rare",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "7 days",
    "cast_actions": "none",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "rare laboratory supplies and reagents worth the target's level (minimum 1) × 100 gp",
    "primary_check": "Crafting (legendary) Secondary Checks",
    "secondary_casters": "3",
    "description": "Arcana, Occultism, Medicine Range 10 feet; Targets 1 living creature up to 20th level You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature. In order to perform the ritual, you need an expanded alchemist's lab (Core Rulebook 288) or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for 2d4 months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting. Critical Success: The cloning process is successful. When the soul occupies the completed clone, it is clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. Success: As critical success, but each condition value is 2. Failure: You fail to form the clone. Critical Failure: The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon (Bestiary 2 65).",
    "description_snippet": "Arcana, Occultism, Medicine Range 10 feet; Targets 1 living creature up to 20th level You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual an",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Arcana, Occultism, Medicine Range 10 feet; Targets 1 living creature up to 20th level You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature. In order to perform the ritual, you need an expanded alchemist's lab (Core Rulebook 288) or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for 2d4 months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If Pharasma has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting.",
        "outcomes": {
            "Critical Success": "The cloning process is successful. When the soul occupies the completed clone, it is clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.",
            "Success": "As critical success, but each condition value is 2.",
            "Failure": "You fail to form the clone.",
            "Critical Failure": "The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon (Bestiary 2 65)."
        }
    },
    "conditions_caused": [
        "clumsy",
        "doomed",
        "drained",
        "enfeebled"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 34541,
    "source_line_end": 34581,
    "raw_text_block": "CLONE\nRARE\nRITUAL 9\nNECROMANCY\nCast 7 days; Cost rare laboratory supplies and reagents worth\nthe target's level (minimum 1) × 100 gp; Secondary Casters 3\nPrimary Check Crafting (legendary); Secondary Checks\nArcana, Occultism, Medicine\nRange 10 feet; Targets 1 living creature up to 20th level\nYou remove 1 cubic inch of flesh from the target, who must be\npresent throughout the ritual and can be one of the casters.\nYou then use that flesh to grow a duplicate of the target's\nphysical form that will house the target's soul upon death.\nThis duplicate is physically identical to the original creature.\nIn order to perform the ritual, you need an expanded\nalchemist's lab (Core Rulebook 288) or a superior set of\nequipment. Once the ritual is successfully completed, the\nduplicate grows within the laboratory equipment for 2d4\nmonths. While direct involvement isn't required during this\nperiod of growth, you must prevent any interference or\ninterruption or the ritual fails. When the duplicate is complete,\nthe original creature's soul enters it as soon as their original\nbody dies, or immediately if the creature died during the\nintervening months, as long as the soul is free and willing. If\nPharasma has decided that the target's time has come or the\ntarget's soul is trapped or doesn't wish to return, the duplicate\nremains empty until the impediment is removed. While\nunoccupied, the inert duplicate must be preserved in suitable\nalchemical equipment to prevent it from rotting.\nCritical Success The cloning process is successful. When the\nsoul occupies the completed clone, it is clumsy 1, drained 1,\ndoomed 1, and enfeebled 1 for 1 week; these conditions\ncan't be removed or reduced by any means until the week\nhas passed.\nSuccess As critical success, but each condition value is 2.\nFailure You fail to form the clone.\nCritical Failure The clone appears to be successful, but\nsomething went horribly wrong. Once it grows to its full\nsize, it can't hold the target's soul and instead houses a\nmalevolent intelligence or an invasive creature such as an\ninvidiak demon (Bestiary 2 65).",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "clone",
    "content_id": "clone",
    "level": 9
}

Core Rulebook (4th Printing)

Crusade

Rank 9 · Spell · Uncommon

Registry ID
crusade
SpellUncommonenchantmentdivine

Creatures become

Description snippet: Creatures become

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 9,
    "school": "enchantment",
    "traditions": [
        "divine"
    ],
    "heightenable": true,
    "rarity": "uncommon",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Creatures become",
    "content_id": "crusade",
    "type": "spell",
    "description": "Creatures become"
}

Core Rulebook (4th Printing)

Disjunction

Rank 9 · Spell · Uncommon

Registry ID
disjunction
SpellUncommonabjurationarcaneprimal

Deactivate or

Description snippet: Deactivate or

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 9,
    "school": "abjuration",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": false,
    "rarity": "uncommon",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Deactivate or",
    "content_id": "disjunction",
    "type": "spell",
    "description": "Deactivate or"
}

Core Rulebook (4th Printing)

Foresight

Rank 9 · Spell · Common

Registry ID
foresight
SpellCommondivinationarcanedivineoccult

Sense when a creature

Description snippet: Sense when a creature

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 9,
    "school": "divination",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Sense when a creature",
    "content_id": "foresight",
    "type": "spell",
    "description": "Sense when a creature"
}

Core Rulebook (4th Printing)

Implosion

Rank 9 · Spell · Common

Registry ID
implosion
SpellCommonevocationarcaneprimal

Make a creature

Description snippet: Make a creature

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 9,
    "school": "evocation",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Make a creature",
    "content_id": "implosion",
    "type": "spell",
    "description": "Make a creature"
}

Advanced Player's Guide

Ki Form

Rank 9 · Focus · Uncommon

Registry ID
ki-form
FocusUncommonNonedivineoccult

Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your Strikes deal 1d6 additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a light effect. Your corona is a 5-foot emanation that deals 2d6 damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a darkness effect, the corona's glow attempts to counteract the darkness effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the concentrate trait, you can flare your corona out to become a 30-foot emanation. In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the nonlethal trait. You take a -2 status penalty to saves against emotion effects but gain a +2 status bonus to saves against all other mental effects.

Description snippet: Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you ga

Source lines: 32290 - 32316

Raw text block

KI FORM
UNCOMMON
FOCUS 9
MONK
POLYMORPH
Cast [one-action] verbal
Duration 1 minute
Drawing from deep wells of spiritual power, you take on a
special ki form. In your ki form, your hair, feathers, skin, or
scales change color and begin to glow. In this form you gain a
fly Speed equal to your land Speed. Choose force, lawful (only
if you are lawful), negative, or positive damage. All your Strikes
deal 1d6 additional damage of the chosen type. Your entire body
is also surrounded by a glowing corona of the same color as your
inner ki; this is a light effect. Your corona is a 5-foot emanation
that deals 2d6 damage of the chosen type to creatures who
start their turn within the emanation. If the emanation overlaps
with a darkness effect, the corona's glow attempts to counteract
the darkness effect. Regardless of the outcome, the corona can't
attempt to counteract that effect again for 1 day. As a single
action, which has the concentrate trait, you can flare your
corona out to become a 30-foot emanation.
In your ki form, your emotions surge to the forefront and it's
difficult to moderate your attacks. Your weapons and unarmed
attacks lose the nonlethal trait. You take a -2 status penalty
to saves against emotion effects but gain a +2 status bonus to
saves against all other mental effects.

Heightened

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

Damage clauses

[
    {
        "formula": "1d6",
        "type": "additional",
        "persistent": false
    }
]

Effects

{
    "description": "Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your Strikes deal 1d6 additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a light effect. Your corona is a 5-foot emanation that deals 2d6 damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a darkness effect, the corona's glow attempts to counteract the darkness effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the concentrate trait, you can flare your corona out to become a 30-foot emanation. In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the nonlethal trait. You take a -2 status penalty to saves against emotion effects but gain a +2 status bonus to saves against all other mental effects.",
    "outcomes": []
}

Full schema_data

{
    "id": "ki-form",
    "name": "Ki Form",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "none",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "polymorph"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "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": "Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your Strikes deal 1d6 additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a light effect. Your corona is a 5-foot emanation that deals 2d6 damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a darkness effect, the corona's glow attempts to counteract the darkness effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the concentrate trait, you can flare your corona out to become a 30-foot emanation. In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the nonlethal trait. You take a -2 status penalty to saves against emotion effects but gain a +2 status bonus to saves against all other mental effects.",
    "description_snippet": "Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you ga",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "1d6",
            "type": "additional",
            "persistent": false
        }
    ],
    "damage_type": [
        "additional"
    ],
    "effects": {
        "description": "Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your Strikes deal 1d6 additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a light effect. Your corona is a 5-foot emanation that deals 2d6 damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a darkness effect, the corona's glow attempts to counteract the darkness effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the concentrate trait, you can flare your corona out to become a 30-foot emanation. In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the nonlethal trait. You take a -2 status penalty to saves against emotion effects but gain a +2 status bonus to saves against all other mental effects.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "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": 32290,
    "source_line_end": 32316,
    "raw_text_block": "KI FORM\nUNCOMMON\nFOCUS 9\nMONK\nPOLYMORPH\nCast [one-action] verbal\nDuration 1 minute\nDrawing from deep wells of spiritual power, you take on a\nspecial ki form. In your ki form, your hair, feathers, skin, or\nscales change color and begin to glow. In this form you gain a\nfly Speed equal to your land Speed. Choose force, lawful (only\nif you are lawful), negative, or positive damage. All your Strikes\ndeal 1d6 additional damage of the chosen type. Your entire body\nis also surrounded by a glowing corona of the same color as your\ninner ki; this is a light effect. Your corona is a 5-foot emanation\nthat deals 2d6 damage of the chosen type to creatures who\nstart their turn within the emanation. If the emanation overlaps\nwith a darkness effect, the corona's glow attempts to counteract\nthe darkness effect. Regardless of the outcome, the corona can't\nattempt to counteract that effect again for 1 day. As a single\naction, which has the concentrate trait, you can flare your\ncorona out to become a 30-foot emanation.\nIn your ki form, your emotions surge to the forefront and it's\ndifficult to moderate your attacks. Your weapons and unarmed\nattacks lose the nonlethal trait. You take a -2 status penalty\nto saves against emotion effects but gain a +2 status bonus to\nsaves against all other mental effects.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ki-form",
    "content_id": "ki-form",
    "level": 9
}

