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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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Showing page 5 of 36 for 898 matching canonical spell rows.

Core Rulebook (Fourth Printing)

Detect Poison

Rank 1 · Spell · Uncommon

Registry ID
detect-poison
SpellUncommondivinationdivineprimal

Spell or Effect Level — 0-3 4-7 8-9 Aura Strength None Faint Moderate Powerful Overwhelming DETECTION SPELL 1 DIVINATION Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 object or creature You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.

Description snippet: Spell or Effect Level — 0-3 4-7 8-9 Aura Strength None Faint Moderate Powerful Overwhelming DETECTION SPELL 1 DIVINATION Traditions divine, primal Cast [two-actions] somatic, verba

Source lines: 51084 - 51109

Raw text block

DETECT POISON
UNCOMMON
Spell or
Effect Level
—
0-3
4-7
8-9
Aura Strength
None
Faint
Moderate
Powerful
Overwhelming
DETECTION
SPELL 1
DIVINATION
Traditions divine, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 object or creature
You detect whether a creature is venomous or poisonous, or if
an object is poison or has been poisoned. You do not ascertain
whether the target is poisonous in multiple ways, nor do you
learn the type or types of poison. Certain substances, like lead
and alcohol, are poisons and so mask other poisons.
Heightened (2nd) You learn the number and types of poison.

Heightened

[
    {
        "label": "2nd",
        "type": "raw",
        "text": "You learn the number and types of poison."
    }
]

Damage clauses

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

Effects

{
    "description": "Spell or Effect Level — 0-3 4-7 8-9 Aura Strength None Faint Moderate Powerful Overwhelming DETECTION SPELL 1 DIVINATION Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 object or creature You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.",
    "outcomes": []
}

Full schema_data

{
    "id": "detect-poison",
    "name": "Detect Poison",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "divine",
        "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": "Spell or Effect Level — 0-3 4-7 8-9 Aura Strength None Faint Moderate Powerful Overwhelming DETECTION SPELL 1 DIVINATION Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 object or creature You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.",
    "description_snippet": "Spell or Effect Level — 0-3 4-7 8-9 Aura Strength None Faint Moderate Powerful Overwhelming DETECTION SPELL 1 DIVINATION Traditions divine, primal Cast [two-actions] somatic, verba",
    "heightened": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "You learn the number and types of poison."
        }
    ],
    "heightened_scaling": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "You learn the number and types of poison."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Spell or Effect Level — 0-3 4-7 8-9 Aura Strength None Faint Moderate Powerful Overwhelming DETECTION SPELL 1 DIVINATION Traditions divine, primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 object or creature You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.",
        "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": 51084,
    "source_line_end": 51109,
    "raw_text_block": "DETECT POISON\nUNCOMMON\nSpell or\nEffect Level\n—\n0-3\n4-7\n8-9\nAura Strength\nNone\nFaint\nModerate\nPowerful\nOverwhelming\nDETECTION\nSPELL 1\nDIVINATION\nTraditions divine, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 object or creature\nYou detect whether a creature is venomous or poisonous, or if\nan object is poison or has been poisoned. You do not ascertain\nwhether the target is poisonous in multiple ways, nor do you\nlearn the type or types of poison. Certain substances, like lead\nand alcohol, are poisons and so mask other poisons.\nHeightened (2nd) You learn the number and types of poison.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "detect-poison",
    "content_id": "detect-poison",
    "level": 1
}

Core Rulebook (Fourth Printing)

Diabolic Edict

Rank 1 · Focus · Uncommon

Registry ID
diabolic-edict
FocusUncommonenchantmentdivine

You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a -1 status penalty to all its attack rolls and skill checks.

Description snippet: You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks rel

Source lines: 63968 - 63980

Raw text block

DIABOLIC EDICT
FOCUS 1
UNCOMMON ENCHANTMENT
SORCERER
Casting [one-action] verbal
Range 30 feet; Targets 1 willing living creature
Duration 1 round
You issue a diabolic edict, demanding the target perform a
particular task and offering rewards for its fulfillment. It gains
a +1 status bonus to attack rolls and skill checks related to
performing the task. If it refuses to perform the task you
proclaimed, it instead takes a -1 status penalty to all its attack
rolls and skill checks.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a -1 status penalty to all its attack rolls and skill checks.",
    "outcomes": []
}

Full schema_data

{
    "id": "diabolic-edict",
    "name": "Diabolic Edict",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 willing living creature",
    "duration": "1 round",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a -1 status penalty to all its attack rolls and skill checks.",
    "description_snippet": "You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks rel",
    "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 issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a -1 status penalty to all its attack rolls and skill checks.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "sorcerer",
    "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": 63968,
    "source_line_end": 63980,
    "raw_text_block": "DIABOLIC EDICT\nFOCUS 1\nUNCOMMON ENCHANTMENT\nSORCERER\nCasting [one-action] verbal\nRange 30 feet; Targets 1 willing living creature\nDuration 1 round\nYou issue a diabolic edict, demanding the target perform a\nparticular task and offering rewards for its fulfillment. It gains\na +1 status bonus to attack rolls and skill checks related to\nperforming the task. If it refuses to perform the task you\nproclaimed, it instead takes a -1 status penalty to all its attack\nrolls and skill checks.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "diabolic-edict",
    "content_id": "diabolic-edict",
    "level": 1
}

Advanced Player's Guide

Dim The Light

Rank 1 · Focus · Uncommon

Registry ID
dim-the-light
FocusUncommonevocationNone

You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to Hide, and you can become hidden to a creature even if you don't have cover and aren't otherwise concealed from that creature. You cease being hidden at the end of your turn unless you move into cover or become concealed before then.

Description snippet: You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to H

Source lines: 33596 - 33608

Raw text block

DIM THE LIGHT
UNCOMMON
FOCUS 1
EVOCATION
SORCERER
Cast [reaction] somatic; Trigger You cast a darkness or shadow spell.
You magnify the darkness from the triggering effect, causing
the ambient light level to flicker briefly so you can slip from
sight. You can immediately attempt a Stealth check to Hide,
and you can become hidden to a creature even if you don't
have cover and aren't otherwise concealed from that creature.
You cease being hidden at the end of your turn unless you
move into cover or become concealed before then.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to Hide, and you can become hidden to a creature even if you don't have cover and aren't otherwise concealed from that creature. You cease being hidden at the end of your turn unless you move into cover or become concealed before then.",
    "outcomes": []
}

Full schema_data

{
    "id": "dim-the-light",
    "name": "Dim The Light",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "You cast a darkness or shadow spell.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to Hide, and you can become hidden to a creature even if you don't have cover and aren't otherwise concealed from that creature. You cease being hidden at the end of your turn unless you move into cover or become concealed before then.",
    "description_snippet": "You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to H",
    "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 magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to Hide, and you can become hidden to a creature even if you don't have cover and aren't otherwise concealed from that creature. You cease being hidden at the end of your turn unless you move into cover or become concealed before then.",
        "outcomes": []
    },
    "conditions_caused": [
        "concealed",
        "hidden"
    ],
    "focus_class": "sorcerer",
    "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": 33596,
    "source_line_end": 33608,
    "raw_text_block": "DIM THE LIGHT\nUNCOMMON\nFOCUS 1\nEVOCATION\nSORCERER\nCast [reaction] somatic; Trigger You cast a darkness or shadow spell.\nYou magnify the darkness from the triggering effect, causing\nthe ambient light level to flicker briefly so you can slip from\nsight. You can immediately attempt a Stealth check to Hide,\nand you can become hidden to a creature even if you don't\nhave cover and aren't otherwise concealed from that creature.\nYou cease being hidden at the end of your turn unless you\nmove into cover or become concealed before then.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dim-the-light",
    "content_id": "dim-the-light",
    "level": 1
}

Secrets of Magic

Dimensional Assault

Rank 1 · Focus · Uncommon

Registry ID
dimensional-assault
FocusUncommonconjurationNone

You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.

