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Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Showing page 36 of 36 for 898 matching canonical spell rows.
Page 36 of 36
Core Rulebook (4th Printing)
Weird
Rank 9 · Spell · Common
Frighten, deal mental
Advanced review details
Description snippet: Frighten, deal mental
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 9,
"school": "illusion",
"traditions": [
"arcane",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Frighten, deal mental",
"content_id": "weird",
"type": "spell",
"description": "Frighten, deal mental"
}
Core Rulebook (Fourth Printing)
Alter Reality
Rank 10 · Spell · Common
You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: • Duplicate any spell from the occult list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power is in line with the above. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.
Advanced review details
Description snippet: You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: • Duplicate any spell from the occult list of
Source lines: 49250 - 49264
Raw text block
ALTER REALITY SPELL 10 DIVINATION Traditions occult Cast [three-actions] material, somatic, verbal You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: • Duplicate any spell from the occult list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power is in line with the above. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: • Duplicate any spell from the occult list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power is in line with the above. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.",
"outcomes": []
}
Full schema_data
{
"id": "alter-reality",
"name": "Alter Reality",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: • Duplicate any spell from the occult list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power is in line with the above. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.",
"description_snippet": "You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: • Duplicate any spell from the occult list of",
"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 use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: • Duplicate any spell from the occult list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power is in line with the above. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.",
"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": 49250,
"source_line_end": 49264,
"raw_text_block": "ALTER REALITY\nSPELL 10\nDIVINATION\nTraditions occult\nCast [three-actions] material, somatic, verbal\nYou use your occult lore and the power of your mind to manipulate\nthe spiritual multiverse, resulting in any of the following effects:\n• Duplicate any spell from the occult list of 9th level or\nlower to which you have access.\n• Duplicate any spell from another spell list of 7th level\nor lower. It must be common or you must have access.\n• Produce any effect whose power is in line with the above.\n• Reverse certain effects that refer to the wish spell.\nAt the GM's discretion, you can try to produce greater effects,\nbut this is dangerous and the spell may have only a partial effect.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "alter-reality",
"content_id": "alter-reality",
"level": 10
}
Core Rulebook (4th Printing)
Avatar
Rank 10 · Spell · Common
Transform into a battle
Advanced review details
Description snippet: Transform into a battle
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "transmutation",
"traditions": [
"divine"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Transform into a battle",
"content_id": "avatar",
"type": "spell",
"description": "Transform into a battle"
}
Core Rulebook (4th Printing)
Cataclysm
Rank 10 · Spell · Common
Call an instant,
Advanced review details
Description snippet: Call an instant,
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "evocation",
"traditions": [
"arcane",
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Call an instant,",
"content_id": "cataclysm",
"type": "spell",
"description": "Call an instant,"
}
Secrets of Magic
Element Embodied
Rank 10 · Spell · Common
Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. • Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air Elemental fly Speed 80 feet; High Winds (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; Swiftness Your movement doesn't trigger reactions; Melee [one-action] gust (reach 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; Ranged [one-action] lightning lash (range increment 80 feet), Damage 3d12+4 electricity. • Earth Elemental 30 feet, burrow 20 feet; resistance 5 to physical; Spike Stones (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; Melee [one-action] fist (reach 25 feet), Damage 3d12+15 bludgeoning; Ranged [one-action] rock (range increment 40 feet), Damage 4d8+6 bludgeoning. • Fire Elemental 50 feet; immunity to fire; weakness to cold 10; Intense Heat (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; Melee [one-action] tendril (reach 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; Ranged [one-action] fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. • Water Elemental 40 feet, swim 80 feet; resistance 10 to fire; Vortex (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; Melee [one-action] wave (reach 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; Ranged [one-action] water spout (range increment 60 feet), Damage 4d8+6 bludgeoning.
Advanced review details
Description snippet: Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Drawing upon the deepe
Source lines: 11591 - 11671
Raw text block
ELEMENT EMBODIED POLYMORPH SPELL 10 Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. • Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air Elemental fly Speed 80 feet; High Winds (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; Swiftness Your movement doesn't trigger reactions; Melee [one-action] gust (reach 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; Ranged [one-action] lightning lash (range increment 80 feet), Damage 3d12+4 electricity. • Earth Elemental 30 feet, burrow 20 feet; resistance 5 to physical; Spike Stones (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; Melee [one-action] fist (reach 25 feet), Damage 3d12+15 bludgeoning; Ranged [one-action] rock (range increment 40 feet), Damage 4d8+6 bludgeoning. • Fire Elemental 50 feet; immunity to fire; weakness to cold 10; Intense Heat (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; Melee [one-action] tendril (reach 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; Ranged [one-action] fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. • Water Elemental 40 feet, swim 80 feet; resistance 10 to fire; Vortex (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; Melee [one-action] wave (reach 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; Ranged [one-action] water spout (range increment 60 feet), Damage 4d8+6 bludgeoning.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "5d6",
"type": "fire",
"persistent": false
}
]
Effects
{
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. • Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air Elemental fly Speed 80 feet; High Winds (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; Swiftness Your movement doesn't trigger reactions; Melee [one-action] gust (reach 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; Ranged [one-action] lightning lash (range increment 80 feet), Damage 3d12+4 electricity. • Earth Elemental 30 feet, burrow 20 feet; resistance 5 to physical; Spike Stones (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; Melee [one-action] fist (reach 25 feet), Damage 3d12+15 bludgeoning; Ranged [one-action] rock (range increment 40 feet), Damage 4d8+6 bludgeoning. • Fire Elemental 50 feet; immunity to fire; weakness to cold 10; Intense Heat (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; Melee [one-action] tendril (reach 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; Ranged [one-action] fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. • Water Elemental 40 feet, swim 80 feet; resistance 10 to fire; Vortex (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; Melee [one-action] wave (reach 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; Ranged [one-action] water spout (range increment 60 feet), Damage 4d8+6 bludgeoning.",
"outcomes": []
}
Full schema_data
{
"id": "element-embodied",
"name": "Element Embodied",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"polymorph"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. • Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air Elemental fly Speed 80 feet; High Winds (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; Swiftness Your movement doesn't trigger reactions; Melee [one-action] gust (reach 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; Ranged [one-action] lightning lash (range increment 80 feet), Damage 3d12+4 electricity. • Earth Elemental 30 feet, burrow 20 feet; resistance 5 to physical; Spike Stones (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; Melee [one-action] fist (reach 25 feet), Damage 3d12+15 bludgeoning; Ranged [one-action] rock (range increment 40 feet), Damage 4d8+6 bludgeoning. • Fire Elemental 50 feet; immunity to fire; weakness to cold 10; Intense Heat (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; Melee [one-action] tendril (reach 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; Ranged [one-action] fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. • Water Elemental 40 feet, swim 80 feet; resistance 10 to fire; Vortex (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; Melee [one-action] wave (reach 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; Ranged [one-action] water spout (range increment 60 feet), Damage 4d8+6 bludgeoning.",