Core Rulebook (4th Printing)

Massacre

Rank 9 · Spell · Common

Registry ID
massacre
SpellCommonnecromancyarcanedivineprimal

Instantly kill multiple

Description snippet: Instantly kill multiple

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 9,
    "school": "necromancy",
    "traditions": [
        "arcane",
        "divine",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Instantly kill multiple",
    "content_id": "massacre",
    "type": "spell",
    "description": "Instantly kill multiple"
}

Core Rulebook (Fourth Printing)

Meteor Swarm

Rank 9 · Spell · Common

Registry ID
meteor-swarm
SpellCommonevocationarcaneprimal

You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 fire damage to any creatures in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature attempts only one saving throw against the spell no matter how many overlapping explosions it's caught in, and they can take each type of damage once once. The saving throw applies to both the bludgeoning and the fire damage.

Description snippet: You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before

Source lines: 54836 - 54854

Raw text block

METEOR SWARM
EVOCATION
SPELL 9
FIRE
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 500 feet; Area 4 40-foot bursts
Saving Throw basic Reflex
You call down four meteors that explode in a fiery blast. Each
meteor deals 6d10 bludgeoning damage to any creatures in the
10-foot burst at the center of its area of effect before exploding,
dealing 14d6 fire damage to any creatures in its 40-foot burst.
The meteors' central 10-foot bursts can't overlap, and a creature
attempts only one saving throw against the spell no matter how
many overlapping explosions it's caught in, and they can take
each type of damage once once. The saving throw applies to
both the bludgeoning and the fire damage.
Heightened (+1) The bludgeoning damage increases by 1d10,
and the fire damage increases by 2d6.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6."
    }
]

Damage clauses

[
    {
        "formula": "6d10",
        "type": "bludgeoning",
        "persistent": false
    },
    {
        "formula": "14d6",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 fire damage to any creatures in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature attempts only one saving throw against the spell no matter how many overlapping explosions it's caught in, and they can take each type of damage once once. The saving throw applies to both the bludgeoning and the fire damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "meteor-swarm",
    "name": "Meteor Swarm",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "4 40-foot bursts",
    "targets": "none",
    "duration": "none",
    "save": "basic Reflex",
    "save_type": "basic_reflex",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 fire damage to any creatures in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature attempts only one saving throw against the spell no matter how many overlapping explosions it's caught in, and they can take each type of damage once once. The saving throw applies to both the bludgeoning and the fire damage.",
    "description_snippet": "You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "6d10",
            "type": "bludgeoning",
            "persistent": false
        },
        {
            "formula": "14d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning",
        "fire"
    ],
    "effects": {
        "description": "You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 fire damage to any creatures in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature attempts only one saving throw against the spell no matter how many overlapping explosions it's caught in, and they can take each type of damage once once. The saving throw applies to both the bludgeoning and the fire damage.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 54836,
    "source_line_end": 54854,
    "raw_text_block": "METEOR SWARM\nEVOCATION\nSPELL 9\nFIRE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 500 feet; Area 4 40-foot bursts\nSaving Throw basic Reflex\nYou call down four meteors that explode in a fiery blast. Each\nmeteor deals 6d10 bludgeoning damage to any creatures in the\n10-foot burst at the center of its area of effect before exploding,\ndealing 14d6 fire damage to any creatures in its 40-foot burst.\nThe meteors' central 10-foot bursts can't overlap, and a creature\nattempts only one saving throw against the spell no matter how\nmany overlapping explosions it's caught in, and they can take\neach type of damage once once. The saving throw applies to\nboth the bludgeoning and the fire damage.\nHeightened (+1) The bludgeoning damage increases by 1d10,\nand the fire damage increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "meteor-swarm",
    "content_id": "meteor-swarm",
    "level": 9
}

Core Rulebook (Fourth Printing)

Nature's Enmity

Rank 9 · Spell · Common

Registry ID
natures-enmity
SpellCommonenchantmentprimal

Animals, plants, and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. • Vegetation springs up from every surface, giving each target a -10-foot circumstance penalty to its Speed any time it's adjacent to the plants and fungi. • Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is flat-footed for 1 round on any outcome other than a critical success. • The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. Furthermore, animal, fungus, and plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion. The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature.

Description snippet: Animals, plants, and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. • Vegetation springs up from ever

Source lines: 55361 - 55387

Raw text block

NATURE'S ENMITY
SPELL 9
ENCHANTMENT
Traditions primal
Cast [two-actions] somatic, verbal
Range 120 feet; Area 500-foot burst; Targets up to 5 creatures
Duration 10 minutes
Animals, plants, and fungi in the area turn against the targets.
Each target suffers from the following effects as long as it
remains in the area.
• Vegetation springs up from every surface, giving each
target a -10-foot circumstance penalty to its Speed
any time it's adjacent to the plants and fungi.
• Aggressive animals attack unpredictably. At the start
of its turn, each target rolls a DC 8 flat check. On a
failure, it's attacked by swarming creatures that deal
2d10 slashing damage. The target attempts a basic
Reflex save, and it is flat-footed for 1 round on any
outcome other than a critical success.
• The target loses any connection to nature or natural
creatures. The target has to succeed at a DC 5 flat
check when casting any primal spell or the spell fails.
Furthermore, animal, fungus, and plant creatures
become hostile to it, even one with a strong bond to
the target, such as an animal companion.
The GM might decide that you can't subject some creatures,
such as an emissary of a nature deity, to the ire of nature.

Heightened

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

Damage clauses

[
    {
        "formula": "2d10",
        "type": "slashing",
        "persistent": false
    }
]

Effects

{
    "description": "Animals, plants, and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. • Vegetation springs up from every surface, giving each target a -10-foot circumstance penalty to its Speed any time it's adjacent to the plants and fungi. • Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is flat-footed for 1 round on any outcome other than a critical success. • The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. Furthermore, animal, fungus, and plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion. The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature.",
    "outcomes": []
}

Full schema_data

{
    "id": "natures-enmity",
    "name": "Nature's Enmity",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "500-foot burst",
    "targets": "up to 5 creatures",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Animals, plants, and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. • Vegetation springs up from every surface, giving each target a -10-foot circumstance penalty to its Speed any time it's adjacent to the plants and fungi. • Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is flat-footed for 1 round on any outcome other than a critical success. • The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. Furthermore, animal, fungus, and plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion. The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature.",
    "description_snippet": "Animals, plants, and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. • Vegetation springs up from ever",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "2d10",
            "type": "slashing",
            "persistent": false
        }
    ],
    "damage_type": [
        "slashing"
    ],
    "effects": {
        "description": "Animals, plants, and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. • Vegetation springs up from every surface, giving each target a -10-foot circumstance penalty to its Speed any time it's adjacent to the plants and fungi. • Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is flat-footed for 1 round on any outcome other than a critical success. • The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. Furthermore, animal, fungus, and plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion. The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature.",
        "outcomes": []
    },
    "conditions_caused": [
        "flat-footed"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 55361,
    "source_line_end": 55387,
    "raw_text_block": "NATURE'S ENMITY\nSPELL 9\nENCHANTMENT\nTraditions primal\nCast [two-actions] somatic, verbal\nRange 120 feet; Area 500-foot burst; Targets up to 5 creatures\nDuration 10 minutes\nAnimals, plants, and fungi in the area turn against the targets.\nEach target suffers from the following effects as long as it\nremains in the area.\n• Vegetation springs up from every surface, giving each\ntarget a -10-foot circumstance penalty to its Speed\nany time it's adjacent to the plants and fungi.\n• Aggressive animals attack unpredictably. At the start\nof its turn, each target rolls a DC 8 flat check. On a\nfailure, it's attacked by swarming creatures that deal\n2d10 slashing damage. The target attempts a basic\nReflex save, and it is flat-footed for 1 round on any\noutcome other than a critical success.\n• The target loses any connection to nature or natural\ncreatures. The target has to succeed at a DC 5 flat\ncheck when casting any primal spell or the spell fails.\nFurthermore, animal, fungus, and plant creatures\nbecome hostile to it, even one with a strong bond to\nthe target, such as an animal companion.\nThe GM might decide that you can't subject some creatures,\nsuch as an emissary of a nature deity, to the ire of nature.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "natures-enmity",
    "content_id": "natures-enmity",
    "level": 9
}

Secrets of Magic

One with the Land

Rank 9 · Spell · Common

Registry ID
one-with-the-land
SpellCommontransmutationprimal

You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell. While merged, you gain the following additional benefits: you immediately become aware of the surrounding terrain features and gain tremorsense as an imprecise sense with a range of 200 feet; you can make terrain vengeance Strikes that target creatures within 60 feet and deal 5d12 bludgeoning, piercing, or slashing damage; you can alter the environmental temperature by one step; and you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you.