Description snippet: You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make

Source lines: 16651 - 16663

Raw text block

DIMENSIONAL ASSAULT
UNCOMMON
CONJURATION
FOCUS 1
MAGUS
TELEPORTATION
Cast [one-action] verbal
Range half your Speed
You tumble through space, making a short dimensional
hop to better position yourself for an attack. Teleport to
any square in range that's within reach of a creature, and
then make a melee Strike against one creature within
your reach.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.",
    "outcomes": []
}

Full schema_data

{
    "id": "dimensional-assault",
    "name": "Dimensional Assault",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "magus",
        "teleportation"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "half your Speed",
    "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 tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.",
    "description_snippet": "You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make",
    "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 tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.",
        "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": 16651,
    "source_line_end": 16663,
    "raw_text_block": "DIMENSIONAL ASSAULT\nUNCOMMON\nCONJURATION\nFOCUS 1\nMAGUS\nTELEPORTATION\nCast [one-action] verbal\nRange half your Speed\nYou tumble through space, making a short dimensional\nhop to better position yourself for an attack. Teleport to\nany square in range that's within reach of a creature, and\nthen make a melee Strike against one creature within\nyour reach.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "dimensional-assault",
    "content_id": "dimensional-assault",
    "level": 1
}

Core Rulebook

Dimensional Steps

Rank 1 · Focus · Uncommon

Registry ID
dimensional-steps
FocusUncommonconjurationarcane

You flicker through space. Teleport up to 20 feet to a space you can see.

Description snippet: You flicker through space, teleporting up to 20 feet to a space you can see.

Source lines: 64979 - 64983

Raw text block

DIMENSIONAL STEPS
UNCOMMON
CONJURATION
TELEPORTATION
WIZARD
Cast [one-action] somatic
Range self
You flicker through space. Teleport up to 20 feet to a space you can see.

Heightened

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

Damage clauses

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

Effects

[]

Full schema_data

{
    "id": "dimensional-steps",
    "name": "Dimensional Steps",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "wizard",
        "conjuration",
        "teleportation"
    ],
    "cast": "[one-action]",
    "cast_actions": "1_action",
    "components": [],
    "range": "self",
    "area": "none",
    "targets": "self",
    "duration": "instantaneous",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You flicker through space. Teleport up to 20 feet to a space you can see.",
    "description_snippet": "You flicker through space, teleporting up to 20 feet to a space you can see.",
    "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": [],
    "conditions_caused": [],
    "focus_class": "wizard",
    "focus_domain": "conjuration",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook",
    "source_file": "wizard_school_focus_spells_intermediary.json",
    "source_line_start": 64979,
    "source_line_end": 64983,
    "raw_text_block": "DIMENSIONAL STEPS\nUNCOMMON\nCONJURATION\nTELEPORTATION\nWIZARD\nCast [one-action] somatic\nRange self\nYou flicker through space. Teleport up to 20 feet to a space you can see.",
    "spell_id": "dimensional-steps",
    "content_id": "dimensional-steps",
    "level": 1
}

Core Rulebook (Fourth Printing)

Disrupting Weapons

Rank 1 · Spell · Common

Registry ID
disrupting-weapons
SpellCommonnecromancydivine

You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.

Description snippet: Weapons deal extra positive damage to undead.

Source lines: 51125 - 51136

Raw text block

CANTRIP 1
Traditions divine
Cast [two-actions] somatic, verbal
Range touch; Targets up to two weapons, each of which must be wielded by you or a willing ally, or else unattended
Duration 1 minute
You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.
Heightened (3rd) The damage increases to 2d4 damage.
Heightened (5th) Target up to three weapons, and the damage increases to 3d4 damage.

Heightened

[
    {
        "label": "3rd",
        "type": "fixed_rank",
        "rank": 3,
        "text": "The damage increases to 2d4 damage."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "Target up to three weapons, and the damage increases to 3d4 damage."
    }
]

Damage clauses

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

Effects

{
    "description": "You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.",
    "outcomes": []
}

Full schema_data

{
    "id": "disrupting-weapons",
    "name": "Disrupting Weapons",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "positive"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "up to two weapons, each of which must be wielded by you or a willing ally, or else unattended",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.",
    "description_snippet": "Weapons deal extra positive damage to undead.",
    "heightened": [
        {
            "label": "3rd",
            "type": "fixed_rank",
            "rank": 3,
            "text": "The damage increases to 2d4 damage."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Target up to three weapons, and the damage increases to 3d4 damage."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "fixed_rank",
            "rank": 3,
            "text": "The damage increases to 2d4 damage."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Target up to three weapons, and the damage increases to 3d4 damage."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 51125,
    "source_line_end": 51136,
    "raw_text_block": "CANTRIP 1\nTraditions divine\nCast [two-actions] somatic, verbal\nRange touch; Targets up to two weapons, each of which must be wielded by you or a willing ally, or else unattended\nDuration 1 minute\nYou infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.\nHeightened (3rd) The damage increases to 2d4 damage.\nHeightened (5th) Target up to three weapons, and the damage increases to 3d4 damage.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "disrupting-weapons",
    "content_id": "disrupting-weapons",
    "level": 1
}

Core Rulebook (Fourth Printing)

Diviner's Sight

Rank 1 · Focus · Uncommon

Registry ID
diviners-sight
FocusUncommondivinationarcane

You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target.

Description snippet: You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the sp

Source lines: 64673 - 64688

Raw text block

DIVINER'S SIGHT
UNCOMMON CONCENTRATE
FOCUS 1
DIVINATION
FORTUNE WIZARD
Cast [one-action] verbal
Range 30 feet; Targets 1 willing living creature
Duration until the end of your next turn
You glimpse into the target's future. Roll a d20; when the
target attempts a non-secret saving throw or skill check, it
can use the number you rolled instead of rolling, and the spell
ends. Alternatively, you can instead reveal the result of the die
roll for one of the target's secret checks during the duration,
and the spell ends. Casting it again ends any active diviner's
sight you have cast, as well as any active diviner's sight on
the target.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target.",
    "outcomes": []
}

Full schema_data

{
    "id": "diviners-sight",
    "name": "Diviner's Sight",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "concentrate",
        "fortune"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 willing living creature",
    "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 glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target.",
    "description_snippet": "You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the sp",
    "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 glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "wizard",
    "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": 64673,
    "source_line_end": 64688,
    "raw_text_block": "DIVINER'S SIGHT\nUNCOMMON CONCENTRATE\nFOCUS 1\nDIVINATION\nFORTUNE WIZARD\nCast [one-action] verbal\nRange 30 feet; Targets 1 willing living creature\nDuration until the end of your next turn\nYou glimpse into the target's future. Roll a d20; when the\ntarget attempts a non-secret saving throw or skill check, it\ncan use the number you rolled instead of rolling, and the spell\nends. Alternatively, you can instead reveal the result of the die\nroll for one of the target's secret checks during the duration,\nand the spell ends. Casting it again ends any active diviner's\nsight you have cast, as well as any active diviner's sight on\nthe target.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "diviners-sight",
    "content_id": "diviners-sight",
    "level": 1
}

Secrets of Magic

Draw Ire

Rank 1 · Spell · Common

Registry ID
draw-ire
SpellCommonenchantmentarcaneoccult

You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. Critical Success: The target is unaffected. Success: The target takes half damage and the penalty. The spell ends at the end of the target's next turn. Failure: The target takes full damage and the penalty. Critical Failure: The target takes double damage, and the status penalty is -2.

Description snippet: You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls agai

Source lines: 11510 - 11530

Raw text block

DRAW IRE
EMOTION
SPELL 1
ENCHANTMENT
MENTAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
You cause mental distress to a creature, goading it to
strike back at you. You deal 1d10 mental damage to the
creature and cause it to take a -1 status penalty to attack
rolls against creatures other than you. The creature must
attempt a Will saving throw.
Critical Success The target is unaffected.
Success The target takes half damage and the penalty. The
spell ends at the end of the target's next turn.
Failure The target takes full damage and the penalty.
Critical Failure The target takes double damage, and the
status penalty is -2.
Heightened (+1) The damage increases by 1d10.