"description_snippet": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Drawing upon the deepe",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "5d6",
"type": "fire",
"persistent": false
}
],
"damage_type": [
"fire"
],
"effects": {
"description": "Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic TRANSMUTATION Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. • Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: • Air Elemental fly Speed 80 feet; High Winds (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; Swiftness Your movement doesn't trigger reactions; Melee [one-action] gust (reach 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; Ranged [one-action] lightning lash (range increment 80 feet), Damage 3d12+4 electricity. • Earth Elemental 30 feet, burrow 20 feet; resistance 5 to physical; Spike Stones (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; Melee [one-action] fist (reach 25 feet), Damage 3d12+15 bludgeoning; Ranged [one-action] rock (range increment 40 feet), Damage 4d8+6 bludgeoning. • Fire Elemental 50 feet; immunity to fire; weakness to cold 10; Intense Heat (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; Melee [one-action] tendril (reach 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; Ranged [one-action] fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. • Water Elemental 40 feet, swim 80 feet; resistance 10 to fire; Vortex (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; Melee [one-action] wave (reach 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; Ranged [one-action] water spout (range increment 60 feet), Damage 4d8+6 bludgeoning.",
"outcomes": []
},
"conditions_caused": [
"clumsy",
"enfeebled"
],
"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": 11591,
"source_line_end": 11671,
"raw_text_block": "ELEMENT EMBODIED\nPOLYMORPH\nSPELL 10\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nTRANSMUTATION\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nDrawing upon the deepest wells of magic in an elemental\nplane, you transform into a spectacular elemental. You\ncan choose between an air elemental, earth elemental,\nfire elemental, or water elemental. Your battle form is\nGargantuan, and you must have enough space to expand\ninto or the spell is lost. While in this form, you gain the\nelemental trait and the trait for the element you choose.\nYou can Dismiss the spell.\nYou gain the following statistics and abilities regardless\nof which battle form you choose:\n• AC = 25 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 30 temporary Hit Points.\n• Darkvision.\n• One or more attacks specific to the battle form you\nchoose, which are the only attacks you can use.\nYou're trained with them. Your attack modifier is +34,\nand you use the listed damage. These attacks are\nDexterity based if you choose an air or fire elemental,\nor Strength based if you choose an earth or water\nelemental. (This distinction doesn't change the\nstatistics, but matters for the enfeebled and clumsy\nconditions, for example). If your unarmed attack\nmodifier is higher, you can use it instead.\n• Acrobatics modifier of +36 for air or fire elemental or\nAthletics modifier of +36 for earth or water elemental,\nunless your own modifier is higher.\nYou also gain specific abilities based on the type of\nelemental you choose:\n• Air Elemental fly Speed 80 feet; High Winds (air,\naura) 30 feet. Air within the emanation is difficult\nterrain for flying creatures that don't have the air\ntrait; Swiftness Your movement doesn't trigger\nreactions; Melee [one-action] gust (reach 25 feet), Damage\n3d12+11 bludgeoning plus Push 10 feet; Ranged [one-action]\nlightning lash (range increment 80 feet), Damage\n3d12+4 electricity.\n• Earth Elemental 30 feet, burrow 20 feet; resistance\n5 to physical; Spike Stones (aura, earth) 30 feet.\nThe area is difficult terrain and hazardous terrain.\nA creature without the earth trait that moves on\nthe ground in the area takes 5 piercing damage\nfor every square of that area it moves into; Rocky\nToughness You gain 40 temporary Hit Points when\nyou choose this form instead of 30; Melee [one-action] fist\n(reach 25 feet), Damage 3d12+15 bludgeoning;\nRanged [one-action] rock (range increment 40 feet), Damage\n4d8+6 bludgeoning.\n• Fire Elemental 50 feet; immunity to fire; weakness to\ncold 10; Intense Heat (aura, fire) 30 feet. A creature\nthat enters the aura or starts its turn in the aura takes\n5d6 fire damage with a basic Reflex save against your\nspell DC. A creature can take damage from the aura\nonly once per round; Melee [one-action] tendril (reach 25 feet),\nDamage 3d10+12 fire plus 2d6 persistent fire; Ranged\n[one-action] fire mote (range increment 60 feet), Damage\n4d8+6 bludgeoning.\n• Water Elemental 40 feet, swim 80 feet; resistance\n10 to fire; Vortex (aura, water) 30 feet. Water within\nthe aura that is part of the same body of water you\noccupy is difficult terrain for Swimming creatures\nthat don't have the water trait; Melee [one-action] wave (reach\n25 feet), Damage 3d12+18 bludgeoning plus Push or\nPull 10 feet; Ranged [one-action] water spout (range increment\n60 feet), Damage 4d8+6 bludgeoning.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "element-embodied",
"content_id": "element-embodied",
"level": 10
}
Core Rulebook (Fourth Printing)
Fabricated Truth
Rank 10 · Spell · Common
Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don't live a kinder life, I'll be punished in the afterlife.” The targets' experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success. Critical Success: The target doesn't believe the statement, and it knows you tried to trick it. Success: The target doesn't believe the statement or realize you tried to trick it. Failure: The target believes the statement for a duration of 1 week. Critical Failure: The target believes the statement with unlimited duration.
Advanced review details
Description snippet: Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all human
Source lines: 52406 - 52433
Raw text block
FABRICATED TRUTH ENCHANTMENT INCAPACITATION SPELL 10 MENTAL Traditions occult Cast [three-actions] material, somatic, verbal Range 100 feet; Targets up to 5 creatures Saving Throw Will; Duration varies Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don't live a kinder life, I'll be punished in the afterlife.” The targets' experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success. Critical Success The target doesn't believe the statement, and it knows you tried to trick it. Success The target doesn't believe the statement or realize you tried to trick it. Failure The target believes the statement for a duration of 1 week. Critical Failure The target believes the statement with unlimited duration.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don't live a kinder life, I'll be punished in the afterlife.” The targets' experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success.",
"outcomes": {
"Critical Success": "The target doesn't believe the statement, and it knows you tried to trick it.",
"Success": "The target doesn't believe the statement or realize you tried to trick it.",
"Failure": "The target believes the statement for a duration of 1 week.",
"Critical Failure": "The target believes the statement with unlimited duration."
}
}
Full schema_data
{
"id": "fabricated-truth",
"name": "Fabricated Truth",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "enchantment",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"incapacitation",
"mental"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "100 feet",
"area": "none",
"targets": "up to 5 creatures",
"duration": "varies",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don't live a kinder life, I'll be punished in the afterlife.” The targets' experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success. Critical Success: The target doesn't believe the statement, and it knows you tried to trick it. Success: The target doesn't believe the statement or realize you tried to trick it. Failure: The target believes the statement for a duration of 1 week. Critical Failure: The target believes the statement with unlimited duration.",
"description_snippet": "Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all human",
"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": "Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don't live a kinder life, I'll be punished in the afterlife.” The targets' experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success.",
"outcomes": {
"Critical Success": "The target doesn't believe the statement, and it knows you tried to trick it.",
"Success": "The target doesn't believe the statement or realize you tried to trick it.",
"Failure": "The target believes the statement for a duration of 1 week.",
"Critical Failure": "The target believes the statement with unlimited duration."