Description snippet: Merge into a natural feature and command the nearby terrain.

Source lines: 13656 - 13698

Raw text block

ONE WITH THE LAND
EARTH
PLANT
SPELL 9
TRANSMUTATION
Traditions primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell.
While merged, you gain the following additional benefits: you immediately become aware of the surrounding terrain features and gain tremorsense as an imprecise sense with a range of 200 feet; you can make terrain vengeance Strikes that target creatures within 60 feet and deal 5d12 bludgeoning, piercing, or slashing damage; you can alter the environmental temperature by one step; and you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell. While merged, you gain the following additional benefits: you immediately become aware of the surrounding terrain features and gain tremorsense as an imprecise sense with a range of 200 feet; you can make terrain vengeance Strikes that target creatures within 60 feet and deal 5d12 bludgeoning, piercing, or slashing damage; you can alter the environmental temperature by one step; and you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you.",
    "outcomes": []
}

Full schema_data

{
    "id": "one-with-the-land",
    "name": "One with the Land",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "earth",
        "plant"
    ],
    "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 merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell. While merged, you gain the following additional benefits: you immediately become aware of the surrounding terrain features and gain tremorsense as an imprecise sense with a range of 200 feet; you can make terrain vengeance Strikes that target creatures within 60 feet and deal 5d12 bludgeoning, piercing, or slashing damage; you can alter the environmental temperature by one step; and you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you.",
    "description_snippet": "Merge into a natural feature and command the nearby terrain.",
    "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 merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell. While merged, you gain the following additional benefits: you immediately become aware of the surrounding terrain features and gain tremorsense as an imprecise sense with a range of 200 feet; you can make terrain vengeance Strikes that target creatures within 60 feet and deal 5d12 bludgeoning, piercing, or slashing damage; you can alter the environmental temperature by one step; and you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 13656,
    "source_line_end": 13698,
    "raw_text_block": "ONE WITH THE LAND\nEARTH\nPLANT\nSPELL 9\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to Hide or Take Cover within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can Dismiss the spell.\nWhile merged, you gain the following additional benefits: you immediately become aware of the surrounding terrain features and gain tremorsense as an imprecise sense with a range of 200 feet; you can make terrain vengeance Strikes that target creatures within 60 feet and deal 5d12 bludgeoning, piercing, or slashing damage; you can alter the environmental temperature by one step; and you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet. All of your alterations to the land end when the spell ends. Significant physical damage to the natural feature while you are inside it expels you and deals 10d6 damage to you.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "one-with-the-land",
    "content_id": "one-with-the-land",
    "level": 9
}

Core Rulebook (Fourth Printing)

Overwhelming Presence

Rank 9 · Spell · Common

Registry ID
overwhelming-presence
SpellCommonenchantmentdivineoccult

You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save. Critical Success: The target is unaffected. Success: The target must pay tribute twice. Failure: The target must pay tribute six times. Critical Failure: As failure, and the target must spend all its actions paying tribute if possible. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fascinated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute.

Description snippet: You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets

Source lines: 55572 - 55598

Raw text block

OVERWHELMING PRESENCE
AUDITORY
INCAPACITATION
SPELL 9
MENTAL
VISUAL
Traditions divine, occult
Cast [two-actions] somatic, verbal
Area 40-foot burst; Targets any number of creatures
Saving Throw Will; Duration until full tribute is paid
You surround yourself with supernatural splendor, appearing
to be a god or similarly majestic being. You choose the aspects
of your new majestic appearance. This causes the targets to
pay tribute to you by bowing or using some other action in
keeping with your appearance. The number of times a target
must do this depends on the result of their Will save.
Critical Success The target is unaffected.
Success The target must pay tribute twice.
Failure The target must pay tribute six times.
Critical Failure As failure, and the target must spend all its
actions paying tribute if possible.
Paying tribute is a manipulate action or move action, as chosen
by the creature paying tribute. A creature under this effect
must pay tribute to you at least once on each of its turns if
possible. While affected by this spell, a creature is fascinated
by you and can't use hostile actions against you. The target is
then temporarily immune for 1 minute.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target must pay tribute twice.",
        "Failure": "The target must pay tribute six times.",
        "Critical Failure": "As failure, and the target must spend all its actions paying tribute if possible. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fascinated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute."
    }
}

Full schema_data

{
    "id": "overwhelming-presence",
    "name": "Overwhelming Presence",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "auditory",
        "incapacitation",
        "mental",
        "visual"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "40-foot burst",
    "targets": "any number of creatures",
    "duration": "until full tribute is paid",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save. Critical Success: The target is unaffected. Success: The target must pay tribute twice. Failure: The target must pay tribute six times. Critical Failure: As failure, and the target must spend all its actions paying tribute if possible. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fascinated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute.",
    "description_snippet": "You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets",
    "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 surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target must pay tribute twice.",
            "Failure": "The target must pay tribute six times.",
            "Critical Failure": "As failure, and the target must spend all its actions paying tribute if possible. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fascinated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute."
        }
    },
    "conditions_caused": [
        "fascinated"
    ],
    "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": 55572,
    "source_line_end": 55598,
    "raw_text_block": "OVERWHELMING PRESENCE\nAUDITORY\nINCAPACITATION\nSPELL 9\nMENTAL\nVISUAL\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nArea 40-foot burst; Targets any number of creatures\nSaving Throw Will; Duration until full tribute is paid\nYou surround yourself with supernatural splendor, appearing\nto be a god or similarly majestic being. You choose the aspects\nof your new majestic appearance. This causes the targets to\npay tribute to you by bowing or using some other action in\nkeeping with your appearance. The number of times a target\nmust do this depends on the result of their Will save.\nCritical Success The target is unaffected.\nSuccess The target must pay tribute twice.\nFailure The target must pay tribute six times.\nCritical Failure As failure, and the target must spend all its\nactions paying tribute if possible.\nPaying tribute is a manipulate action or move action, as chosen\nby the creature paying tribute. A creature under this effect\nmust pay tribute to you at least once on each of its turns if\npossible. While affected by this spell, a creature is fascinated\nby you and can't use hostile actions against you. The target is\nthen temporarily immune for 1 minute.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "overwhelming-presence",
    "content_id": "overwhelming-presence",
    "level": 9
}

Core Rulebook (Fourth Printing)

Power Word Kill

Rank 9 · Spell · Uncommon

Registry ID
power-word-kill
SpellUncommonenchantmentarcane

You utter the most powerful 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. 14th or Lower The target dies instantly. 15th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1, or increases its dying condition by 1 if it's already dying. 16th or Higher The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.

Description snippet: You utter the most powerful 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. 14th o

Source lines: 56067 - 56088

Raw text block

POWER WORD KILL
UNCOMMON
AUDITORY
SPELL 9
DEATH
ENCHANTMENT
MENTAL
Traditions arcane
Cast [one-action] verbal
Range 30 feet; Targets 1 creature
Duration varies
You utter the most powerful 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.
14th or Lower The target dies instantly.
15th If the target has 50 Hit Points or fewer, it dies instantly;
otherwise, it drops to 0 Hit Points and becomes dying 1, or
increases its dying condition by 1 if it's already dying.
16th or Higher The target takes 50 damage; if this brings the
target to 0 Hit Points, the target dies instantly.
Heightened (10th) The levels at which each outcome applies
increase by 2.

Heightened

[
    {
        "label": "10th",
        "type": "fixed_rank",
        "rank": 10,
        "text": "The levels at which each outcome applies increase by 2."
    }
]

Damage clauses

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

Effects

{
    "description": "You utter the most powerful 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. 14th or Lower The target dies instantly. 15th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1, or increases its dying condition by 1 if it's already dying. 16th or Higher The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.",
    "outcomes": []
}

Full schema_data

{
    "id": "power-word-kill",
    "name": "Power Word Kill",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "auditory",
        "death",
        "mental"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You utter the most powerful 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. 14th or Lower The target dies instantly. 15th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1, or increases its dying condition by 1 if it's already dying. 16th or Higher The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.",
    "description_snippet": "You utter the most powerful 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. 14th o",
    "heightened": [
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "The levels at which each outcome applies increase by 2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "The levels at which each outcome applies increase by 2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You utter the most powerful 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. 14th or Lower The target dies instantly. 15th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1, or increases its dying condition by 1 if it's already dying. 16th or Higher The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.",
        "outcomes": []
    },
    "conditions_caused": [
        "dying"
    ],
    "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": 56067,
    "source_line_end": 56088,
    "raw_text_block": "POWER WORD KILL\nUNCOMMON\nAUDITORY\nSPELL 9\nDEATH\nENCHANTMENT\nMENTAL\nTraditions arcane\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nDuration varies\nYou utter the most powerful 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.\n14th or Lower The target dies instantly.\n15th If the target has 50 Hit Points or fewer, it dies instantly;\notherwise, it drops to 0 Hit Points and becomes dying 1, or\nincreases its dying condition by 1 if it's already dying.\n16th or Higher The target takes 50 damage; if this brings the\ntarget to 0 Hit Points, the target dies instantly.\nHeightened (10th) 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-kill",
    "content_id": "power-word-kill",
    "level": 9
}

Core Rulebook (Fourth Printing)

Prismatic Sphere

Rank 9 · Spell · Common

Registry ID
prismatic-sphere
SpellCommonabjurationarcaneoccult

You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. PRISMATIC SPRAY EVOCATION Traditions arcane, occult Cast [two-actions] somatic, verbal Area 30-foot cone A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. PRIVATE SANCTUM UNCOMMON 1d8 Color Save Red Reflex Orange Reflex Yellow Reflex Green Fortitude Blue Fortitude Indigo Will Violet Will Potent — beam

Description snippet: You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space.