Heightened

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

Damage clauses

[
    {
        "formula": "1d10",
        "type": "mental",
        "persistent": false
    }
]

Effects

{
    "description": "You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target takes half damage and the penalty. The spell ends at the end of the target's next turn.",
        "Failure": "The target takes full damage and the penalty.",
        "Critical Failure": "The target takes double damage, and the status penalty is -2."
    }
}

Full schema_data

{
    "id": "draw-ire",
    "name": "Draw Ire",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "emotion",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "120 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. Critical Success: The target is unaffected. Success: The target takes half damage and the penalty. The spell ends at the end of the target's next turn. Failure: The target takes full damage and the penalty. Critical Failure: The target takes double damage, and the status penalty is -2.",
    "description_snippet": "You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls agai",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d10."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d10."
        }
    ],
    "damage": [
        {
            "formula": "1d10",
            "type": "mental",
            "persistent": false
        }
    ],
    "damage_type": [
        "mental"
    ],
    "effects": {
        "description": "You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target takes half damage and the penalty. The spell ends at the end of the target's next turn.",
            "Failure": "The target takes full damage and the penalty.",
            "Critical Failure": "The target takes double damage, and the status penalty is -2."
        }
    },
    "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": 11510,
    "source_line_end": 11530,
    "raw_text_block": "DRAW IRE\nEMOTION\nSPELL 1\nENCHANTMENT\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 120 feet; Targets 1 creature\nSaving Throw Will; Duration 1 minute\nYou cause mental distress to a creature, goading it to\nstrike back at you. You deal 1d10 mental damage to the\ncreature and cause it to take a -1 status penalty to attack\nrolls against creatures other than you. The creature must\nattempt a Will saving throw.\nCritical Success The target is unaffected.\nSuccess The target takes half damage and the penalty. The\nspell ends at the end of the target's next turn.\nFailure The target takes full damage and the penalty.\nCritical Failure The target takes double damage, and the\nstatus penalty is -2.\nHeightened (+1) The damage increases by 1d10.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "draw-ire",
    "content_id": "draw-ire",
    "level": 1
}

Core Rulebook

Dread Aura

Rank 1 · Focus · Uncommon

Registry ID
dread-aura
FocusUncommonenchantmentarcane

A fearful magical aura surrounds you. Creatures in the aura become frightened 1 on a failed Will save.

Description snippet: A fearful magical aura surrounds you, frightening nearby creatures on a failed Will save.

Source lines: 65125 - 65129

Raw text block

DREAD AURA
UNCOMMON
AURA
FOCUS 1
ENCHANTMENT
EMOTION
FEAR
MENTAL
WIZARD
Cast [one-action] verbal
Area 30-foot-radius emanation
Duration sustained up to 1 minute
You emit an aura of terror. Foes in the area are frightened 1 and unable to reduce the condition.

Heightened

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

Damage clauses

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

Effects

[]

Full schema_data

{
    "id": "dread-aura",
    "name": "Dread Aura",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "wizard",
        "enchantment",
        "fear"
    ],
    "cast": "[one-action]",
    "cast_actions": "1_action",
    "components": [],
    "range": "self",
    "area": "10-foot emanation",
    "targets": "creatures in the aura",
    "duration": "sustained up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A fearful magical aura surrounds you. Creatures in the aura become frightened 1 on a failed Will save.",
    "description_snippet": "A fearful magical aura surrounds you, frightening nearby creatures on a failed Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": "none",
    "effects": [],
    "conditions_caused": [
        "frightened"
    ],
    "focus_class": "wizard",
    "focus_domain": "enchantment",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook",
    "source_file": "wizard_school_focus_spells_intermediary.json",
    "source_line_start": 65125,
    "source_line_end": 65129,
    "raw_text_block": "DREAD AURA\nUNCOMMON\nAURA\nFOCUS 1\nENCHANTMENT\nEMOTION\nFEAR\nMENTAL\nWIZARD\nCast [one-action] verbal\nArea 30-foot-radius emanation\nDuration sustained up to 1 minute\nYou emit an aura of terror. Foes in the area are frightened 1 and unable to reduce the condition.",
    "spell_id": "dread-aura",
    "content_id": "dread-aura",
    "level": 1
}

Advanced Player's Guide

Déjà Vu

Rank 1 · Spell · Common

Registry ID
déjà-vu
SpellCommonenchantmentarcaneoccult

You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.

Description snippet: You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the ta

Source lines: 30562 - 30583

Raw text block

DÉJÀ VU
ENCHANTMENT
SPELL 1
INCAPACITATION
MENTAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 100 feet; Targets 1 creature
Saving Throw Will; Duration 2 rounds
You loop a thought process in the target's mind, forcing it to
repeat the same actions over again. The target must attempt
a Will save. If the target fails, whatever actions the target
uses on its next turn, it must repeat on its following turn. The
actions must be repeated in the same order and as close to the
same specifics as possible. For example, if the target makes
an attack, it must repeat the attack against the same creature,
if possible, and if the target moves, it must move the same
distance and direction, if possible, on its next turn.
If the target can't repeat an action, such as Casting a Spell
that has been exhausted or needing to target a creature that
has died, it can act as it chooses for that action but becomes
stupefied 1 until the end of its turn.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.",
    "outcomes": []
}

Full schema_data

{
    "id": "déjà-vu",
    "name": "Déjà Vu",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "enchantment",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "incapacitation",
        "mental"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "2 rounds",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.",
    "description_snippet": "You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the ta",
    "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 loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.",
        "outcomes": []
    },
    "conditions_caused": [
        "stupefied"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30562,
    "source_line_end": 30583,
    "raw_text_block": "DÉJÀ VU\nENCHANTMENT\nSPELL 1\nINCAPACITATION\nMENTAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 100 feet; Targets 1 creature\nSaving Throw Will; Duration 2 rounds\nYou loop a thought process in the target's mind, forcing it to\nrepeat the same actions over again. The target must attempt\na Will save. If the target fails, whatever actions the target\nuses on its next turn, it must repeat on its following turn. The\nactions must be repeated in the same order and as close to the\nsame specifics as possible. For example, if the target makes\nan attack, it must repeat the attack against the same creature,\nif possible, and if the target moves, it must move the same\ndistance and direction, if possible, on its next turn.\nIf the target can't repeat an action, such as Casting a Spell\nthat has been exhausted or needing to target a creature that\nhas died, it can act as it chooses for that action but becomes\nstupefied 1 until the end of its turn.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "déjà-vu",
    "content_id": "déjà-vu",
    "level": 1
}

Secrets of Magic

Echoing Weapon

Rank 1 · Spell · Common

Registry ID
echoing-weapon
SpellCommonevocationarcanedivineoccult

You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).

Description snippet: You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wield

Source lines: 11568 - 11586

Raw text block

ECHOING WEAPON
SPELL 1
SONIC
Traditions arcane, divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 weapon
Duration 1 minute
You channel magical energy into the target weapon, and
the air around it faintly hums each time you strike a blow,
as the impact is absorbed into the weapon. If a creature
is wielding the weapon at the end of its turn, the weapon
discharges a burst of sound targeting one creature adjacent
to the wielder (if any). The sonic damage this deals is equal
to the number of successful Strikes with the target weapon
that the wielder made that turn (to a maximum of 4 sonic
damage if the wielder hits with four Strikes).
Heightened (+2) The sonic damage increases by 1 per
Strike (and the maximum damage increases by 4).

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The sonic damage increases by 1 per Strike (and the maximum damage increases by 4)."
    }
]

Damage clauses

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

Effects

{
    "description": "You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).",
    "outcomes": []
}

Full schema_data

{
    "id": "echoing-weapon",
    "name": "Echoing Weapon",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult"
    ],
    "traits": [
        "sonic"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 weapon",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).",
    "description_snippet": "You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wield",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The sonic damage increases by 1 per Strike (and the maximum damage increases by 4)."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The sonic damage increases by 1 per Strike (and the maximum damage increases by 4)."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).",
        "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": 11568,
    "source_line_end": 11586,
    "raw_text_block": "ECHOING WEAPON\nSPELL 1\nSONIC\nTraditions arcane, divine, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 weapon\nDuration 1 minute\nYou channel magical energy into the target weapon, and\nthe air around it faintly hums each time you strike a blow,\nas the impact is absorbed into the weapon. If a creature\nis wielding the weapon at the end of its turn, the weapon\ndischarges a burst of sound targeting one creature adjacent\nto the wielder (if any). The sonic damage this deals is equal\nto the number of successful Strikes with the target weapon\nthat the wielder made that turn (to a maximum of 4 sonic\ndamage if the wielder hits with four Strikes).\nHeightened (+2) The sonic damage increases by 1 per\nStrike (and the maximum damage increases by 4).",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "echoing-weapon",
    "content_id": "echoing-weapon",
    "level": 1
}

Advanced Player's Guide

Elemental Betrayal

Rank 1 · Focus · Common

Registry ID
elemental-betrayal
FocusCommonNoneNone

You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait.