}
},
"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": 52406,
"source_line_end": 52433,
"raw_text_block": "FABRICATED TRUTH\nENCHANTMENT\nINCAPACITATION\nSPELL 10\nMENTAL\nTraditions occult\nCast [three-actions] material, somatic, verbal\nRange 100 feet; Targets up to 5 creatures\nSaving Throw Will; Duration varies\nChoose a single statement you want the targets to believe. The\nfact could be narrow, such as “a dragon is circling overhead\nand wants to kill me”; wide-reaching, such as “all humanoids\nare disguised abominations”; or conceptual, such as “if I don't\nlive a kinder life, I'll be punished in the afterlife.” The targets'\nexperiences color how they react to this “truth” and how\ntheir behavior changes. If the statement changes what they\nperceive, they treat the change as a sudden revelation.\nThe effect of the spell depends on the targets' Will saves. If\na target is already subject to fabricated truth, your spell tries\nto counteract it. If the counteract check fails, the outcome of\nthe target's saving throw can't be worse than a success.\nCritical Success The target doesn't believe the statement, and\nit knows you tried to trick it.\nSuccess The target doesn't believe the statement or realize\nyou tried to trick it.\nFailure The target believes the statement for a duration of 1 week.\nCritical Failure The target believes the statement with\nunlimited duration.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fabricated-truth",
"content_id": "fabricated-truth",
"level": 10
}
Core Rulebook (Fourth Printing)
Fatal Aria
Rank 10 · Focus · Uncommon
You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. 16th or Lower The target dies instantly. 17th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. 18th or Higher The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly. UNCOMMON BARD
Advanced review details
Description snippet: You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the t
Source lines: 60683 - 60701
Raw text block
FATAL ARIA UNCOMMON FOCUS 10 BARD COMPOSITION DEATH EMOTION ENCHANTMENT MENTAL Cast [one-action] verbal Range 30 feet; Targets 1 creature You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. 16th or Lower The target dies instantly. 17th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. 18th or Higher The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly. UNCOMMON BARD
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. 16th or Lower The target dies instantly. 17th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. 18th or Higher The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly. UNCOMMON BARD",
"outcomes": []
}
Full schema_data
{
"id": "fatal-aria",
"name": "Fatal Aria",
"rank": 10,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"occult"
],
"traits": [
"composition",
"death",
"emotion",
"mental"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. 16th or Lower The target dies instantly. 17th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. 18th or Higher The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly. UNCOMMON BARD",
"description_snippet": "You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the t",
"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 perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. 16th or Lower The target dies instantly. 17th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. 18th or Higher The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly. UNCOMMON BARD",
"outcomes": []
},
"conditions_caused": [
"dying"
],
"focus_class": "bard",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 60683,
"source_line_end": 60701,
"raw_text_block": "FATAL ARIA\nUNCOMMON\nFOCUS 10\nBARD COMPOSITION\nDEATH\nEMOTION ENCHANTMENT MENTAL\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nYou perform music so perfect that the target may die of joy\nor sorrow. Once targeted, the creature becomes temporarily\nimmune for 1 minute. The effect of the spell depends on the\ntarget's level and current Hit Points.\n16th or Lower The target dies instantly.\n17th If the target has 50 Hit Points or fewer, it dies instantly;\notherwise, it drops to 0 Hit Points and becomes dying 1.\n18th or Higher The target takes 50 damage. If this brings it to\n0 Hit Points, it dies instantly.\nUNCOMMON\nBARD",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fatal-aria",
"content_id": "fatal-aria",
"level": 10
}
Secrets of Magic
Fated Confrontation
Rank 10 · Spell · Common
You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). This spell ends if either target becomes unable to act, or if they both agree to cease hostilities.
Advanced review details
Description snippet: You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing
Source lines: 11980 - 12014
Raw text block
FATED CONFRONTATION SPELL 10 DIVINATION Traditions arcane, divine, occult, primal Cast [three-actions] material, somatic, verbal Range 120 feet; Targets 1 willing ally and 1 enemy Duration 1 minute You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). This spell ends if either target becomes unable to act, or if they both agree to cease hostilities.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). This spell ends if either target becomes unable to act, or if they both agree to cease hostilities.",
"outcomes": []
}
Full schema_data
{
"id": "fated-confrontation",
"name": "Fated Confrontation",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "120 feet",
"area": "none",
"targets": "1 willing ally and 1 enemy",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). This spell ends if either target becomes unable to act, or if they both agree to cease hostilities.",
"description_snippet": "You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing",
"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 weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. When you Cast the Spell, the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. This is a teleportation effect. You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own heal spell, but it would be entirely immune to a spell or Strike from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast fated confrontation (such as a spell with a duration or persistent damage the creature had before it was affected by fated confrontation). For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a fortune effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a misfortune effect). This spell ends if either target becomes unable to act, or if they both agree to cease hostilities.",
"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": 11980,
"source_line_end": 12014,
"raw_text_block": "FATED CONFRONTATION\nSPELL 10\nDIVINATION\nTraditions arcane, divine, occult, primal\nCast [three-actions] material, somatic, verbal\nRange 120 feet; Targets 1 willing ally and 1 enemy\nDuration 1 minute\nYou weave the threads of fate to lead two foes into a\nclimactic battle. The targets of this spell are the fated\nopponents: one of the targets of this spell must be you or a\nwilling ally, and the other must be an enemy.\nWhen you Cast the Spell, the ally you targeted (or you,\nif you targeted yourself) may teleport to any unoccupied\nspace of their choice within 30 feet of its fated opponent.\nThis is a teleportation effect.\nYou isolate the two targets for 1 round. During this time,\nfate refuses to allow either fated opponent to be affected\nby attacks or effects from a third party; a fated opponent\ncould be affected by the other's meteor swarm or its own\nheal spell, but it would be entirely immune to a spell or\nStrike from a creature outside of the spells effects, as well\nincluding damage from a hazard or the environment. This\ndoesn't apply to anything that was affecting the targets\nbefore you cast fated confrontation (such as a spell with\na duration or persistent damage the creature had before it\nwas affected by fated confrontation).\nFor the duration of the spell, either fated opponent can\nmanipulate fate once on each of its turns. This allows it to\neither roll twice and take the higher result on an attack\nroll or skill check it makes against its fated opponent (a\nfortune effect), or force the fated opponent to roll twice\non a saving throw against one of its abilities and take the\nlower result (a misfortune effect).\nThis spell ends if either target becomes unable to act, or\nif they both agree to cease hostilities.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "fated-confrontation",
"content_id": "fated-confrontation",
"level": 10
}
Core Rulebook (4th Printing)
Gate
Rank 10 · Spell · Uncommon
Tear open a portal to
Advanced review details
Description snippet: Tear open a portal to
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "conjuration",
"traditions": [
"arcane",
"divine",
"occult"
],
"heightenable": false,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Tear open a portal to",
"content_id": "gate",
"type": "spell",
"description": "Tear open a portal to"
}
Advanced Player's Guide
Indestructibility
Rank 10 · Spell · Common
Become briefly
Advanced review details
Description snippet: Become briefly
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "abjuration",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"description_snippet": "Become briefly",
"content_id": "indestructibility",
"type": "spell",
"description": "Become briefly"
}
Secrets of Magic
Indestructibility APG
Rank 10 · Spell · Common
Become briefly immune to
Advanced review details
Description snippet: Become briefly immune to
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "abjuration",
"traditions": [
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Become briefly immune to",
"content_id": "indestructibility_apg",
"type": "spell",
"description": "Become briefly immune to"
}
Core Rulebook (4th Printing)
Miracle
Rank 10 · Spell · Common
Ask for a blessing to
Advanced review details
Description snippet: Ask for a blessing to
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "divination",