Source lines: 56246 - 56291

Raw text block

PRISMATIC SPHERE
SPELL 9
LIGHT
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 10 feet
Duration 1 hour
You create a seven-layered sphere to protect an area. This
multicolored sphere functions like a prismatic wall but is shaped
in a 10-foot burst centered on a corner of your space. You must
form the sphere in an unbroken open space so its edges don't
pass through any creatures or objects, or the spell is lost.
PRISMATIC SPRAY
EVOCATION
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Area 30-foot cone
A spray of rainbow light beams cascades from your open
hand. Each creature in the area must roll 1d8 on the table
below to see which beam affects it, then attempt a saving
throw of the indicated type. The table notes any additional
traits that apply to each type of ray. If a creature is struck by
multiple beams, it uses the same d20 result for all its saving
throws. For all rays, a successful saving throw negates the
effect for that creature.
PRIVATE SANCTUM
UNCOMMON
1d8
Color
Save
Red
Reflex
Orange Reflex
Yellow Reflex
Green Fortitude
Blue
Fortitude
Indigo Will
Violet Will
Potent —
beam

Heightened

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

Damage clauses

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

Effects

{
    "description": "You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. PRISMATIC SPRAY EVOCATION Traditions arcane, occult Cast [two-actions] somatic, verbal Area 30-foot cone A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. PRIVATE SANCTUM UNCOMMON 1d8 Color Save Red Reflex Orange Reflex Yellow Reflex Green Fortitude Blue Fortitude Indigo Will Violet Will Potent — beam",
    "outcomes": []
}

Full schema_data

{
    "id": "prismatic-sphere",
    "name": "Prismatic Sphere",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "light"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "10 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 a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. PRISMATIC SPRAY EVOCATION Traditions arcane, occult Cast [two-actions] somatic, verbal Area 30-foot cone A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. PRIVATE SANCTUM UNCOMMON 1d8 Color Save Red Reflex Orange Reflex Yellow Reflex Green Fortitude Blue Fortitude Indigo Will Violet Will Potent — beam",
    "description_snippet": "You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. PRISMATIC SPRAY EVOCATION Traditions arcane, occult Cast [two-actions] somatic, verbal Area 30-foot cone A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. PRIVATE SANCTUM UNCOMMON 1d8 Color Save Red Reflex Orange Reflex Yellow Reflex Green Fortitude Blue Fortitude Indigo Will Violet Will Potent — beam",
        "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": 56246,
    "source_line_end": 56291,
    "raw_text_block": "PRISMATIC SPHERE\nSPELL 9\nLIGHT\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 10 feet\nDuration 1 hour\nYou create a seven-layered sphere to protect an area. This\nmulticolored sphere functions like a prismatic wall but is shaped\nin a 10-foot burst centered on a corner of your space. You must\nform the sphere in an unbroken open space so its edges don't\npass through any creatures or objects, or the spell is lost.\nPRISMATIC SPRAY\nEVOCATION\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nArea 30-foot cone\nA spray of rainbow light beams cascades from your open\nhand. Each creature in the area must roll 1d8 on the table\nbelow to see which beam affects it, then attempt a saving\nthrow of the indicated type. The table notes any additional\ntraits that apply to each type of ray. If a creature is struck by\nmultiple beams, it uses the same d20 result for all its saving\nthrows. For all rays, a successful saving throw negates the\neffect for that creature.\nPRIVATE SANCTUM\nUNCOMMON\n1d8\nColor\nSave\nRed\nReflex\nOrange Reflex\nYellow Reflex\nGreen Fortitude\nBlue\nFortitude\nIndigo Will\nViolet Will\nPotent —\nbeam",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "prismatic-sphere",
    "content_id": "prismatic-sphere",
    "level": 9
}

Secrets of Magic

Proliferating Eyes

Rank 9 · Spell · Common

Registry ID
proliferating-eyes
SpellCommondivinationarcanedivineoccult

You implant an invisible, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the concentrate trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them.

Description snippet: You implant an invisible, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times Secre

Source lines: 14273 - 14305

Raw text block

PROLIFERATING EYES
DIVINATION
SPELL 9
SCRYING
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature (see text)
Duration 8 hours
You implant an invisible, magical eye sensor on the target's
body. The eye has sight and vision, but no other special
senses. The eye is highly contagious—the first two times
Secrets
of
Magic
Essentials
of Magic
Magic Items
Book of
Unlimited
Magic
the target touches another creature during the duration,
the spell buds off an additional eye that implants itself
on that creature, which can then bud off two eyes of its
own. This process can propagate up to four times from the
original target, for a potential maximum of 31 eyes if each
affected creature touches two new creatures.
You can switch between perceiving through your own
senses or the vision of any of the eye sensors using a
single action, which has the concentrate trait. You always
know how many eyes there are and can tell which original
eyes budded off to make which new eyes, though you gain
no special insight into the identity of the new targets other
than what you can glean from spying on them.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You implant an invisible, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the concentrate trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them.",
    "outcomes": []
}

Full schema_data

{
    "id": "proliferating-eyes",
    "name": "Proliferating Eyes",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "scrying"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature (see text)",
    "duration": "8 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You implant an invisible, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the concentrate trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them.",
    "description_snippet": "You implant an invisible, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times Secre",
    "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 implant an invisible, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the concentrate trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 14273,
    "source_line_end": 14305,
    "raw_text_block": "PROLIFERATING EYES\nDIVINATION\nSPELL 9\nSCRYING\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature (see text)\nDuration 8 hours\nYou implant an invisible, magical eye sensor on the target's\nbody. The eye has sight and vision, but no other special\nsenses. The eye is highly contagious—the first two times\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nthe target touches another creature during the duration,\nthe spell buds off an additional eye that implants itself\non that creature, which can then bud off two eyes of its\nown. This process can propagate up to four times from the\noriginal target, for a potential maximum of 31 eyes if each\naffected creature touches two new creatures.\nYou can switch between perceiving through your own\nsenses or the vision of any of the eye sensors using a\nsingle action, which has the concentrate trait. You always\nknow how many eyes there are and can tell which original\neyes budded off to make which new eyes, though you gain\nno special insight into the identity of the new targets other\nthan what you can glean from spying on them.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "proliferating-eyes",
    "content_id": "proliferating-eyes",
    "level": 9
}

Core Rulebook (Fourth Printing)

Resplendent Mansion

Rank 9 · Spell · Common

Registry ID
resplendent-mansion
SpellCommonconjurationarcaneoccult

You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally. Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell. Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.

Description snippet: You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mi

Source lines: 57002 - 57027

Raw text block

RESPLENDENT MANSION
SPELL 9
CONJURATION
Traditions arcane, occult
Cast 1 minute (material, somatic, verbal)
Range 500 feet
Duration until the next time you make your daily preparations
You conjure a towering mansion up to four stories tall and up to
300 feet on a side. While Casting the Spell, you hold an image
of the mansion and its desired appearance in your mind. The
mansion can contain as many or as few rooms as you desire,
and it is decorated as you imagine it. You can imagine a purpose
for each room of the mansion, and the proper accouterments
appear within. Any furniture or other mundane fixtures function
normally for anyone inside the mansion, but they cease to exist
if taken beyond its walls. No fixture created with this spell can
create magical effects, but magical devices brought into the
mansion function normally.
Your mansion contains the same types and quantities
of foodstuffs and servants as created by the magnificent
mansion spell.
Each of the mansion's exterior doorways and windows are
protected by alarm spells. You choose whether each alarm is
audible or mental as you Cast the Spell, and each has a different
sound (for an audible alarm) or sensation (for a mental one),
allowing you to instantly determine which portal has been used.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally. Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell. Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.",
    "outcomes": []
}