Description snippet: You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the cho

Source lines: 34054 - 34068

Raw text block

HEX
FOCUS 1
WITCH
Cast [one-action] verbal
Range 30 feet; Targets 1 creature
Duration sustained up to 1 minute
You call upon the elements to undermine your foe. When you
Cast this Spell, choose air, earth, fire, or water. Each time the
target takes damage from a spell or effect with the chosen
trait, it takes an additional 2 damage of one damage type
dealt by the spell or effect. If you chose fire or water, the
target also takes this additional damage when taking fire or
cold damage, respectively, from effects or spells without the
chosen trait.
Heightened (+2) Increase the additional damage by 1.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "Increase the additional damage by 1."
    }
]

Damage clauses

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

Effects

{
    "description": "You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait.",
    "outcomes": []
}

Full schema_data

{
    "id": "elemental-betrayal",
    "name": "Elemental Betrayal",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "none",
    "rarity": "common",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "sustained up to 1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait.",
    "description_snippet": "You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the cho",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "Increase the additional damage by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "Increase the additional damage by 1."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "witch",
    "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": 34054,
    "source_line_end": 34068,
    "raw_text_block": "HEX\nFOCUS 1\nWITCH\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nDuration sustained up to 1 minute\nYou call upon the elements to undermine your foe. When you\nCast this Spell, choose air, earth, fire, or water. Each time the\ntarget takes damage from a spell or effect with the chosen\ntrait, it takes an additional 2 damage of one damage type\ndealt by the spell or effect. If you chose fire or water, the\ntarget also takes this additional damage when taking fire or\ncold damage, respectively, from effects or spells without the\nchosen trait.\nHeightened (+2) Increase the additional damage by 1.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "elemental-betrayal",
    "content_id": "elemental-betrayal",
    "level": 1
}

Secrets of Magic

Elemental Sentinel

Rank 1 · Ritual · Uncommon

Registry ID
elemental-sentinel
RitualUncommonconjurationNone

Target 1 object Duration unlimited You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored. Critical Success: The elemental wisps inhabits the object and willingly serves you to the best of its ability. The wisp becomes aware of the target object's surroundings and can telepathically contact you with a range of 500 feet. It reports to you about intruders or other changes to the room in which it's located. You must tell the wisp what the criteria for the reports will be—for instance, when anyone not openly wearing a certain symbol enters the room or when an item is removed. The wisp has a +5 Perception modifier and observes the room using normal vision, normal hearing, and touch. Success: As critical success, but the range of the telepathy is 100 feet and the wisp's Perception modifier is +3. Failure: You're unable to harness the spirit. The ritual fails. Critical Failure: The elemental wisp is trapped in the object as with a success, but it refuses or is somehow unable to help you. The elemental might have extremely low Intelligence or simply be spiteful. Regardless, the object's reports are always misleading.

Description snippet: Target 1 object Duration unlimited You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering

Source lines: 17474 - 17515

Raw text block

ELEMENTAL SENTINEL
UNCOMMON
RITUAL 1
CONJURATION
Cast 1 day; Cost precious metals, rare incense, and herbs
worth a total value of 15 gp per spell level
Primary Check Arcana (expert) or Occultism (expert)
Target 1 object
Duration unlimited
You place a tiny elemental wisp within a single object,
usually a mirror, statue, or other mundane-looking item, to
serve as an alarm. Shattering or otherwise destroying the
object frees the wisp and ends the ritual's effect even if the
object is magically restored.
Critical Success The elemental wisps inhabits the object
and willingly serves you to the best of its ability. The
wisp becomes aware of the target object's surroundings
and can telepathically contact you with a range of 500
feet. It reports to you about intruders or other changes
to the room in which it's located. You must tell the wisp
what the criteria for the reports will be—for instance,
when anyone not openly wearing a certain symbol
enters the room or when an item is removed. The wisp
has a +5 Perception modifier and observes the room
using normal vision, normal hearing, and touch.
Success As critical success, but the range of the telepathy
is 100 feet and the wisp's Perception modifier is +3.
Failure You're unable to harness the spirit. The ritual fails.
Critical Failure The elemental wisp is trapped in the
object as with a success, but it refuses or is somehow
unable to help you. The elemental might have extremely
low Intelligence or simply be spiteful. Regardless, the
object's reports are always misleading.
Heightened (4th) The range of the telepathic link increases,
allowing the wisp to contact you anywhere on the same
planet. Its Perception modifier increases to +10, or +12
on a critical success.
Heightened (6th) As 4th level, except the wisp can see
invisibility, and its Perception modifier increases to +15,
or +17 on a critical success.
GARDEN OF DEATH
UNCOMMON

Heightened

[
    {
        "label": "4th",
        "type": "fixed_rank",
        "rank": 4,
        "text": "The range of the telepathic link increases, allowing the wisp to contact you anywhere on the same planet. Its Perception modifier increases to +10, or +12 on a critical success."
    },
    {
        "label": "6th",
        "type": "fixed_rank",
        "rank": 6,
        "text": "As 4th level, except the wisp can see invisibility, and its Perception modifier increases to +15, or +17 on a critical success. GARDEN OF DEATH UNCOMMON"
    }
]

Damage clauses

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

Effects

{
    "description": "Target 1 object Duration unlimited You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored.",
    "outcomes": {
        "Critical Success": "The elemental wisps inhabits the object and willingly serves you to the best of its ability. The wisp becomes aware of the target object's surroundings and can telepathically contact you with a range of 500 feet. It reports to you about intruders or other changes to the room in which it's located. You must tell the wisp what the criteria for the reports will be—for instance, when anyone not openly wearing a certain symbol enters the room or when an item is removed. The wisp has a +5 Perception modifier and observes the room using normal vision, normal hearing, and touch.",
        "Success": "As critical success, but the range of the telepathy is 100 feet and the wisp's Perception modifier is +3.",
        "Failure": "You're unable to harness the spirit. The ritual fails.",
        "Critical Failure": "The elemental wisp is trapped in the object as with a success, but it refuses or is somehow unable to help you. The elemental might have extremely low Intelligence or simply be spiteful. Regardless, the object's reports are always misleading."
    }
}

Full schema_data

{
    "id": "elemental-sentinel",
    "name": "Elemental Sentinel",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "ritual",
    "school": "conjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "1 day",
    "cast_actions": "one_day",
    "components": [
        "none"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "precious metals, rare incense, and herbs worth a total value of 15 gp per spell level",
    "primary_check": "Arcana (expert) or Occultism (expert)",
    "secondary_casters": "none",
    "description": "Target 1 object Duration unlimited You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored. Critical Success: The elemental wisps inhabits the object and willingly serves you to the best of its ability. The wisp becomes aware of the target object's surroundings and can telepathically contact you with a range of 500 feet. It reports to you about intruders or other changes to the room in which it's located. You must tell the wisp what the criteria for the reports will be—for instance, when anyone not openly wearing a certain symbol enters the room or when an item is removed. The wisp has a +5 Perception modifier and observes the room using normal vision, normal hearing, and touch. Success: As critical success, but the range of the telepathy is 100 feet and the wisp's Perception modifier is +3. Failure: You're unable to harness the spirit. The ritual fails. Critical Failure: The elemental wisp is trapped in the object as with a success, but it refuses or is somehow unable to help you. The elemental might have extremely low Intelligence or simply be spiteful. Regardless, the object's reports are always misleading.",
    "description_snippet": "Target 1 object Duration unlimited You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering",
    "heightened": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The range of the telepathic link increases, allowing the wisp to contact you anywhere on the same planet. Its Perception modifier increases to +10, or +12 on a critical success."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "As 4th level, except the wisp can see invisibility, and its Perception modifier increases to +15, or +17 on a critical success. GARDEN OF DEATH UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "4th",
            "type": "fixed_rank",
            "rank": 4,
            "text": "The range of the telepathic link increases, allowing the wisp to contact you anywhere on the same planet. Its Perception modifier increases to +10, or +12 on a critical success."
        },
        {
            "label": "6th",
            "type": "fixed_rank",
            "rank": 6,
            "text": "As 4th level, except the wisp can see invisibility, and its Perception modifier increases to +15, or +17 on a critical success. GARDEN OF DEATH UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Target 1 object Duration unlimited You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored.",
        "outcomes": {
            "Critical Success": "The elemental wisps inhabits the object and willingly serves you to the best of its ability. The wisp becomes aware of the target object's surroundings and can telepathically contact you with a range of 500 feet. It reports to you about intruders or other changes to the room in which it's located. You must tell the wisp what the criteria for the reports will be—for instance, when anyone not openly wearing a certain symbol enters the room or when an item is removed. The wisp has a +5 Perception modifier and observes the room using normal vision, normal hearing, and touch.",
            "Success": "As critical success, but the range of the telepathy is 100 feet and the wisp's Perception modifier is +3.",
            "Failure": "You're unable to harness the spirit. The ritual fails.",
            "Critical Failure": "The elemental wisp is trapped in the object as with a success, but it refuses or is somehow unable to help you. The elemental might have extremely low Intelligence or simply be spiteful. Regardless, the object's reports are always misleading."
        }
    },
    "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": 17474,
    "source_line_end": 17515,
    "raw_text_block": "ELEMENTAL SENTINEL\nUNCOMMON\nRITUAL 1\nCONJURATION\nCast 1 day; Cost precious metals, rare incense, and herbs\nworth a total value of 15 gp per spell level\nPrimary Check Arcana (expert) or Occultism (expert)\nTarget 1 object\nDuration unlimited\nYou place a tiny elemental wisp within a single object,\nusually a mirror, statue, or other mundane-looking item, to\nserve as an alarm. Shattering or otherwise destroying the\nobject frees the wisp and ends the ritual's effect even if the\nobject is magically restored.\nCritical Success The elemental wisps inhabits the object\nand willingly serves you to the best of its ability. The\nwisp becomes aware of the target object's surroundings\nand can telepathically contact you with a range of 500\nfeet. It reports to you about intruders or other changes\nto the room in which it's located. You must tell the wisp\nwhat the criteria for the reports will be—for instance,\nwhen anyone not openly wearing a certain symbol\nenters the room or when an item is removed. The wisp\nhas a +5 Perception modifier and observes the room\nusing normal vision, normal hearing, and touch.\nSuccess As critical success, but the range of the telepathy\nis 100 feet and the wisp's Perception modifier is +3.\nFailure You're unable to harness the spirit. The ritual fails.\nCritical Failure The elemental wisp is trapped in the\nobject as with a success, but it refuses or is somehow\nunable to help you. The elemental might have extremely\nlow Intelligence or simply be spiteful. Regardless, the\nobject's reports are always misleading.\nHeightened (4th) The range of the telepathic link increases,\nallowing the wisp to contact you anywhere on the same\nplanet. Its Perception modifier increases to +10, or +12\non a critical success.\nHeightened (6th) As 4th level, except the wisp can see\ninvisibility, and its Perception modifier increases to +15,\nor +17 on a critical success.\nGARDEN OF DEATH\nUNCOMMON",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "elemental-sentinel",
    "content_id": "elemental-sentinel",
    "level": 1
}