"traditions": [
"divine"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Ask for a blessing to",
"content_id": "miracle",
"type": "spell",
"description": "Ask for a blessing to"
}
Core Rulebook (Fourth Printing)
Nature Incarnate
Rank 10 · Spell · Common
The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. SPELL 10 TRANSMUTATION
Advanced review details
Description snippet: The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantua
Source lines: 55302 - 55352
Raw text block
NATURE INCARNATE POLYMORPH Traditions primal Cast [two-actions] somatic, verbal Duration 1 minute The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. SPELL 10 TRANSMUTATION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. SPELL 10 TRANSMUTATION",
"outcomes": []
}
Full schema_data
{
"id": "nature-incarnate",
"name": "Nature Incarnate",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"polymorph"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. SPELL 10 TRANSMUTATION",
"description_snippet": "The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantua",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: • AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. • 30 temporary Hit Points. • Darkvision. • One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. • Athletics modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: • Green Man Speed 40 feet, climb Speed 40 feet; Melee [one-action] vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged [one-action] thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure). • Kaiju Speed 50 feet; resistance 5 to physical damage; Melee [one-action] jaws (reach 30 feet), Damage 6d10+10 piercing; Melee [one-action] claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample [three-actions] You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. SPELL 10 TRANSMUTATION",
"outcomes": []
},
"conditions_caused": [
"clumsy",
"enfeebled",
"immobilized"
],
"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": 55302,
"source_line_end": 55352,
"raw_text_block": "NATURE INCARNATE\nPOLYMORPH\nTraditions primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nThe primal power of the world flows through you. You\ntransform into an incarnation of nature, either a green man\nor a kaiju. Your battle form is Medium for a green man or\nGargantuan (30-foot-by-30-foot space) for a kaiju. You must\nhave enough space to expand into or the spell is lost. While\nin this form, you gain the plant trait (for a green man) or the\nbeast trait (for a kaiju). You can Dismiss the spell.\nYou gain the following statistics and abilities regardless of\nwhich battle form you choose:\n• AC = 25 + your level. Ignore your armor's check penalty\nand Speed reduction.\n• 30 temporary Hit Points.\n• Darkvision.\n• One or more attacks specific to the battle form you\nchoose, which are the only attacks you can Strike\nwith. You're trained with them. Your attack modifier\nis +34, and you use the listed damage. These attacks\nare Strength based (for the purpose of the enfeebled\ncondition, for example). If your unarmed attack\nmodifier is higher, you can use it instead.\n• Athletics modifier of +36, unless your own modifier\nis higher.\nYou also gain specific abilities based on the type of\nincarnation you choose:\n• Green Man Speed 40 feet, climb Speed 40 feet; Melee\n[one-action] vines (reach 30 feet, versatile P), Damage 6d8+12\nbludgeoning; Ranged [one-action] thorns (range 100 feet),\nDamage 6d6+6 piercing; Green Caress (aura, primal,\ntransmutation) 60 feet. Enemies other than plants\nmust succeed at a Fortitude save against your spell\nDC or become clumsy 1 for 1 round (clumsy 2 on a\ncritical failure).\n• Kaiju Speed 50 feet; resistance 5 to physical damage;\nMelee [one-action] jaws (reach 30 feet), Damage 6d10+10\npiercing; Melee [one-action] claws (agile, reach 30 feet), Damage\n6d8+8 slashing; Melee [one-action] foot (agile, reach 15 feet),\nDamage 6d6+10 bludgeoning; Unstoppable You are\nimmune to being immobilized and ignore difficult\nterrain and greater difficult terrain; Trample [three-actions] You\nmove up to double your Speed and move through the\nspaces of Huge or smaller creatures, trampling each\ncreature whose space you enter. A trampled creature\ntakes foot damage with a basic Reflex save against\nyour spell DC.\nSPELL 10\nTRANSMUTATION",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "nature-incarnate",
"content_id": "nature-incarnate",
"level": 10
}
Secrets of Magic
Nullify
Rank 10 · Spell · Common
React to automatically counteract a spell and
Advanced review details
Description snippet: React to automatically counteract a spell and
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "abjuration",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "React to automatically counteract a spell and",
"content_id": "nullify",
"type": "spell",
"description": "React to automatically counteract a spell and"
}
Advanced Player's Guide
Pied Piping
Rank 10 · Focus · Uncommon
Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. You can Dismiss the spell. Critical Success: The creature is unaffected. Success: The creature is fascinated with you. Failure: The creature uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature. Critical Failure: The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm. UNCOMMON BARD CANTRIP
Advanced review details
Description snippet: Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you Cast the Spel
Source lines: 32080 - 32105
Raw text block
PIED PIPING FOCUS 10 UNCOMMON BARD COMPOSITION ENCHANTMENT INCAPACITATION MENTAL SONIC Cast [two-actions] verbal Area 5-foot emanation Saving Throw Will; Duration 1 minute Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. You can Dismiss the spell. Critical Success The creature is unaffected. Success The creature is fascinated with you. Failure The creature uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature. Critical Failure The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm. UNCOMMON BARD CANTRIP
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. You can Dismiss the spell.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is fascinated with you.",
"Failure": "The creature uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature.",
"Critical Failure": "The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm. UNCOMMON BARD CANTRIP"
}
}
Full schema_data
{
"id": "pied-piping",
"name": "Pied Piping",
"rank": 10,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"occult"
],
"traits": [
"composition",
"incapacitation",
"mental",
"sonic"
],
"cast": "[two-actions] verbal",
"cast_actions": "2_actions",
"components": [
"verbal"
],
"range": "none",
"area": "5-foot emanation",
"targets": "none",
"duration": "1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. You can Dismiss the spell. Critical Success: The creature is unaffected. Success: The creature is fascinated with you. Failure: The creature uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature. Critical Failure: The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm. UNCOMMON BARD CANTRIP",
"description_snippet": "Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you Cast the Spel",
"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": "Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. You can Dismiss the spell.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature is fascinated with you.",
"Failure": "The creature uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature.",
"Critical Failure": "The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm. UNCOMMON BARD CANTRIP"
}
},
"conditions_caused": [
"fascinated"
],
"focus_class": "bard",
"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": 32080,
"source_line_end": 32105,
"raw_text_block": "PIED PIPING\nFOCUS 10\nUNCOMMON BARD COMPOSITION ENCHANTMENT INCAPACITATION MENTAL SONIC\nCast [two-actions] verbal\nArea 5-foot emanation\nSaving Throw Will; Duration 1 minute\nYour performance enraptures those who hear it, compelling\nthem to follow you about in admiration. Each creature within\nthe emanation must attempt a Will save when you Cast the\nSpell or the first time they enter the area, after which they\nbecome temporarily immune for 1 day. Once per turn, you\ncan spend a single action, which has the concentrate trait,\nto increase the emanation's radius by 5 feet. You can Dismiss\nthe spell.\nCritical Success The creature is unaffected.\nSuccess The creature is fascinated with you.\nFailure The creature uses all its actions to move toward you\nand compliment your performance. This effect ends if a\nhostile action is used against the affected creature.\nCritical Failure The target gains the minion trait and is\ncontrolled by you. This effect ends if a hostile action is used\nagainst the affected creature, or if you direct the creature to\nuse any action that causes it harm.\nUNCOMMON\nBARD\nCANTRIP",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "pied-piping",
"content_id": "pied-piping",
"level": 10
}
Core Rulebook (Fourth Printing)
Primal Herd
Rank 10 · Spell · Common
Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the animal trait. Each target can Dismiss the spell's effects on themself. Each target gains the following while transformed: • AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. • 20 temporary Hit Points. • Speed 40 feet. • Low-light vision. • The following unarmed melee attacks, which are the only attacks the target can use to Strike. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. Melee [one-action] tusk (reach 15 feet), Damage 4d8+19 piercing; Melee [one-action] trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning; Melee [one-action] foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning. • Athletics modifier of +30, unless the target's own modifier is higher. • Trample [three-actions] You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target's level).