Full schema_data

{
    "id": "resplendent-mansion",
    "name": "Resplendent Mansion",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 minute (material, somatic, verbal)",
    "cast_actions": "one_minute",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "none",
    "targets": "none",
    "duration": "until the next time you make your daily preparations",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally. Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell. Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.",
    "description_snippet": "You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mi",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally. Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell. Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.",
        "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": 57002,
    "source_line_end": 57027,
    "raw_text_block": "RESPLENDENT MANSION\nSPELL 9\nCONJURATION\nTraditions arcane, occult\nCast 1 minute (material, somatic, verbal)\nRange 500 feet\nDuration until the next time you make your daily preparations\nYou conjure a towering mansion up to four stories tall and up to\n300 feet on a side. While Casting the Spell, you hold an image\nof the mansion and its desired appearance in your mind. The\nmansion can contain as many or as few rooms as you desire,\nand it is decorated as you imagine it. You can imagine a purpose\nfor each room of the mansion, and the proper accouterments\nappear within. Any furniture or other mundane fixtures function\nnormally for anyone inside the mansion, but they cease to exist\nif taken beyond its walls. No fixture created with this spell can\ncreate magical effects, but magical devices brought into the\nmansion function normally.\nYour mansion contains the same types and quantities\nof foodstuffs and servants as created by the magnificent\nmansion spell.\nEach of the mansion's exterior doorways and windows are\nprotected by alarm spells. You choose whether each alarm is\naudible or mental as you Cast the Spell, and each has a different\nsound (for an audible alarm) or sensation (for a mental one),\nallowing you to instantly determine which portal has been used.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "resplendent-mansion",
    "content_id": "resplendent-mansion",
    "level": 9
}

Core Rulebook (4th Printing)

Shapechange

Rank 9 · Spell · Common

Registry ID
shapechange
SpellCommontransmutationarcaneprimal

Transform into a

Description snippet: Transform into a

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 9,
    "school": "transmutation",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Transform into a",
    "content_id": "shapechange",
    "type": "spell",
    "description": "Transform into a"
}

Core Rulebook (Fourth Printing)

Storm Lord

Rank 9 · Focus · Uncommon

Registry ID
storm-lord
FocusUncommonevocationprimal

The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Calm No additional effect. • Fog Heavy fog rolls in, concealing the area with the effects of obscuring mist. • Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a -2 circumstance penalty to Acrobatics and Perception checks. • Wind Powerful winds buffet the area in all directions. Ranged attacks take a -4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of lightning, striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round.

Description snippet: The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time each round you Sustain the Spell, you can select on

Source lines: 63377 - 63406

Raw text block

STORM LORD
UNCOMMON
AIR
FOCUS 9
DRUID
ELECTRICITY
EVOCATION
Cast [two-actions] somatic, verbal; Requirements You are outdoors
and aboveground.
Area 100-foot emanation, which affects you
Duration sustained up to 1 minute
The sky above you darkens in a matter of moments, swirling
with ominous clouds punctuated by flashes of lighting. The
first time each round you Sustain the Spell, you can select one
of the following effects to occur in the area.
• Calm No additional effect.
• Fog Heavy fog rolls in, concealing the area with the
effects of obscuring mist.
• Rain Torrential rain falls from the sky, dousing ordinary
flames. Creatures in the area take a -2 circumstance
penalty to Acrobatics and Perception checks.
• Wind Powerful winds buffet the area in all directions.
Ranged attacks take a -4 circumstance penalty, and
all flying is against the wind and counts as moving
through difficult terrain.
In addition, once per round you can use a single action, which
has the concentrate and manipulate traits, to call down a bolt
of lightning, striking any target in range that you can see. You
deal 10d6 electricity damage to the target; it must attempt a
basic Reflex save. On a failure, it is also deafened for 1 round.

Heightened

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

Damage clauses

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

Effects

{
    "description": "The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Calm No additional effect. • Fog Heavy fog rolls in, concealing the area with the effects of obscuring mist. • Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a -2 circumstance penalty to Acrobatics and Perception checks. • Wind Powerful winds buffet the area in all directions. Ranged attacks take a -4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of lightning, striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round.",
    "outcomes": []
}

Full schema_data

{
    "id": "storm-lord",
    "name": "Storm Lord",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "air",
        "electricity"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "100-foot emanation, which affects you",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "You are outdoors and aboveground.",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Calm No additional effect. • Fog Heavy fog rolls in, concealing the area with the effects of obscuring mist. • Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a -2 circumstance penalty to Acrobatics and Perception checks. • Wind Powerful winds buffet the area in all directions. Ranged attacks take a -4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of lightning, striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round.",
    "description_snippet": "The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time each round you Sustain the Spell, you can select on",
    "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": "electricity",
            "persistent": false
        }
    ],
    "damage_type": [
        "electricity"
    ],
    "effects": {
        "description": "The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time each round you Sustain the Spell, you can select one of the following effects to occur in the area. • Calm No additional effect. • Fog Heavy fog rolls in, concealing the area with the effects of obscuring mist. • Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a -2 circumstance penalty to Acrobatics and Perception checks. • Wind Powerful winds buffet the area in all directions. Ranged attacks take a -4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of lightning, striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round.",
        "outcomes": []
    },
    "conditions_caused": [
        "deafened"
    ],
    "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": 63377,
    "source_line_end": 63406,
    "raw_text_block": "STORM LORD\nUNCOMMON\nAIR\nFOCUS 9\nDRUID\nELECTRICITY\nEVOCATION\nCast [two-actions] somatic, verbal; Requirements You are outdoors\nand aboveground.\nArea 100-foot emanation, which affects you\nDuration sustained up to 1 minute\nThe sky above you darkens in a matter of moments, swirling\nwith ominous clouds punctuated by flashes of lighting. The\nfirst time each round you Sustain the Spell, you can select one\nof the following effects to occur in the area.\n• Calm No additional effect.\n• Fog Heavy fog rolls in, concealing the area with the\neffects of obscuring mist.\n• Rain Torrential rain falls from the sky, dousing ordinary\nflames. Creatures in the area take a -2 circumstance\npenalty to Acrobatics and Perception checks.\n• Wind Powerful winds buffet the area in all directions.\nRanged attacks take a -4 circumstance penalty, and\nall flying is against the wind and counts as moving\nthrough difficult terrain.\nIn addition, once per round you can use a single action, which\nhas the concentrate and manipulate traits, to call down a bolt\nof lightning, striking any target in range that you can see. You\ndeal 10d6 electricity damage to the target; it must attempt a\nbasic Reflex save. On a failure, it is also deafened for 1 round.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "storm-lord",
    "content_id": "storm-lord",
    "level": 9
}

Core Rulebook (Fourth Printing)

Storm Of Vengeance

Rank 9 · Spell · Common

Registry ID
storm-of-vengeance
SpellCommonevocationprimal

A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a -4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row. • Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw. • Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save). INCAPACITATION LINGUISTIC

Description snippet: A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a -4 circumstance penalty to physical ranged attacks and weapon ranged

Source lines: 58621 - 58642

Raw text block

STORM OF VENGEANCE
SPELL 9
EVOCATION
Traditions primal
Cast [three-actions] material, somatic, verbal
Range 800 feet; Area 360-foot burst
Duration sustained up to 1 minute
A massive storm cloud forms in the air in a 360-foot burst.
Beneath it, rain begins to fall, and gales impose a -4 circumstance
penalty to physical ranged attacks and weapon ranged attacks,
and the air in the area becomes greater difficult terrain for flying
creatures. When you Cast this Spell and the first time each round
you Sustain the Spell, you can choose one of the following storm
effects. You can't choose the same effect twice in a row.
• Acid Rain Each creature in the storm takes 4d8 acid
damage with no saving throw.
• Hail The storm deals 4d10 bludgeoning damage to
creatures beneath it (basic Fortitude save).
INCAPACITATION
LINGUISTIC

Heightened

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

Damage clauses

[
    {
        "formula": "4d8",
        "type": "acid",
        "persistent": false
    },
    {
        "formula": "4d10",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a -4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row. • Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw. • Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save). INCAPACITATION LINGUISTIC",
    "outcomes": []
}

Full schema_data

{
    "id": "storm-of-vengeance",
    "name": "Storm Of Vengeance",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "800 feet",
    "area": "360-foot burst",
    "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": "A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a -4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row. • Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw. • Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save). INCAPACITATION LINGUISTIC",
    "description_snippet": "A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a -4 circumstance penalty to physical ranged attacks and weapon ranged",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "4d8",
            "type": "acid",
            "persistent": false
        },
        {
            "formula": "4d10",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "acid",
        "bludgeoning"
    ],
    "effects": {
        "description": "A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a -4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row. • Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw. • Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save). INCAPACITATION LINGUISTIC",
        "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": 58621,
    "source_line_end": 58642,
    "raw_text_block": "STORM OF VENGEANCE\nSPELL 9\nEVOCATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 800 feet; Area 360-foot burst\nDuration sustained up to 1 minute\nA massive storm cloud forms in the air in a 360-foot burst.\nBeneath it, rain begins to fall, and gales impose a -4 circumstance\npenalty to physical ranged attacks and weapon ranged attacks,\nand the air in the area becomes greater difficult terrain for flying\ncreatures. When you Cast this Spell and the first time each round\nyou Sustain the Spell, you can choose one of the following storm\neffects. You can't choose the same effect twice in a row.\n• Acid Rain Each creature in the storm takes 4d8 acid\ndamage with no saving throw.\n• Hail The storm deals 4d10 bludgeoning damage to\ncreatures beneath it (basic Fortitude save).\nINCAPACITATION\nLINGUISTIC",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "storm-of-vengeance",
    "content_id": "storm-of-vengeance",
    "level": 9
}

Secrets of Magic

Summon Draconic Legion

Rank 9 · Spell · Common

Registry ID
summon-draconic-legion
SpellCommonconjurationarcane

You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. When you Cast this Spell, choose whether it summons chromatic or metallic dragons. Arrive (evocation) Energy Annihilation The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes 10d8 damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. Depart Draconic Whirlwind The draconic legion strikes with fury, dealing 9d8 slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet.