Core Rulebook

Energy Absorption

Rank 1 · Focus · Uncommon

Registry ID
energy-absorption
FocusUncommonabjurationarcane

You absorb hostile magical energy. Reduce damage from the triggering spell by 3 times the spell's rank.

Description snippet: You absorb hostile magical energy, reducing damage from the triggering spell by 3 times the spell's rank.

Source lines: 65189 - 65194

Raw text block

ENERGY ABSORPTION
UNCOMMON
ABJURATION
FOCUS 1
WIZARD
Cast [reaction] verbal; Trigger An effect would deal acid, cold, electricity, or fire damage to you.
You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage.
Heightened (+1) The resistance increases by 5.

Heightened

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

Damage clauses

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

Effects

[]

Full schema_data

{
    "id": "energy-absorption",
    "name": "Energy Absorption",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "wizard",
        "abjuration"
    ],
    "cast": "[reaction]",
    "cast_actions": "reaction",
    "components": [],
    "range": "none",
    "area": "none",
    "targets": "self",
    "duration": "triggering effect",
    "save": "none",
    "save_type": "none",
    "trigger": "A spell would deal damage to you.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You absorb hostile magical energy. Reduce damage from the triggering spell by 3 times the spell's rank.",
    "description_snippet": "You absorb hostile magical energy, reducing damage from the triggering spell by 3 times the spell's rank.",
    "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": [],
    "conditions_caused": [],
    "focus_class": "wizard",
    "focus_domain": "abjuration",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook",
    "source_file": "wizard_school_focus_spells_intermediary.json",
    "source_line_start": 65189,
    "source_line_end": 65194,
    "raw_text_block": "ENERGY ABSORPTION\nUNCOMMON\nABJURATION\nFOCUS 1\nWIZARD\nCast [reaction] verbal; Trigger An effect would deal acid, cold, electricity, or fire damage to you.\nYou gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage.\nHeightened (+1) The resistance increases by 5.",
    "spell_id": "energy-absorption",
    "content_id": "energy-absorption",
    "level": 1
}

Secrets of Magic

Evolution Surge

Rank 1 · Focus · Common

Registry ID
evolution-surge
FocusCommontransmutationNone

You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: • Your eidolon gains low-light vision and darkvision. • Your eidolon gains scent as an imprecise sense up to 30 feet. • Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. • Your eidolon gains a +20-foot status bonus to its Speed.

Description snippet: You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: • Your eidolon gains low-light vision and dar

Source lines: 16919 - 16958

Raw text block

SUMMONER
FOCUS 1
TRANSMUTATION
Cast [two-actions] somatic, verbal
Range 100 feet; Targets your eidolon
Duration 1 minute
You flood your eidolon with power, creating a temporary
evolution in your eidolon's capabilities. Choose one of the
following effects:
• Your eidolon gains low-light vision and darkvision.
• Your eidolon gains scent as an imprecise sense up to
30 feet.
• Your eidolon can breathe underwater and gains
a swim Speed equal to its land Speed or 30 feet,
whichever is less. Alternatively, if your eidolon is
normally aquatic, it can breathe air and gains a land
Speed equal to its swim Speed or 30 feet, whichever
is less. Either way, it gains the amphibious trait.
• Your eidolon gains a +20-foot status bonus to its
Speed.
Heightened (3rd) Add the following options to the list of
effects you can choose:
• Your eidolon becomes Large, instead of its previous
size. This increases your eidolon's reach to 10 feet but
doesn't change any other statistics for your eidolon.
Because of the special link you share, you can ride
your eidolon without getting in each other's way. If
another creature tries to ride your eidolon, both you
and the riding creature each regain only 2 actions at
the start of your turns each round, as normal.
• Your eidolon gains a climb Speed equal to its land
Speed.
Heightened (5th) Add the options from the 3rd-level
version and the following options to the list of effects
you can choose:
• Your eidolon becomes Huge, instead of its previous
size. This has the same effects as the 3rd-level
option to become Large, except your eidolon's reach
increases to 15 feet.
• Your eidolon gains a fly Speed equal to its Speed.

Heightened

[
    {
        "label": "3rd",
        "type": "raw",
        "text": "Add the following options to the list of effects you can choose: • Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. • Your eidolon gains a climb Speed equal to its land Speed."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "Add the options from the 3rd-level version and the following options to the list of effects you can choose: • Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. • Your eidolon gains a fly Speed equal to its Speed."
    }
]

Damage clauses

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

Effects

{
    "description": "You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: • Your eidolon gains low-light vision and darkvision. • Your eidolon gains scent as an imprecise sense up to 30 feet. • Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. • Your eidolon gains a +20-foot status bonus to its Speed.",
    "outcomes": []
}