Advanced review details
Description snippet: Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand i
Source lines: 56164 - 56197
Raw text block
PRIMAL HERD SPELL 10 TRANSMUTATION Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the animal trait. Each target can Dismiss the spell's effects on themself. Each target gains the following while transformed: • AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. • 20 temporary Hit Points. • Speed 40 feet. • Low-light vision. • The following unarmed melee attacks, which are the only attacks the target can use to Strike. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. Melee [one-action] tusk (reach 15 feet), Damage 4d8+19 piercing; Melee [one-action] trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning; Melee [one-action] foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning. • Athletics modifier of +30, unless the target's own modifier is higher. • Trample [three-actions] You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target's level).
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the animal trait. Each target can Dismiss the spell's effects on themself. Each target gains the following while transformed: • AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. • 20 temporary Hit Points. • Speed 40 feet. • Low-light vision. • The following unarmed melee attacks, which are the only attacks the target can use to Strike. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. Melee [one-action] tusk (reach 15 feet), Damage 4d8+19 piercing; Melee [one-action] trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning; Melee [one-action] foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning. • Athletics modifier of +30, unless the target's own modifier is higher. • Trample [three-actions] You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target's level).",
"outcomes": []
}
Full schema_data
{
"id": "primal-herd",
"name": "Primal Herd",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "none",
"cast_actions": "none",
"components": [
"none"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the animal trait. Each target can Dismiss the spell's effects on themself. Each target gains the following while transformed: • AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. • 20 temporary Hit Points. • Speed 40 feet. • Low-light vision. • The following unarmed melee attacks, which are the only attacks the target can use to Strike. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. Melee [one-action] tusk (reach 15 feet), Damage 4d8+19 piercing; Melee [one-action] trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning; Melee [one-action] foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning. • Athletics modifier of +30, unless the target's own modifier is higher. • Trample [three-actions] You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target's level).",
"description_snippet": "Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand i",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the animal trait. Each target can Dismiss the spell's effects on themself. Each target gains the following while transformed: • AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. • 20 temporary Hit Points. • Speed 40 feet. • Low-light vision. • The following unarmed melee attacks, which are the only attacks the target can use to Strike. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. Melee [one-action] tusk (reach 15 feet), Damage 4d8+19 piercing; Melee [one-action] trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning; Melee [one-action] foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning. • Athletics modifier of +30, unless the target's own modifier is higher. • Trample [three-actions] You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target's level).",
"outcomes": []
},
"conditions_caused": [
"enfeebled"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 56164,
"source_line_end": 56197,
"raw_text_block": "PRIMAL HERD\nSPELL 10\nTRANSMUTATION\nSummoning the power of the natural world, you transform\nthe targets into a herd of mammoths, and they each assume\na Huge battle form. Each target must have enough space to\nexpand into or the spell fails for that target. Each target gains\nthe animal trait. Each target can Dismiss the spell's effects on\nthemself. Each target gains the following while transformed:\n• AC = 22 + the target's level. Ignore any armor check\npenalty and Speed reduction.\n• 20 temporary Hit Points.\n• Speed 40 feet.\n• Low-light vision.\n• The following unarmed melee attacks, which are the only\nattacks the target can use to Strike. They're trained with\nthem. When attacking with these attacks, the target uses\ntheir attack modifier with the proficiency and item bonuses\nof their most favorable weapon or unarmed Strike, and the\ndamage is listed for each attack. These attacks are Strength\nbased (for the purpose of the enfeebled condition, for\nexample). If the target's unarmed attack modifier is higher,\nthey can use it instead. Melee [one-action] tusk (reach 15 feet),\nDamage 4d8+19 piercing; Melee [one-action] trunk (agile, reach 15\nfeet), Damage 4d6+16 bludgeoning; Melee [one-action] foot (agile,\nreach 15 feet), Damage 4d6+13 bludgeoning.\n• Athletics modifier of +30, unless the target's own\nmodifier is higher.\n• Trample [three-actions] You move up to twice your Speed and\nmove through the space of Large or smaller creatures,\ntrampling each creature whose space you enter. A\ntrampled creature takes damage from its foot Strike\nbased on a basic Reflex save (DC = 19 + the target's level).",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "primal-herd",
"content_id": "primal-herd",
"level": 10
}
Core Rulebook (Fourth Printing)
Primal Phenomenon
Rank 10 · Spell · Common
You request intercession from the natural world, which refuses unnatural requests and might grant a different one (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following. • Duplicate any spell from the primal list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power level is in line with the above effects. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.
Advanced review details
Description snippet: You request intercession from the natural world, which refuses unnatural requests and might grant a different one (potentially more powerful or better fitting its character) than t
Source lines: 56202 - 56220
Raw text block
PRIMAL PHENOMENON SPELL 10 DIVINATION Traditions primal Cast [three-actions] material, somatic, verbal You request intercession from the natural world, which refuses unnatural requests and might grant a different one (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following. • Duplicate any spell from the primal list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power level is in line with the above effects. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You request intercession from the natural world, which refuses unnatural requests and might grant a different one (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following. • Duplicate any spell from the primal list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power level is in line with the above effects. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.",
"outcomes": []
}
Full schema_data
{
"id": "primal-phenomenon",
"name": "Primal Phenomenon",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You request intercession from the natural world, which refuses unnatural requests and might grant a different one (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following. • Duplicate any spell from the primal list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power level is in line with the above effects. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.",
"description_snippet": "You request intercession from the natural world, which refuses unnatural requests and might grant a different one (potentially more powerful or better fitting its character) than t",
"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 request intercession from the natural world, which refuses unnatural requests and might grant a different one (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following. • Duplicate any spell from the primal list of 9th level or lower to which you have access. • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access. • Produce any effect whose power level is in line with the above effects. • Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.",
"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": 56202,
"source_line_end": 56220,
"raw_text_block": "PRIMAL PHENOMENON\nSPELL 10\nDIVINATION\nTraditions primal\nCast [three-actions] material, somatic, verbal\nYou request intercession from the natural world, which refuses\nunnatural requests and might grant a different one (potentially\nmore powerful or better fitting its character) than the one you\nasked for. A primal phenomenon spell can do any of the following.\n• Duplicate any spell from the primal list of 9th level or\nlower to which you have access.\n• Duplicate any spell from another spell list of 7th level\nor lower. It must be common or you must have access.\n• Produce any effect whose power level is in line with\nthe above effects.\n• Reverse certain effects that refer to the wish spell.\nAt the GM's discretion, you can try to use primal phenomenon\nto produce greater effects than these, but doing so may be\ndangerous, or the spell may have only a partial effect.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "primal-phenomenon",
"content_id": "primal-phenomenon",
"level": 10
}
Core Rulebook (4th Printing)
Remake
Rank 10 · Spell · Uncommon
Recreate a destroyed object.