Description snippet: You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space o

Source lines: 15493 - 15520

Raw text block

SUMMON DRACONIC LEGION
CONJURATION
SPELL 9
INCARNATE
Traditions arcane
Cast [three-actions] material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You momentarily summon an army of powerful dragons
that unleash annihilating blasts as they descend upon
your location. These dragons act as one and collectively
occupy the space of a Gargantuan creature. They have a
fly Speed of 100 feet. When you Cast this Spell, choose
whether it summons chromatic or metallic dragons.
Arrive (evocation) Energy Annihilation The draconic legion
breathes out two blasts of energy: a 120-foot line and
a 60-foot cone that can't overlap. Each creature in
either of the areas takes 10d8 damage (basic Reflex
save). The dragons choose the damage type of each
breath weapon, depending on the category of dragons
summoned. Chromatic dragons can choose cold, fire, or
poison for the cone and acid or electricity for the line;
metallic dragons can choose cold or fire for the cone
and acid, electricity, or fire for the line.
Depart Draconic Whirlwind The draconic legion strikes
with fury, dealing 9d8 slashing damage (basic Reflex
save) to all enemy creatures in its location or within
20 feet.

Heightened

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

Damage clauses

[
    {
        "formula": "9d8",
        "type": "slashing",
        "persistent": false
    }
]

Effects

{
    "description": "You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. When you Cast this Spell, choose whether it summons chromatic or metallic dragons. Arrive (evocation) Energy Annihilation The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes 10d8 damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. Depart Draconic Whirlwind The draconic legion strikes with fury, dealing 9d8 slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet.",
    "outcomes": []
}

Full schema_data

{
    "id": "summon-draconic-legion",
    "name": "Summon Draconic Legion",
    "rank": 9,
    "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 momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. When you Cast this Spell, choose whether it summons chromatic or metallic dragons. Arrive (evocation) Energy Annihilation The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes 10d8 damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. Depart Draconic Whirlwind The draconic legion strikes with fury, dealing 9d8 slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet.",
    "description_snippet": "You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space o",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "9d8",
            "type": "slashing",
            "persistent": false
        }
    ],
    "damage_type": [
        "slashing"
    ],
    "effects": {
        "description": "You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. When you Cast this Spell, choose whether it summons chromatic or metallic dragons. Arrive (evocation) Energy Annihilation The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes 10d8 damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. Depart Draconic Whirlwind The draconic legion strikes with fury, dealing 9d8 slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 15493,
    "source_line_end": 15520,
    "raw_text_block": "SUMMON DRACONIC LEGION\nCONJURATION\nSPELL 9\nINCARNATE\nTraditions arcane\nCast [three-actions] material, somatic, verbal\nRange 100 feet\nDuration until the end of your next turn\nYou momentarily summon an army of powerful dragons\nthat unleash annihilating blasts as they descend upon\nyour location. These dragons act as one and collectively\noccupy the space of a Gargantuan creature. They have a\nfly Speed of 100 feet. When you Cast this Spell, choose\nwhether it summons chromatic or metallic dragons.\nArrive (evocation) Energy Annihilation The draconic legion\nbreathes out two blasts of energy: a 120-foot line and\na 60-foot cone that can't overlap. Each creature in\neither of the areas takes 10d8 damage (basic Reflex\nsave). The dragons choose the damage type of each\nbreath weapon, depending on the category of dragons\nsummoned. Chromatic dragons can choose cold, fire, or\npoison for the cone and acid or electricity for the line;\nmetallic dragons can choose cold or fire for the cone\nand acid, electricity, or fire for the line.\nDepart Draconic Whirlwind The draconic legion strikes\nwith fury, dealing 9d8 slashing damage (basic Reflex\nsave) to all enemy creatures in its location or within\n20 feet.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "summon-draconic-legion",
    "content_id": "summon-draconic-legion",
    "level": 9
}

Core Rulebook (Fourth Printing)

Telepathic Demand

Rank 9 · Spell · Common

Registry ID
telepathic-demand
SpellCommonenchantmentarcanedivineoccult

You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion (page 374), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy spell.

Description snippet: You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of sugges

Source lines: 59192 - 59211

Raw text block

TELEPATHIC DEMAND
SPELL 9
LINGUISTIC
MENTAL
Traditions arcane, divine, occult
Cast [three-actions] material, somatic, verbal
Range planetary; Targets 1 creature you've telepathically
contacted before
Saving Throw Will; Duration varies
You send the target a message of 25 words or fewer, and it
can respond immediately with its own message of 25 words
or fewer. Your message is insidious and has the effect of
suggestion (page 374), with the message substituting for
the spoken suggestion. On a successful save, the target is
temporarily immune for 1 day, and on a critical success, the
target is temporarily immune for 1 month. You can target a
creature only if you have previously been in telepathic contact
with it before, such as via the telepathy spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion (page 374), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "telepathic-demand",
    "name": "Telepathic Demand",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "linguistic",
        "mental"
    ],
    "cast": "[three-actions] material, somatic, verbal",
    "cast_actions": "3_actions",
    "components": [
        "material",
        "somatic",
        "verbal"
    ],
    "range": "planetary",
    "area": "none",
    "targets": "1 creature you've telepathically contacted before",
    "duration": "varies",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion (page 374), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy spell.",
    "description_snippet": "You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of sugges",
    "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 send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion (page 374), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy 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": 59192,
    "source_line_end": 59211,
    "raw_text_block": "TELEPATHIC DEMAND\nSPELL 9\nLINGUISTIC\nMENTAL\nTraditions arcane, divine, occult\nCast [three-actions] material, somatic, verbal\nRange planetary; Targets 1 creature you've telepathically\ncontacted before\nSaving Throw Will; Duration varies\nYou send the target a message of 25 words or fewer, and it\ncan respond immediately with its own message of 25 words\nor fewer. Your message is insidious and has the effect of\nsuggestion (page 374), with the message substituting for\nthe spoken suggestion. On a successful save, the target is\ntemporarily immune for 1 day, and on a critical success, the\ntarget is temporarily immune for 1 month. You can target a\ncreature only if you have previously been in telepathic contact\nwith it before, such as via the telepathy spell.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "telepathic-demand",
    "content_id": "telepathic-demand",
    "level": 9
}

Core Rulebook (Fourth Printing)

Unfathomable Song

Rank 9 · Spell · Common

Registry ID
unfathomable-song
SpellCommonenchantmentoccult

Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you Sustain the Spell each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell. Critical Success: The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. Success: The target is unaffected this round, but it can be affected on subsequent rounds. Failure: Roll 1d4 on the table below. Critical Failure: Roll 1d4+1 on the table below. Result Effect The target is frightened 2. The target is confused for 1 round. The target is stupefied 4 for 1 round. The target is blinded for 1 round. The target is stunned for 1 round and stupefied 1 for an unlimited duration.

Description snippet: Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you Sustain

Source lines: 59501 - 59531

Raw text block

UNFATHOMABLE SONG
SPELL 9
FEAR
INCAPACITATION
MENTAL
Traditions occult
Cast [two-actions] somatic, verbal
Range 120 feet; Targets up to 5 creatures
Saving Throw Will; Duration sustained up to 1 minute
Fleeting notes of a strange and unnatural song fill the air,
overtaking the mind. Each target must attempt a Will save
when you cast the spell, and again the first time you Sustain
the Spell each round. A creature needs to attempt only one
save against the song each round, and you have to keep the
same targets when you Sustain the Spell.
Critical Success The target is unaffected, can't be affected on
subsequent rounds, and is temporarily immune for 1 minute.
Success The target is unaffected this round, but it can be
affected on subsequent rounds.
Failure Roll 1d4 on the table below.
Critical Failure Roll 1d4+1 on the table below.
Result Effect
The target is frightened 2.
The target is confused for 1 round.
The target is stupefied 4 for 1 round.
The target is blinded for 1 round.
The target is stunned for 1 round and stupefied 1 for
an unlimited duration.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you Sustain the Spell each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell.",
    "outcomes": {
        "Critical Success": "The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute.",
        "Success": "The target is unaffected this round, but it can be affected on subsequent rounds.",
        "Failure": "Roll 1d4 on the table below.",
        "Critical Failure": "Roll 1d4+1 on the table below. Result Effect The target is frightened 2. The target is confused for 1 round. The target is stupefied 4 for 1 round. The target is blinded for 1 round. The target is stunned for 1 round and stupefied 1 for an unlimited duration."
    }
}