Full schema_data

{
    "id": "evolution-surge",
    "name": "Evolution Surge",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "100 feet",
    "area": "none",
    "targets": "your eidolon",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: • Your eidolon gains low-light vision and darkvision. • Your eidolon gains scent as an imprecise sense up to 30 feet. • Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. • Your eidolon gains a +20-foot status bonus to its Speed.",
    "description_snippet": "You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: • Your eidolon gains low-light vision and dar",
    "heightened": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "Add the following options to the list of effects you can choose: • Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. • Your eidolon gains a climb Speed equal to its land Speed."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Add the options from the 3rd-level version and the following options to the list of effects you can choose: • Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. • Your eidolon gains a fly Speed equal to its Speed."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "Add the following options to the list of effects you can choose: • Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. • Your eidolon gains a climb Speed equal to its land Speed."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "Add the options from the 3rd-level version and the following options to the list of effects you can choose: • Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. • Your eidolon gains a fly Speed equal to its Speed."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: • Your eidolon gains low-light vision and darkvision. • Your eidolon gains scent as an imprecise sense up to 30 feet. • Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. • Your eidolon gains a +20-foot status bonus to its Speed.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "summoner",
    "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": 16919,
    "source_line_end": 16958,
    "raw_text_block": "SUMMONER\nFOCUS 1\nTRANSMUTATION\nCast [two-actions] somatic, verbal\nRange 100 feet; Targets your eidolon\nDuration 1 minute\nYou flood your eidolon with power, creating a temporary\nevolution in your eidolon's capabilities. Choose one of the\nfollowing effects:\n• Your eidolon gains low-light vision and darkvision.\n• Your eidolon gains scent as an imprecise sense up to\n30 feet.\n• Your eidolon can breathe underwater and gains\na swim Speed equal to its land Speed or 30 feet,\nwhichever is less. Alternatively, if your eidolon is\nnormally aquatic, it can breathe air and gains a land\nSpeed equal to its swim Speed or 30 feet, whichever\nis less. Either way, it gains the amphibious trait.\n• Your eidolon gains a +20-foot status bonus to its\nSpeed.\nHeightened (3rd) Add the following options to the list of\neffects you can choose:\n• Your eidolon becomes Large, instead of its previous\nsize. This increases your eidolon's reach to 10 feet but\ndoesn't change any other statistics for your eidolon.\nBecause of the special link you share, you can ride\nyour eidolon without getting in each other's way. If\nanother creature tries to ride your eidolon, both you\nand the riding creature each regain only 2 actions at\nthe start of your turns each round, as normal.\n• Your eidolon gains a climb Speed equal to its land\nSpeed.\nHeightened (5th) Add the options from the 3rd-level\nversion and the following options to the list of effects\nyou can choose:\n• Your eidolon becomes Huge, instead of its previous\nsize. This has the same effects as the 3rd-level\noption to become Large, except your eidolon's reach\nincreases to 15 feet.\n• Your eidolon gains a fly Speed equal to its Speed.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "evolution-surge",
    "content_id": "evolution-surge",
    "level": 1
}

Secrets of Magic

Extend Boost

Rank 1 · Focus · Uncommon

Registry ID
extend-boost
FocusUncommondivinationNone

You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost eidolon or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as Nature for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success: The spell lasts 4 rounds. Success: The spell lasts 3 rounds. Failure: The spell lasts 1 round, but you don't spend the Focus Point for casting this spell. LIFELINK SURGE UNCOMMON HEALING DESCRIBING LINK SPELLS The way it feels to cast a link spell depends deeply on the unique connection between a summoner and their eidolon, but some similarities carry across various eidolon types. Arcane eidolons and their summoners tend to experience a moment where their minds and thoughts align, a flash of a momentary hive mind like when two people overlap each other's sentences or say the same thing simultaneously. The community of arcane summoner scholars sometimes refer to this minor instantaneous hive mind moment as “bee brain.” Divine eidolons and their summoners, in many cases, share an instant and intense faith in one another, a shared unspoken understanding that they'll always be there for each other. Occult eidolons likely feel grounded and tethered by the summoner, while the summoner is buoyed by the occult eidolon's intrinsic emotion reverberating through their spirit. Primal eidolons and their summoners often feel a raw instinctual connection coursing through their veins, which can cause them to adopt a few of the other's unconscious mannerisms or instincts for a brief period.

Description snippet: You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost

Source lines: 16964 - 17013

Raw text block

EXTEND BOOST
UNCOMMON
DIVINATION
FOCUS 1
METAMAGIC
SUMMONER
Cast [free-action] verbal
You focus on the intricacies of the magic binding you to
your eidolon to extend the duration of your boost eidolon
or reinforce eidolon spell. If your next action is to cast
boost eidolon or reinforce eidolon, attempt a skill check
with the skill associated with the tradition of magic
you gain from your eidolon (such as Nature for a primal
eidolon). The DC is usually a standard-difficulty DC of
your level, but the GM can assign a different DC based
on the circumstances. The effect depends on the result
of your check.
Critical Success The spell lasts 4 rounds.
Success The spell lasts 3 rounds.
Failure The spell lasts 1 round, but you don't spend the
Focus Point for casting this spell.
LIFELINK SURGE
UNCOMMON
HEALING
DESCRIBING LINK SPELLS
The way it feels to cast a link spell depends deeply
on the unique connection between a summoner
and their eidolon, but some similarities carry
across various eidolon types.
Arcane eidolons and their summoners tend
to experience a moment where their minds and
thoughts align, a flash of a momentary hive
mind like when two people overlap each other's
sentences or say the same thing simultaneously.
The community of arcane summoner scholars
sometimes refer to this minor instantaneous hive
mind moment as “bee brain.”
Divine eidolons and their summoners, in many
cases, share an instant and intense faith in one
another, a shared unspoken understanding that
they'll always be there for each other.
Occult eidolons likely feel grounded and
tethered by the summoner, while the summoner
is buoyed by the occult eidolon's intrinsic emotion
reverberating through their spirit.
Primal eidolons and their summoners often feel
a raw instinctual connection coursing through
their veins, which can cause them to adopt a few
of the other's unconscious mannerisms or instincts
for a brief period.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost eidolon or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as Nature for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.",
    "outcomes": {
        "Critical Success": "The spell lasts 4 rounds.",
        "Success": "The spell lasts 3 rounds.",
        "Failure": "The spell lasts 1 round, but you don't spend the Focus Point for casting this spell. LIFELINK SURGE UNCOMMON HEALING DESCRIBING LINK SPELLS The way it feels to cast a link spell depends deeply on the unique connection between a summoner and their eidolon, but some similarities carry across various eidolon types. Arcane eidolons and their summoners tend to experience a moment where their minds and thoughts align, a flash of a momentary hive mind like when two people overlap each other's sentences or say the same thing simultaneously. The community of arcane summoner scholars sometimes refer to this minor instantaneous hive mind moment as “bee brain.” Divine eidolons and their summoners, in many cases, share an instant and intense faith in one another, a shared unspoken understanding that they'll always be there for each other. Occult eidolons likely feel grounded and tethered by the summoner, while the summoner is buoyed by the occult eidolon's intrinsic emotion reverberating through their spirit. Primal eidolons and their summoners often feel a raw instinctual connection coursing through their veins, which can cause them to adopt a few of the other's unconscious mannerisms or instincts for a brief period."
    }
}

Full schema_data

{
    "id": "extend-boost",
    "name": "Extend Boost",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "divination",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "metamagic",
        "summoner"
    ],
    "cast": "[free-action] verbal",
    "cast_actions": "free_action",
    "components": [
        "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 focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost eidolon or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as Nature for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success: The spell lasts 4 rounds. Success: The spell lasts 3 rounds. Failure: The spell lasts 1 round, but you don't spend the Focus Point for casting this spell. LIFELINK SURGE UNCOMMON HEALING DESCRIBING LINK SPELLS The way it feels to cast a link spell depends deeply on the unique connection between a summoner and their eidolon, but some similarities carry across various eidolon types. Arcane eidolons and their summoners tend to experience a moment where their minds and thoughts align, a flash of a momentary hive mind like when two people overlap each other's sentences or say the same thing simultaneously. The community of arcane summoner scholars sometimes refer to this minor instantaneous hive mind moment as “bee brain.” Divine eidolons and their summoners, in many cases, share an instant and intense faith in one another, a shared unspoken understanding that they'll always be there for each other. Occult eidolons likely feel grounded and tethered by the summoner, while the summoner is buoyed by the occult eidolon's intrinsic emotion reverberating through their spirit. Primal eidolons and their summoners often feel a raw instinctual connection coursing through their veins, which can cause them to adopt a few of the other's unconscious mannerisms or instincts for a brief period.",
    "description_snippet": "You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost",
    "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 focus on the intricacies of the magic binding you to your eidolon to extend the duration of your boost eidolon or reinforce eidolon spell. If your next action is to cast boost eidolon or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as Nature for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.",
        "outcomes": {
            "Critical Success": "The spell lasts 4 rounds.",
            "Success": "The spell lasts 3 rounds.",
            "Failure": "The spell lasts 1 round, but you don't spend the Focus Point for casting this spell. LIFELINK SURGE UNCOMMON HEALING DESCRIBING LINK SPELLS The way it feels to cast a link spell depends deeply on the unique connection between a summoner and their eidolon, but some similarities carry across various eidolon types. Arcane eidolons and their summoners tend to experience a moment where their minds and thoughts align, a flash of a momentary hive mind like when two people overlap each other's sentences or say the same thing simultaneously. The community of arcane summoner scholars sometimes refer to this minor instantaneous hive mind moment as “bee brain.” Divine eidolons and their summoners, in many cases, share an instant and intense faith in one another, a shared unspoken understanding that they'll always be there for each other. Occult eidolons likely feel grounded and tethered by the summoner, while the summoner is buoyed by the occult eidolon's intrinsic emotion reverberating through their spirit. Primal eidolons and their summoners often feel a raw instinctual connection coursing through their veins, which can cause them to adopt a few of the other's unconscious mannerisms or instincts for a brief period."
        }
    },
    "conditions_caused": [
        "unconscious"
    ],
    "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": 16964,
    "source_line_end": 17013,
    "raw_text_block": "EXTEND BOOST\nUNCOMMON\nDIVINATION\nFOCUS 1\nMETAMAGIC\nSUMMONER\nCast [free-action] verbal\nYou focus on the intricacies of the magic binding you to\nyour eidolon to extend the duration of your boost eidolon\nor reinforce eidolon spell. If your next action is to cast\nboost eidolon or reinforce eidolon, attempt a skill check\nwith the skill associated with the tradition of magic\nyou gain from your eidolon (such as Nature for a primal\neidolon). The DC is usually a standard-difficulty DC of\nyour level, but the GM can assign a different DC based\non the circumstances. The effect depends on the result\nof your check.\nCritical Success The spell lasts 4 rounds.\nSuccess The spell lasts 3 rounds.\nFailure The spell lasts 1 round, but you don't spend the\nFocus Point for casting this spell.\nLIFELINK SURGE\nUNCOMMON\nHEALING\nDESCRIBING LINK SPELLS\nThe way it feels to cast a link spell depends deeply\non the unique connection between a summoner\nand their eidolon, but some similarities carry\nacross various eidolon types.\nArcane eidolons and their summoners tend\nto experience a moment where their minds and\nthoughts align, a flash of a momentary hive\nmind like when two people overlap each other's\nsentences or say the same thing simultaneously.\nThe community of arcane summoner scholars\nsometimes refer to this minor instantaneous hive\nmind moment as “bee brain.”\nDivine eidolons and their summoners, in many\ncases, share an instant and intense faith in one\nanother, a shared unspoken understanding that\nthey'll always be there for each other.\nOccult eidolons likely feel grounded and\ntethered by the summoner, while the summoner\nis buoyed by the occult eidolon's intrinsic emotion\nreverberating through their spirit.\nPrimal eidolons and their summoners often feel\na raw instinctual connection coursing through\ntheir veins, which can cause them to adopt a few\nof the other's unconscious mannerisms or instincts\nfor a brief period.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "extend-boost",
    "content_id": "extend-boost",
    "level": 1
}