Advanced review details
Description snippet: Recreate a destroyed object.
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "conjuration",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"heightenable": false,
"rarity": "uncommon",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Recreate a destroyed object.",
"content_id": "remake",
"type": "spell",
"description": "Recreate a destroyed object."
}
Core Rulebook (4th Printing)
Revival
Rank 10 · Spell · Common
Heal creatures in an
Advanced review details
Description snippet: Heal creatures in an
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "necromancy",
"traditions": [
"divine",
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Heal creatures in an",
"content_id": "revival",
"type": "spell",
"description": "Heal creatures in an"
}
Secrets of Magic
Shadow Army
Rank 10 · Spell · Common
You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: clumsy 2, enfeebled 2, flat-footed, or slowed 1. Critical Success: The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. Success: The creature takes half damage. Failure: The creature takes full damage, and gains the chosen condition. Critical Failure: The creature takes double damage, and gains the chosen condition. SHADOW PROJECTILE ILLUSION
Advanced review details
Description snippet: You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hi
Source lines: 14925 - 14956
Raw text block
SHADOW ARMY AUDITORY ILLUSION SPELL 10 MENTAL SHADOW VISUAL Traditions arcane, occult Cast [three-actions] material, somatic, verbal Range 500 feet; Area 50-foot burst Saving Throw Will; Duration 1 minute You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: clumsy 2, enfeebled 2, flat-footed, or slowed 1. Critical Success The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. Success The creature takes half damage. Failure The creature takes full damage, and gains the chosen condition. Critical Failure The creature takes double damage, and gains the chosen condition. SHADOW PROJECTILE ILLUSION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "3d10",
"type": "mental",
"persistent": false
},
{
"formula": "3d10",
"type": "bludgeoning",
"persistent": false
}
]
Effects
{
"description": "You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: clumsy 2, enfeebled 2, flat-footed, or slowed 1.",
"outcomes": {
"Critical Success": "The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage, and gains the chosen condition.",
"Critical Failure": "The creature takes double damage, and gains the chosen condition. SHADOW PROJECTILE ILLUSION"
}
}
Full schema_data
{
"id": "shadow-army",
"name": "Shadow Army",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"auditory",
"mental",
"shadow",
"visual"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "500 feet",
"area": "50-foot burst",
"targets": "none",
"duration": "1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: clumsy 2, enfeebled 2, flat-footed, or slowed 1. Critical Success: The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. Success: The creature takes half damage. Failure: The creature takes full damage, and gains the chosen condition. Critical Failure: The creature takes double damage, and gains the chosen condition. SHADOW PROJECTILE ILLUSION",
"description_snippet": "You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hi",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "3d10",
"type": "mental",
"persistent": false
},
{
"formula": "3d10",
"type": "bludgeoning",
"persistent": false
}
],
"damage_type": [
"bludgeoning",
"mental"
],
"effects": {
"description": "You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: clumsy 2, enfeebled 2, flat-footed, or slowed 1.",
"outcomes": {
"Critical Success": "The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage, and gains the chosen condition.",
"Critical Failure": "The creature takes double damage, and gains the chosen condition. SHADOW PROJECTILE ILLUSION"
}
},
"conditions_caused": [
"clumsy",
"enfeebled",
"flat-footed",
"slowed"
],
"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": 14925,
"source_line_end": 14956,
"raw_text_block": "SHADOW ARMY\nAUDITORY\nILLUSION\nSPELL 10\nMENTAL\nSHADOW\nVISUAL\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nRange 500 feet; Area 50-foot burst\nSaving Throw Will; Duration 1 minute\nYou create dozens of semi-real copies of yourself that\nswarm across the battlefield and fight your enemies. You\nare virtually indistinguishable from your clones, allowing\nyou to Hide and Sneak among them. An enemy that's in the\narea when the spell is cast or that ends its turn in the area\ntakes 3d10 mental damage and 3d10 bludgeoning damage,\nand is possibly inflicted with a condition, depending\non the result of its Will save. When you Cast the Spell,\nyou choose a condition your shadows impose on a failed\nsave: clumsy 2, enfeebled 2, flat-footed, or slowed 1.\nCritical Success The creature takes no damage. For the\nduration of the spell, the creature gets a result one step\nbetter than it rolled on further saves against the spell, and\ncan distinguish you from your clones without difficulty.\nSuccess The creature takes half damage.\nFailure The creature takes full damage, and gains the\nchosen condition.\nCritical Failure The creature takes double damage, and\ngains the chosen condition.\nSHADOW PROJECTILE\nILLUSION",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "shadow-army",
"content_id": "shadow-army",
"level": 10
}
Secrets of Magic
Summon Kaiju
Rank 10 · Spell · Rare
You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. • Agmazar the Star Titan Speed 100 feet, climb 50 feet; Arrive (necromancy, negative) Channel Void Each foe in a 100-foot emanation takes 16d8 negative energy damage with a basic Fortitude save; • • Depart (transmutation) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. Agyra, the Forever Storm Speed 80 feet, fly 200 feet; Arrive (electricity, evocation) Breath of a Thousand Storms Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also slowed 1 for 1 round (or for 1 minute on a critical failure); Depart (evocation, sonic) Thunderous Blast Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked prone on a failed save. Bezravnis, the Inferno Below Speed 100 feet, burrow 100 feet; Arrive (earth, evocation) Burrow from the Earth's Heart Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the earthquake spell, except there is no chance of falling into a fissure; Depart Web Hurricane Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a -20-foot circumstance penalty to its Speeds until it Escapes (or is immobilized until it escapes on a critical failure). The Escape DC is your spell DC. Mogaru, the Final King Speed 100 feet, swim 100 feet; Arrive (auditory, enchantment, mental) Trance of the King's Melody Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them stunned 3 on a failure; Depart (evocation, fire) Volcanic Breath Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage. Vorgozen, the Shapeless Feeder Speed 50 feet, climb 50 feet, swim 100 feet; Arrive (necromancy) Pollute Magic Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is sickened 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; Depart (acid, evocation) Beam of Purest Vitriol Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save. Yarthoon, the Moon Grub Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; Arrive (cold, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic evocation) Algid Beam Barrage Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; Depart (cold, conjuration, water) Frostbite Mist Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of obscuring mist, plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save.