Full schema_data

{
    "id": "unfathomable-song",
    "name": "Unfathomable Song",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "fear",
        "incapacitation",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "up to 5 creatures",
    "duration": "sustained up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you Sustain the Spell each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell. Critical Success: The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. Success: The target is unaffected this round, but it can be affected on subsequent rounds. Failure: Roll 1d4 on the table below. Critical Failure: Roll 1d4+1 on the table below. Result Effect The target is frightened 2. The target is confused for 1 round. The target is stupefied 4 for 1 round. The target is blinded for 1 round. The target is stunned for 1 round and stupefied 1 for an unlimited duration.",
    "description_snippet": "Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you Sustain",
    "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": "Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you Sustain the Spell each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell.",
        "outcomes": {
            "Critical Success": "The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute.",
            "Success": "The target is unaffected this round, but it can be affected on subsequent rounds.",
            "Failure": "Roll 1d4 on the table below.",
            "Critical Failure": "Roll 1d4+1 on the table below. Result Effect The target is frightened 2. The target is confused for 1 round. The target is stupefied 4 for 1 round. The target is blinded for 1 round. The target is stunned for 1 round and stupefied 1 for an unlimited duration."
        }
    },
    "conditions_caused": [
        "blinded",
        "confused",
        "frightened",
        "stunned",
        "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": 59501,
    "source_line_end": 59531,
    "raw_text_block": "UNFATHOMABLE SONG\nSPELL 9\nFEAR\nINCAPACITATION\nMENTAL\nTraditions occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets up to 5 creatures\nSaving Throw Will; Duration sustained up to 1 minute\nFleeting notes of a strange and unnatural song fill the air,\novertaking the mind. Each target must attempt a Will save\nwhen you cast the spell, and again the first time you Sustain\nthe Spell each round. A creature needs to attempt only one\nsave against the song each round, and you have to keep the\nsame targets when you Sustain the Spell.\nCritical Success The target is unaffected, can't be affected on\nsubsequent rounds, and is temporarily immune for 1 minute.\nSuccess The target is unaffected this round, but it can be\naffected on subsequent rounds.\nFailure Roll 1d4 on the table below.\nCritical Failure Roll 1d4+1 on the table below.\nResult Effect\nThe target is frightened 2.\nThe target is confused for 1 round.\nThe target is stupefied 4 for 1 round.\nThe target is blinded for 1 round.\nThe target is stunned for 1 round and stupefied 1 for\nan unlimited duration.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "unfathomable-song",
    "content_id": "unfathomable-song",
    "level": 9
}

Secrets of Magic

Unspeakable Shadow

Rank 9 · Spell · Common

Registry ID
unspeakable-shadow
SpellCommonillusionarcaneoccult

You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The target must attempt a Will save. critical_success: The target is unaffected. success: The target is frightened 2. failure: The target is frightened 3. It can't reduce its frightened value below 1 for 1 minute. critical_failure: The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is frightened 4 and can't reduce its frightened value below 1 for 1 minute.

Description snippet: Turn a creature's shadow into a terrifying monster.

Source lines: 16077 - 16116

Raw text block

UNSPEAKABLE SHADOW
DEATH
EMOTION
FEAR
ILLUSION
SPELL 9
MENTAL
SHADOW
VISUAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration varies
You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the frightened condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow or flee from its shadow.
Critical Success The target is unaffected.
Success The target is frightened 2.
Failure The target is frightened 3. It can't reduce its frightened value below 1 for 1 minute.
Critical Failure The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is frightened 4 and can't reduce its frightened value below 1 for 1 minute.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The target must attempt a Will save.",
    "outcomes": {
        "critical_success": "The target is unaffected.",
        "success": "The target is frightened 2.",
        "failure": "The target is frightened 3. It can't reduce its frightened value below 1 for 1 minute.",
        "critical_failure": "The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is frightened 4 and can't reduce its frightened value below 1 for 1 minute."
    }
}

Full schema_data

{
    "id": "unspeakable-shadow",
    "name": "Unspeakable Shadow",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "death",
        "emotion",
        "fear",
        "mental",
        "shadow",
        "visual"
    ],
    "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 alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The target must attempt a Will save. critical_success: The target is unaffected. success: The target is frightened 2. failure: The target is frightened 3. It can't reduce its frightened value below 1 for 1 minute. critical_failure: The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is frightened 4 and can't reduce its frightened value below 1 for 1 minute.",
    "description_snippet": "Turn a creature's shadow into a terrifying monster.",
    "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 alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The target must attempt a Will save.",
        "outcomes": {
            "critical_success": "The target is unaffected.",
            "success": "The target is frightened 2.",
            "failure": "The target is frightened 3. It can't reduce its frightened value below 1 for 1 minute.",
            "critical_failure": "The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is frightened 4 and can't reduce its frightened value below 1 for 1 minute."
        }
    },
    "conditions_caused": [
        "frightened"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 16077,
    "source_line_end": 16116,
    "raw_text_block": "UNSPEAKABLE SHADOW\nDEATH\nEMOTION\nFEAR\nILLUSION\nSPELL 9\nMENTAL\nSHADOW\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nSaving Throw Will; Duration varies\nYou alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the frightened condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow or flee from its shadow.\nCritical Success The target is unaffected.\nSuccess The target is frightened 2.\nFailure The target is frightened 3. It can't reduce its frightened value below 1 for 1 minute.\nCritical Failure The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the incapacitation trait. If it succeeds at its save, the target is frightened 4 and can't reduce its frightened value below 1 for 1 minute.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "unspeakable-shadow",
    "content_id": "unspeakable-shadow",
    "level": 9
}

Secrets of Magic

Voracious Gestalt

Rank 9 · Spell · Common

Registry ID
voracious-gestalt
SpellCommonnecromancydivineoccult

You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 damage, with a basic Fortitude save. At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat.

Description snippet: You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage t

Source lines: 16309 - 16339

Raw text block

VORACIOUS GESTALT
AURA
DEATH
EVIL
SPELL 9
NECROMANCY
Traditions divine, occult
Cast [two-actions] somatic, verbal
Area 30-foot emanation
Saving Throw basic Fortitude; Duration sustained up to 1
minute
You create a powerful spirit entity that grows and builds
strength by consuming the spirits of foes you both slay.
When you Cast the Spell, the gestalt deals 14d6 negative
damage to all living creatures of your choice in the area,
with a basic Fortitude save. Creatures you choose that
end their turns in the area take 6d6 damage, with a basic
Fortitude save.
At the end of each of your turns, if you killed a living
creature during that turn or if the gestalt's damage killed
a creature since the end of your prior turn, you add the
slain creature's soul to the gestalt. The emanation's radius
increases by 20 feet and the damage dealt by the aura
increases by 1d6. (Note that this increase only happens
once, even if you killed multiple living creatures that turn.)
As normal for determining threat level, the GM determines
if a creature is of significant enough threat to empower
the gestalt; in general, a creature several levels below you
rarely poses a significant threat.
Heightened (10th) The initial damage increases to 16d6
and the aura's damage starts at 7d6.

Heightened

[
    {
        "label": "10th",
        "type": "fixed_rank",
        "rank": 10,
        "text": "The initial damage increases to 16d6 and the aura's damage starts at 7d6."
    }
]

Damage clauses

[
    {
        "formula": "14d6",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 damage, with a basic Fortitude save. At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat.",
    "outcomes": []
}

Full schema_data

{
    "id": "voracious-gestalt",
    "name": "Voracious Gestalt",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "aura",
        "death",
        "evil"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot emanation",
    "targets": "none",
    "duration": "sustained up to 1 minute",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 damage, with a basic Fortitude save. At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat.",
    "description_snippet": "You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage t",
    "heightened": [
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "The initial damage increases to 16d6 and the aura's damage starts at 7d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "The initial damage increases to 16d6 and the aura's damage starts at 7d6."
        }
    ],
    "damage": [
        {
            "formula": "14d6",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 damage, with a basic Fortitude save. At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "secrets_of_magic",
    "source_display": "Secrets of Magic",
    "source_file": "PF2E Secrets of Magic.txt",
    "source_line_start": 16309,
    "source_line_end": 16339,
    "raw_text_block": "VORACIOUS GESTALT\nAURA\nDEATH\nEVIL\nSPELL 9\nNECROMANCY\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nArea 30-foot emanation\nSaving Throw basic Fortitude; Duration sustained up to 1\nminute\nYou create a powerful spirit entity that grows and builds\nstrength by consuming the spirits of foes you both slay.\nWhen you Cast the Spell, the gestalt deals 14d6 negative\ndamage to all living creatures of your choice in the area,\nwith a basic Fortitude save. Creatures you choose that\nend their turns in the area take 6d6 damage, with a basic\nFortitude save.\nAt the end of each of your turns, if you killed a living\ncreature during that turn or if the gestalt's damage killed\na creature since the end of your prior turn, you add the\nslain creature's soul to the gestalt. The emanation's radius\nincreases by 20 feet and the damage dealt by the aura\nincreases by 1d6. (Note that this increase only happens\nonce, even if you killed multiple living creatures that turn.)\nAs normal for determining threat level, the GM determines\nif a creature is of significant enough threat to empower\nthe gestalt; in general, a creature several levels below you\nrarely poses a significant threat.\nHeightened (10th) The initial damage increases to 16d6\nand the aura's damage starts at 7d6.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "voracious-gestalt",
    "content_id": "voracious-gestalt",
    "level": 9
}

Core Rulebook (Fourth Printing)

Wail Of The Banshee

Rank 9 · Spell · Common

Registry ID
wail-of-the-banshee
SpellCommonnecromancydivineoccult

Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes full damage. Failure: The creature takes full damage and is drained 1d4. Critical Failure: The creature takes double damage and is drained 4.