Core Rulebook (Fourth Printing)

Faerie Dust

Rank 1 · Focus · Uncommon

Registry ID
faerie-dust
FocusUncommonenchantmentprimal

You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet. Success: The creature is unaffected. Failure: The creature can't use reactions and takes a -2 status penalty to Perception checks and Will saves. Critical Failure: As failure, and the creature also takes a -1 status penalty to Perception checks and Will saves for 1 minute.

Description snippet: You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting t

Source lines: 64206 - 64224

Raw text block

FAERIE DUST
UNCOMMON
FOCUS 1
ENCHANTMENT
MENTAL
SORCERER
Cast [one-action] or more (somatic, verbal)
Range 30 feet; Area 5-foot burst or more
Saving Throw Will; Duration 1 round
You sprinkle magical dust in the spell's area, making those
within easier to trick. Each creature in the area must attempt
a Will save. For each additional action you use Casting the
Spell, the burst's radius increases by 5 feet.
Success The creature is unaffected.
Failure The creature can't use reactions and takes a -2 status
penalty to Perception checks and Will saves.
Critical Failure As failure, and the creature also takes a -1 status
penalty to Perception checks and Will saves for 1 minute.
Heightened (+3) The initial radius increases by 5 feet.

Heightened

[
    {
        "label": "+3",
        "type": "step",
        "step": 3,
        "text": "The initial radius increases by 5 feet."
    }
]

Damage clauses

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

Effects

{
    "description": "You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet.",
    "outcomes": {
        "Success": "The creature is unaffected.",
        "Failure": "The creature can't use reactions and takes a -2 status penalty to Perception checks and Will saves.",
        "Critical Failure": "As failure, and the creature also takes a -1 status penalty to Perception checks and Will saves for 1 minute."
    }
}

Full schema_data

{
    "id": "faerie-dust",
    "name": "Faerie Dust",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "enchantment",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[one-action] or more (somatic, verbal)",
    "cast_actions": "1_action_or_more",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "5-foot burst or more",
    "targets": "none",
    "duration": "1 round",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet. Success: The creature is unaffected. Failure: The creature can't use reactions and takes a -2 status penalty to Perception checks and Will saves. Critical Failure: As failure, and the creature also takes a -1 status penalty to Perception checks and Will saves for 1 minute.",
    "description_snippet": "You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting t",
    "heightened": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The initial radius increases by 5 feet."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+3",
            "type": "step",
            "step": 3,
            "text": "The initial radius increases by 5 feet."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet.",
        "outcomes": {
            "Success": "The creature is unaffected.",
            "Failure": "The creature can't use reactions and takes a -2 status penalty to Perception checks and Will saves.",
            "Critical Failure": "As failure, and the creature also takes a -1 status penalty to Perception checks and Will saves for 1 minute."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "sorcerer",
    "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": 64206,
    "source_line_end": 64224,
    "raw_text_block": "FAERIE DUST\nUNCOMMON\nFOCUS 1\nENCHANTMENT\nMENTAL\nSORCERER\nCast [one-action] or more (somatic, verbal)\nRange 30 feet; Area 5-foot burst or more\nSaving Throw Will; Duration 1 round\nYou sprinkle magical dust in the spell's area, making those\nwithin easier to trick. Each creature in the area must attempt\na Will save. For each additional action you use Casting the\nSpell, the burst's radius increases by 5 feet.\nSuccess The creature is unaffected.\nFailure The creature can't use reactions and takes a -2 status\npenalty to Perception checks and Will saves.\nCritical Failure As failure, and the creature also takes a -1 status\npenalty to Perception checks and Will saves for 1 minute.\nHeightened (+3) The initial radius increases by 5 feet.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "faerie-dust",
    "content_id": "faerie-dust",
    "level": 1
}

Advanced Player's Guide

Familiar's Face

Rank 1 · Spell · Common

Registry ID
familiars-face
SpellCommondivinationarcanedivineoccult

The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as see invisibility, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use Command an Animal on the target as part of Sustaining this Spell. You don't need line of sight or line of effect to your target when you Cast this Spell.

Description snippet: The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation tra

Source lines: 30669 - 30687

Raw text block

FAMILIAR'S FACE
DIVINATION
SPELL 3
SCRYING
Traditions arcane, divine, occult, primal
Cast [two-actions] somatic, material
Range 1 mile; Targets 1 willing creature that is your animal
companion or familiar
Duration sustained
The target becomes a scrying sensor, allowing you to see through
its eyes, smell what it smells, and similarly use its other senses.
If you can cast a spell with the revelation trait that affects your
senses, such as see invisibility, while this spell is active, you gain
the benefit of the spell through the target's senses instead of your
own. You can also speak through the target, with a voice much
like yours, though it takes on some of the timbre and character of
the target's growls or squawks. You can use Command an Animal
on the target as part of Sustaining this Spell. You don't need line
of sight or line of effect to your target when you Cast this Spell.

Heightened

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

Damage clauses

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

Effects

{
    "description": "The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as see invisibility, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use Command an Animal on the target as part of Sustaining this Spell. You don't need line of sight or line of effect to your target when you Cast this Spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "familiars-face",
    "name": "Familiar's Face",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "traits": [
        "scrying"
    ],
    "cast": "[two-actions] somatic, material",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "1 mile",
    "area": "none",
    "targets": "1 willing creature that is your animal companion or familiar",
    "duration": "sustained",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as see invisibility, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use Command an Animal on the target as part of Sustaining this Spell. You don't need line of sight or line of effect to your target when you Cast this Spell.",
    "description_snippet": "The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation tra",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as see invisibility, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use Command an Animal on the target as part of Sustaining this Spell. You don't need line of sight or line of effect to your target when you Cast this Spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 30669,
    "source_line_end": 30687,
    "raw_text_block": "FAMILIAR'S FACE\nDIVINATION\nSPELL 3\nSCRYING\nTraditions arcane, divine, occult, primal\nCast [two-actions] somatic, material\nRange 1 mile; Targets 1 willing creature that is your animal\ncompanion or familiar\nDuration sustained\nThe target becomes a scrying sensor, allowing you to see through\nits eyes, smell what it smells, and similarly use its other senses.\nIf you can cast a spell with the revelation trait that affects your\nsenses, such as see invisibility, while this spell is active, you gain\nthe benefit of the spell through the target's senses instead of your\nown. You can also speak through the target, with a voice much\nlike yours, though it takes on some of the timbre and character of\nthe target's growls or squawks. You can use Command an Animal\non the target as part of Sustaining this Spell. You don't need line\nof sight or line of effect to your target when you Cast this Spell.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "familiars-face",
    "content_id": "familiars-face",
    "level": 1
}

Core Rulebook (4th Printing)

Fear

Rank 1 · Spell · Common

Registry ID
fear
SpellCommonenchantmentarcanedivineoccult

Frighten a creature,

Description snippet: Frighten a creature,

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "enchantment",
    "traditions": [
        "arcane",
        "divine",
        "occult",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Frighten a creature,",
    "content_id": "fear",
    "type": "spell",
    "description": "Frighten a creature,"
}

Core Rulebook (Fourth Printing)

Feather Fall

Rank 1 · Spell · Common

Registry ID
feather-fall
SpellCommonabjurationarcaneprimal

You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall.