Advanced review details
Description snippet: You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju o
Source lines: 15525 - 15621
Raw text block
SUMMON KAIJU RARE • CONJURATION • • SPELL 10 INCARNATE Traditions primal Cast [three-actions] material, somatic, verbal Range 500 feet Duration until the end of your next turn You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. • Agmazar the Star Titan Speed 100 feet, climb 50 feet; Arrive (necromancy, negative) Channel Void Each foe in a 100-foot emanation takes 16d8 negative energy damage with a basic Fortitude save; • • Depart (transmutation) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. Agyra, the Forever Storm Speed 80 feet, fly 200 feet; Arrive (electricity, evocation) Breath of a Thousand Storms Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also slowed 1 for 1 round (or for 1 minute on a critical failure); Depart (evocation, sonic) Thunderous Blast Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked prone on a failed save. Bezravnis, the Inferno Below Speed 100 feet, burrow 100 feet; Arrive (earth, evocation) Burrow from the Earth's Heart Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the earthquake spell, except there is no chance of falling into a fissure; Depart Web Hurricane Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a -20-foot circumstance penalty to its Speeds until it Escapes (or is immobilized until it escapes on a critical failure). The Escape DC is your spell DC. Mogaru, the Final King Speed 100 feet, swim 100 feet; Arrive (auditory, enchantment, mental) Trance of the King's Melody Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them stunned 3 on a failure; Depart (evocation, fire) Volcanic Breath Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage. Vorgozen, the Shapeless Feeder Speed 50 feet, climb 50 feet, swim 100 feet; Arrive (necromancy) Pollute Magic Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is sickened 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; Depart (acid, evocation) Beam of Purest Vitriol Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save. Yarthoon, the Moon Grub Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; Arrive (cold, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic evocation) Algid Beam Barrage Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; Depart (cold, conjuration, water) Frostbite Mist Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of obscuring mist, plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "6d12",
"type": "electricity",
"persistent": false
},
{
"formula": "6d10",
"type": "sonic",
"persistent": false
},
{
"formula": "8d12",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "10d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": true
},
{
"formula": "10d6",
"type": "acid",
"persistent": false
},
{
"formula": "10d6",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "10d6",
"type": "cold",
"persistent": false
},
{
"formula": "5d6",
"type": "cold",
"persistent": false
}
]
Effects
{
"description": "You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. • Agmazar the Star Titan Speed 100 feet, climb 50 feet; Arrive (necromancy, negative) Channel Void Each foe in a 100-foot emanation takes 16d8 negative energy damage with a basic Fortitude save; • • Depart (transmutation) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. Agyra, the Forever Storm Speed 80 feet, fly 200 feet; Arrive (electricity, evocation) Breath of a Thousand Storms Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also slowed 1 for 1 round (or for 1 minute on a critical failure); Depart (evocation, sonic) Thunderous Blast Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked prone on a failed save. Bezravnis, the Inferno Below Speed 100 feet, burrow 100 feet; Arrive (earth, evocation) Burrow from the Earth's Heart Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the earthquake spell, except there is no chance of falling into a fissure; Depart Web Hurricane Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a -20-foot circumstance penalty to its Speeds until it Escapes (or is immobilized until it escapes on a critical failure). The Escape DC is your spell DC. Mogaru, the Final King Speed 100 feet, swim 100 feet; Arrive (auditory, enchantment, mental) Trance of the King's Melody Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them stunned 3 on a failure; Depart (evocation, fire) Volcanic Breath Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage. Vorgozen, the Shapeless Feeder Speed 50 feet, climb 50 feet, swim 100 feet; Arrive (necromancy) Pollute Magic Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is sickened 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; Depart (acid, evocation) Beam of Purest Vitriol Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save. Yarthoon, the Moon Grub Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; Arrive (cold, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic evocation) Algid Beam Barrage Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; Depart (cold, conjuration, water) Frostbite Mist Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of obscuring mist, plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save.",
"outcomes": []
}
Full schema_data
{
"id": "summon-kaiju",
"name": "Summon Kaiju",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "conjuration",
"rarity": "rare",
"traditions": [
"primal"
],
"traits": [
"incarnate",
"•"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "500 feet",
"area": "none",
"targets": "none",
"duration": "until the end of your next turn",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. • Agmazar the Star Titan Speed 100 feet, climb 50 feet; Arrive (necromancy, negative) Channel Void Each foe in a 100-foot emanation takes 16d8 negative energy damage with a basic Fortitude save; • • Depart (transmutation) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. Agyra, the Forever Storm Speed 80 feet, fly 200 feet; Arrive (electricity, evocation) Breath of a Thousand Storms Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also slowed 1 for 1 round (or for 1 minute on a critical failure); Depart (evocation, sonic) Thunderous Blast Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked prone on a failed save. Bezravnis, the Inferno Below Speed 100 feet, burrow 100 feet; Arrive (earth, evocation) Burrow from the Earth's Heart Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the earthquake spell, except there is no chance of falling into a fissure; Depart Web Hurricane Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a -20-foot circumstance penalty to its Speeds until it Escapes (or is immobilized until it escapes on a critical failure). The Escape DC is your spell DC. Mogaru, the Final King Speed 100 feet, swim 100 feet; Arrive (auditory, enchantment, mental) Trance of the King's Melody Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them stunned 3 on a failure; Depart (evocation, fire) Volcanic Breath Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage. Vorgozen, the Shapeless Feeder Speed 50 feet, climb 50 feet, swim 100 feet; Arrive (necromancy) Pollute Magic Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is sickened 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; Depart (acid, evocation) Beam of Purest Vitriol Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save. Yarthoon, the Moon Grub Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; Arrive (cold, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic evocation) Algid Beam Barrage Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; Depart (cold, conjuration, water) Frostbite Mist Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of obscuring mist, plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save.",
"description_snippet": "You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju o",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "6d12",
"type": "electricity",
"persistent": false
},
{
"formula": "6d10",
"type": "sonic",
"persistent": false
},
{
"formula": "8d12",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "10d6",
"type": "fire",
"persistent": false
},
{
"formula": "4d6",
"type": "fire",
"persistent": true
},
{
"formula": "10d6",
"type": "acid",
"persistent": false
},
{
"formula": "10d6",
"type": "bludgeoning",
"persistent": false
},
{
"formula": "10d6",
"type": "cold",
"persistent": false
},
{
"formula": "5d6",
"type": "cold",
"persistent": false
}
],
"damage_type": [
"acid",
"bludgeoning",
"cold",
"electricity",
"fire",
"sonic"
],
"effects": {