Description snippet: Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save.

Source lines: 59970 - 59987

Raw text block

WAIL OF THE BANSHEE
AUDITORY
DEATH
NECROMANCY
SPELL 9
NEGATIVE
Traditions divine, occult
Cast [two-actions] somatic, verbal
Area 40-foot emanation
Saving Throw Fortitude
Your scream chills the souls of enemies that hear it. Each
living enemy in the area takes 8d10 negative damage and
must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes full damage.
Failure The creature takes full damage and is drained 1d4.
Critical Failure The creature takes double damage and is
drained 4.

Heightened

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

Damage clauses

[
    {
        "formula": "8d10",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes full damage.",
        "Failure": "The creature takes full damage and is drained 1d4.",
        "Critical Failure": "The creature takes double damage and is drained 4."
    }
}

Full schema_data

{
    "id": "wail-of-the-banshee",
    "name": "Wail Of The Banshee",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine",
        "occult"
    ],
    "traits": [
        "auditory",
        "death",
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "40-foot emanation",
    "targets": "none",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes full damage. Failure: The creature takes full damage and is drained 1d4. Critical Failure: The creature takes double damage and is drained 4.",
    "description_snippet": "Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "8d10",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes full damage.",
            "Failure": "The creature takes full damage and is drained 1d4.",
            "Critical Failure": "The creature takes double damage and is drained 4."
        }
    },
    "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": 59970,
    "source_line_end": 59987,
    "raw_text_block": "WAIL OF THE BANSHEE\nAUDITORY\nDEATH\nNECROMANCY\nSPELL 9\nNEGATIVE\nTraditions divine, occult\nCast [two-actions] somatic, verbal\nArea 40-foot emanation\nSaving Throw Fortitude\nYour scream chills the souls of enemies that hear it. Each\nliving enemy in the area takes 8d10 negative damage and\nmust attempt a Fortitude save.\nCritical Success The creature is unaffected.\nSuccess The creature takes full damage.\nFailure The creature takes full damage and is drained 1d4.\nCritical Failure The creature takes double damage and is\ndrained 4.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "wail-of-the-banshee",
    "content_id": "wail-of-the-banshee",
    "level": 9
}

Core Rulebook (Fourth Printing)

Weapon Of Judgment

Rank 9 · Spell · Common

Registry ID
weapon-of-judgment
SpellCommonevocationdivine

An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. If you name “war,” mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a hostile action against the creature you chose during that turn, the weapon Strikes the target. If you name “peace,” mentally choose up to five allies. The target instinctively knows who those allies are. The weapon Strikes the target each time the target uses a hostile action against you or one of your allies. The weapon Strikes only once per action, even if the action targets multiple allies (such as for a fireball or a Whirlwind Strike). Strikes with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals force damage equal to 3d10 plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. When the weapon Strikes, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon). No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to this weapon.

Description snippet: An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you ca

Source lines: 60310 - 60351

Raw text block

WEAPON OF JUDGMENT
EVOCATION
SPELL 9
FORCE
Traditions divine
Cast [two-actions] somatic, verbal; Requirements You have a deity.
Range 100 feet; Targets 1 creature
Duration 1 minute
An immense weapon of force appears, hovering in the air above
the target. The weapon has the ghostly visual appearance of
your deity's favored weapon. Name war or peace when you
cast this spell.
If you name “war,” mentally choose one creature. This must
be a creature both you and the target can see. The target
instinctively knows which creature this is. At the end of each
of the target's turns, if the target did not use a hostile action
against the creature you chose during that turn, the weapon
Strikes the target.
If you name “peace,” mentally choose up to five allies. The
target instinctively knows who those allies are. The weapon
Strikes the target each time the target uses a hostile action
against you or one of your allies. The weapon Strikes only
once per action, even if the action targets multiple allies (such
as for a fireball or a Whirlwind Strike).
Strikes with the weapon are melee weapon attacks, but they
use your spell attack modifier. Regardless of its appearance,
the weapon deals force damage equal to 3d10 plus your
spellcasting ability modifier. The weapon takes a multiple
attack penalty, which increases throughout the target's turn,
but its penalty is separate from yours.
When the weapon Strikes, you can deal damage of the
normal damage type of the weapon instead of force damage
(or any of the available damage types, for a versatile weapon).
No other statistics or attributes of the weapon apply, and even
a ranged weapon attacks adjacent creatures only. A weapon of
judgment is a weapon for the purposes of triggers, resistances,
and so forth.
The weapon doesn't take up space, grant flanking, or have
any other attributes a creature would. The weapon can't make
any attack other than its Strike, and feats or spells that affect
weapons do not apply to this weapon.
Heightened (10th) The force damage increases by 1d10.

Heightened

[
    {
        "label": "10th",
        "type": "fixed_rank",
        "rank": 10,
        "text": "The force damage increases by 1d10."
    }
]

Damage clauses

[
    {
        "formula": "3d10 + your spellcasting ability modifier",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. If you name “war,” mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a hostile action against the creature you chose during that turn, the weapon Strikes the target. If you name “peace,” mentally choose up to five allies. The target instinctively knows who those allies are. The weapon Strikes the target each time the target uses a hostile action against you or one of your allies. The weapon Strikes only once per action, even if the action targets multiple allies (such as for a fireball or a Whirlwind Strike). Strikes with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals force damage equal to 3d10 plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. When the weapon Strikes, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon). No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to this weapon.",
    "outcomes": []
}

Full schema_data

{
    "id": "weapon-of-judgment",
    "name": "Weapon Of Judgment",
    "rank": 9,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "force"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "You have a deity.",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. If you name “war,” mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a hostile action against the creature you chose during that turn, the weapon Strikes the target. If you name “peace,” mentally choose up to five allies. The target instinctively knows who those allies are. The weapon Strikes the target each time the target uses a hostile action against you or one of your allies. The weapon Strikes only once per action, even if the action targets multiple allies (such as for a fireball or a Whirlwind Strike). Strikes with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals force damage equal to 3d10 plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. When the weapon Strikes, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon). No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to this weapon.",
    "description_snippet": "An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you ca",
    "heightened": [
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "The force damage increases by 1d10."
        }
    ],
    "heightened_scaling": [
        {
            "label": "10th",
            "type": "fixed_rank",
            "rank": 10,
            "text": "The force damage increases by 1d10."
        }
    ],
    "damage": [
        {
            "formula": "3d10 + your spellcasting ability modifier",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. If you name “war,” mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a hostile action against the creature you chose during that turn, the weapon Strikes the target. If you name “peace,” mentally choose up to five allies. The target instinctively knows who those allies are. The weapon Strikes the target each time the target uses a hostile action against you or one of your allies. The weapon Strikes only once per action, even if the action targets multiple allies (such as for a fireball or a Whirlwind Strike). Strikes with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals force damage equal to 3d10 plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. When the weapon Strikes, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon). No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to this weapon.",
        "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": 60310,
    "source_line_end": 60351,
    "raw_text_block": "WEAPON OF JUDGMENT\nEVOCATION\nSPELL 9\nFORCE\nTraditions divine\nCast [two-actions] somatic, verbal; Requirements You have a deity.\nRange 100 feet; Targets 1 creature\nDuration 1 minute\nAn immense weapon of force appears, hovering in the air above\nthe target. The weapon has the ghostly visual appearance of\nyour deity's favored weapon. Name war or peace when you\ncast this spell.\nIf you name “war,” mentally choose one creature. This must\nbe a creature both you and the target can see. The target\ninstinctively knows which creature this is. At the end of each\nof the target's turns, if the target did not use a hostile action\nagainst the creature you chose during that turn, the weapon\nStrikes the target.\nIf you name “peace,” mentally choose up to five allies. The\ntarget instinctively knows who those allies are. The weapon\nStrikes the target each time the target uses a hostile action\nagainst you or one of your allies. The weapon Strikes only\nonce per action, even if the action targets multiple allies (such\nas for a fireball or a Whirlwind Strike).\nStrikes with the weapon are melee weapon attacks, but they\nuse your spell attack modifier. Regardless of its appearance,\nthe weapon deals force damage equal to 3d10 plus your\nspellcasting ability modifier. The weapon takes a multiple\nattack penalty, which increases throughout the target's turn,\nbut its penalty is separate from yours.\nWhen the weapon Strikes, you can deal damage of the\nnormal damage type of the weapon instead of force damage\n(or any of the available damage types, for a versatile weapon).\nNo other statistics or attributes of the weapon apply, and even\na ranged weapon attacks adjacent creatures only. A weapon of\njudgment is a weapon for the purposes of triggers, resistances,\nand so forth.\nThe weapon doesn't take up space, grant flanking, or have\nany other attributes a creature would. The weapon can't make\nany attack other than its Strike, and feats or spells that affect\nweapons do not apply to this weapon.\nHeightened (10th) The force damage increases by 1d10.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "weapon-of-judgment",
    "content_id": "weapon-of-judgment",
    "level": 9
}

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