"description": "You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a Gargantuan creature. When you Cast this Spell, choose one of the kaiju below to summon. • Agmazar the Star Titan Speed 100 feet, climb 50 feet; Arrive (necromancy, negative) Channel Void Each foe in a 100-foot emanation takes 16d8 negative energy damage with a basic Fortitude save; • • Depart (transmutation) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. Agyra, the Forever Storm Speed 80 feet, fly 200 feet; Arrive (electricity, evocation) Breath of a Thousand Storms Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also slowed 1 for 1 round (or for 1 minute on a critical failure); Depart (evocation, sonic) Thunderous Blast Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked prone on a failed save. Bezravnis, the Inferno Below Speed 100 feet, burrow 100 feet; Arrive (earth, evocation) Burrow from the Earth's Heart Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take 8d12 bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the earthquake spell, except there is no chance of falling into a fissure; Depart Web Hurricane Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a -20-foot circumstance penalty to its Speeds until it Escapes (or is immobilized until it escapes on a critical failure). The Escape DC is your spell DC. Mogaru, the Final King Speed 100 feet, swim 100 feet; Arrive (auditory, enchantment, mental) Trance of the King's Melody Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them stunned 3 on a failure; Depart (evocation, fire) Volcanic Breath Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes 10d6 fire damage with a basic Reflex save. On a failure, it also takes 4d6 persistent fire damage. Vorgozen, the Shapeless Feeder Speed 50 feet, climb 50 feet, swim 100 feet; Arrive (necromancy) Pollute Magic Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is sickened 2. Any of your enemies that Casts a Spell within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already sickened; Depart (acid, evocation) Beam of Purest Vitriol Each creature in a 1,200-foot line takes 10d6 acid damage and 10d6 bludgeoning damage with a basic Fortitude save. Yarthoon, the Moon Grub Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; Arrive (cold, Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic evocation) Algid Beam Barrage Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal 10d6 cold damage with a basic Reflex save; Depart (cold, conjuration, water) Frostbite Mist Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of obscuring mist, plus any creature within the area at the end of its turn take 5d6 cold damage with a basic Fortitude save.",
"outcomes": []
},
"conditions_caused": [
"immobilized",
"prone",
"sickened",
"slowed",
"stunned"
],
"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": 15525,
"source_line_end": 15621,
"raw_text_block": "SUMMON KAIJU\nRARE\n•\nCONJURATION\n•\n•\nSPELL 10\nINCARNATE\nTraditions primal\nCast [three-actions] material, somatic, verbal\nRange 500 feet\nDuration until the end of your next turn\nYou briefly conjure a kaiju, a massive, rampaging\nmonster with a unique name and legendary reputation.\nIt rises from its secluded lair to annihilate your foes. The\nsummoned kaiju occupies the space of a Gargantuan\ncreature. When you Cast this Spell, choose one of the\nkaiju below to summon.\n• Agmazar the Star Titan Speed 100 feet, climb\n50 feet; Arrive (necromancy, negative) Channel\nVoid Each foe in a 100-foot emanation takes 16d8\nnegative energy damage with a basic Fortitude save;\n•\n•\nDepart (transmutation) Gravitic Repulsion Each foe\nin a 50-foot emanation is pushed 100 feet away\nunless it succeeds at a Fortitude save.\nAgyra, the Forever Storm Speed 80 feet, fly 200\nfeet; Arrive (electricity, evocation) Breath of a\nThousand Storms Agyra shoots two 1,200-foot lines\nof electricity, one from each of her heads. The lines\ncan't overlap. Each creature along one of the lines\ntakes 6d12 electricity damage with a basic Reflex\nsave. On a failure, the creature is also slowed 1 for\n1 round (or for 1 minute on a critical failure); Depart\n(evocation, sonic) Thunderous Blast Each creature\nwithin a 100-foot emanation takes 6d10 sonic\ndamage with a basic Reflex save, and is also knocked\nprone on a failed save.\nBezravnis, the Inferno Below Speed 100 feet, burrow\n100 feet; Arrive (earth, evocation) Burrow from the\nEarth's Heart Bezravnis explodes from the ground\nwhere it was summoned, causing all creatures in a\n50-foot emanation to take 8d12 bludgeoning damage\nwith a basic Reflex save. This potentially collapses\nstructures with the collapse effect of the earthquake\nspell, except there is no chance of falling into a\nfissure; Depart Web Hurricane Bezravnis departs with\na hurricane of webbing. All creatures within a 50-foot\nemanation must succeed at a Reflex save or take a\n-20-foot circumstance penalty to its Speeds until it\nEscapes (or is immobilized until it escapes on a critical\nfailure). The Escape DC is your spell DC.\nMogaru, the Final King Speed 100 feet, swim 100 feet;\nArrive (auditory, enchantment, mental) Trance of the\nKing's Melody Mogaru manifests with a burst of the\nsong that summoned him, requiring all foes within 60\nfeet who can hear him to attempt a Will save, leaving\nthem stunned 3 on a failure; Depart (evocation, fire)\nVolcanic Breath Mogaru unleashes his scorching\nbreath in a 120-foot cone. Each creature in the area\ntakes 10d6 fire damage with a basic Reflex save. On a\nfailure, it also takes 4d6 persistent fire damage.\nVorgozen, the Shapeless Feeder Speed 50 feet,\nclimb 50 feet, swim 100 feet; Arrive (necromancy)\nPollute Magic Vorgozen's foul presence pollutes\nmagic around her. Each of your enemies within a\n60-foot emanation that are under the effects of a\nspell must attempt a Fortitude save. On a failure,\nthe creature is sickened 2. Any of your enemies\nthat Casts a Spell within 60 feet of Vorgozen must\nattempt a Fortitude save with the same effects\nunless it's already sickened; Depart (acid, evocation)\nBeam of Purest Vitriol Each creature in a 1,200-foot\nline takes 10d6 acid damage and 10d6 bludgeoning\ndamage with a basic Fortitude save.\nYarthoon, the Moon Grub Speed 60 feet, burrow\n100 feet, fly 100 feet, swim 100 feet; Arrive (cold,\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic\nevocation) Algid Beam Barrage Yarthoon fires\ncountless beams, targeting each of your enemies\nwithin 200 feet of it. The beams deal 10d6 cold\ndamage with a basic Reflex save; Depart (cold,\nconjuration, water) Frostbite Mist Chilling mist surges\nout in a 100-foot burst centered on Yarthoon and\nremains for 1 minute. This mist has the effects of\nobscuring mist, plus any creature within the area at\nthe end of its turn take 5d6 cold damage with a basic\nFortitude save.",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "summon-kaiju",
"content_id": "summon-kaiju",
"level": 10
}
Core Rulebook (Fourth Printing)
Time Stop
Rank 10 · Spell · Common
You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell.
Advanced review details
Description snippet: You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you
Source lines: 59311 - 59328
Raw text block
TIME STOP SPELL 10 TRANSMUTATION Traditions arcane, occult Cast [three-actions] material, somatic, verbal You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell.",
"outcomes": []
}
Full schema_data
{
"id": "time-stop",
"name": "Time Stop",
"rank": 10,
"is_cantrip": false,
"spell_type": "spell",
"school": "transmutation",
"rarity": "common",
"traditions": [
"arcane",
"occult"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell.",
"description_snippet": "You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you",
"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 temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 59311,
"source_line_end": 59328,
"raw_text_block": "TIME STOP\nSPELL 10\nTRANSMUTATION\nTraditions arcane, occult\nCast [three-actions] material, somatic, verbal\nYou temporarily stop time for everything but yourself, allowing\nyou to use several actions in what appears to others to be no\ntime at all. Immediately after casting time stop, you can use up\nto 9 actions in 3 sets of up to 3 actions each. After each set\nof actions, 1 round passes, but only for you, effects specifically\ntargeting or affecting you, and effects you create during the\nstoppage. All other creatures and objects are invulnerable to\nyour attacks, and you can't target or affect them with anything.\nOnce you have finished your actions, time begins to flow again\nfor the rest of the world. If you created an effect with a duration\nthat extends beyond the time stop's duration, such as wall of\nfire, it immediately affects others again, but it doesn't have any\nof the effects that happen only when you first cast the spell.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "time-stop",
"content_id": "time-stop",
"level": 10
}
Core Rulebook (4th Printing)
Wish
Rank 10 · Spell · Common
Make a wish to duplicate
Advanced review details
Description snippet: Make a wish to duplicate
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 10,
"school": "divination",
"traditions": [
"arcane"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Make a wish to duplicate",
"content_id": "wish",
"type": "spell",
"description": "Make a wish to duplicate"
}
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