Description snippet: React to slow a falling creature's descent.

Source lines: 52256 - 52264

Raw text block

FEATHER FALL
Range 60 feet; Targets 1 falling creature
Duration 1 minute
You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall.",
    "outcomes": []
}

Full schema_data

{
    "id": "feather-fall",
    "name": "Feather Fall",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "abjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[reaction]",
    "cast_actions": "reaction",
    "components": [
        "none"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 falling creature",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall.",
    "description_snippet": "React to slow a falling creature's descent.",
    "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 cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall.",
        "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": 52256,
    "source_line_end": 52264,
    "raw_text_block": "FEATHER FALL\nRange 60 feet; Targets 1 falling creature\nDuration 1 minute\nYou cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "feather-fall",
    "content_id": "feather-fall",
    "level": 1
}

Core Rulebook (Fourth Printing)

Fire Ray

Rank 1 · Focus · Uncommon

Registry ID
fire-ray
FocusUncommonevocationdivine

A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage. Critical Success: The ray deals double damage and 1d4 persistent fire damage. Success: The ray deals full damage.

Description snippet: A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.

Source lines: 61768 - 61795

Raw text block

FIRE RAY
UNCOMMON
FOCUS 1
ATTACK
CLERIC
EVOCATION
FIRE
Domain death
Cast [two-actions] somatic, verbal
Area 30-foot cone
Saving Throw basic Fortitude
A massive deluge of life energy causes the undead to
fall apart. Each undead creature in the area takes 4d12
positive damage.
Heightened (+1) The damage increases by 1d12.
Domain fire
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
A blazing band of fire arcs through the air. Make a spell attack
roll. The ray deals 2d6 fire damage.
Critical Success The ray deals double damage and 1d4
persistent fire damage.
Success The ray deals full damage.
Heightened (+1) The ray's initial damage increases by 2d6, and
the persistent fire damage on a critical success increases
by 1d4.
FACE IN THE CROWD
FLAME BARRIER

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The damage increases by 1d12. Domain fire Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage."
    },
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4. FACE IN THE CROWD FLAME BARRIER"
    }
]

Damage clauses

[
    {
        "formula": "4d12",
        "type": "positive",
        "persistent": false
    },
    {
        "formula": "1d4",
        "type": "fire",
        "persistent": true
    },
    {
        "formula": "2d6",
        "type": "fire",
        "persistent": false
    }
]

Effects

{
    "description": "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.",
    "outcomes": {
        "Critical Success": "The ray deals double damage and 1d4 persistent fire damage.",
        "Success": "The ray deals full damage."
    }
}

Full schema_data

{
    "id": "fire-ray",
    "name": "Fire Ray",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "attack",
        "fire"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot cone",
    "targets": "none",
    "duration": "none",
    "save": "basic Fortitude",
    "save_type": "basic_fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage. Critical Success: The ray deals double damage and 1d4 persistent fire damage. Success: The ray deals full damage.",
    "description_snippet": "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12. Domain fire Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage."
        },
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4. FACE IN THE CROWD FLAME BARRIER"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 1d12. Domain fire Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage."
        },
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4. FACE IN THE CROWD FLAME BARRIER"
        }
    ],
    "damage": [
        {
            "formula": "4d12",
            "type": "positive",
            "persistent": false
        },
        {
            "formula": "1d4",
            "type": "fire",
            "persistent": true
        },
        {
            "formula": "2d6",
            "type": "fire",
            "persistent": false
        }
    ],
    "damage_type": [
        "fire",
        "positive"
    ],
    "effects": {
        "description": "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage.",
        "outcomes": {
            "Critical Success": "The ray deals double damage and 1d4 persistent fire damage.",
            "Success": "The ray deals full damage."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "death",
    "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": 61768,
    "source_line_end": 61795,
    "raw_text_block": "FIRE RAY\nUNCOMMON\nFOCUS 1\nATTACK\nCLERIC\nEVOCATION\nFIRE\nDomain death\nCast [two-actions] somatic, verbal\nArea 30-foot cone\nSaving Throw basic Fortitude\nA massive deluge of life energy causes the undead to\nfall apart. Each undead creature in the area takes 4d12\npositive damage.\nHeightened (+1) The damage increases by 1d12.\nDomain fire\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature\nA blazing band of fire arcs through the air. Make a spell attack\nroll. The ray deals 2d6 fire damage.\nCritical Success The ray deals double damage and 1d4\npersistent fire damage.\nSuccess The ray deals full damage.\nHeightened (+1) The ray's initial damage increases by 2d6, and\nthe persistent fire damage on a critical success increases\nby 1d4.\nFACE IN THE CROWD\nFLAME BARRIER",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "fire-ray",
    "content_id": "fire-ray",
    "level": 1
}

Core Rulebook (Fourth Printing)

Fleet Step

Rank 1 · Spell · Common

Registry ID
fleet-step
SpellCommontransmutationarcaneprimal

You gain a +30-foot status bonus to your Speed.

Description snippet: You gain a +30-foot status bonus to your Speed.

Source lines: 52805 - 52811

Raw text block

FLEET STEP
SPELL 1
TRANSMUTATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You gain a +30-foot status bonus to your Speed.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You gain a +30-foot status bonus to your Speed.",
    "outcomes": []
}

Full schema_data

{
    "id": "fleet-step",
    "name": "Fleet Step",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "transmutation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 minute",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You gain a +30-foot status bonus to your Speed.",
    "description_snippet": "You gain a +30-foot status bonus to your Speed.",
    "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 gain a +30-foot status bonus to your Speed.",
        "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": 52805,
    "source_line_end": 52811,
    "raw_text_block": "FLEET STEP\nSPELL 1\nTRANSMUTATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nDuration 1 minute\nYou gain a +30-foot status bonus to your Speed.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "fleet-step",
    "content_id": "fleet-step",
    "level": 1
}

Core Rulebook (Fourth Printing)

Floating Disk

Rank 1 · Spell · Common

Registry ID
floating-disk
SpellCommonconjurationarcaneoccult

A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.

Description snippet: A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of object

Source lines: 52876 - 52891

Raw text block

FLOATING DISK
CONJURATION
SPELL 1
FORCE
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 8 hours
A disk of magical force materializes adjacent to you. This disk
is 2 feet in diameter and follows 5 feet behind you, floating
just above the ground. It holds up to 5 Bulk of objects (though
they must be able to fit and balance on its surface). Any
objects atop the disk fall to the ground when the spell ends.
The spell ends if a creature tries to ride atop the disk, if
the disk is overloaded, if anyone tries to lift or force the disk
higher above the ground, or if you move more than 30 feet
away from the disk.

Heightened

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

Damage clauses

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

Effects

{
    "description": "A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.",
    "outcomes": []
}

Full schema_data

{
    "id": "floating-disk",
    "name": "Floating Disk",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "conjuration",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "force"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "8 hours",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.",
    "description_snippet": "A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of object",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.",
        "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": 52876,
    "source_line_end": 52891,
    "raw_text_block": "FLOATING DISK\nCONJURATION\nSPELL 1\nFORCE\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 8 hours\nA disk of magical force materializes adjacent to you. This disk\nis 2 feet in diameter and follows 5 feet behind you, floating\njust above the ground. It holds up to 5 Bulk of objects (though\nthey must be able to fit and balance on its surface). Any\nobjects atop the disk fall to the ground when the spell ends.\nThe spell ends if a creature tries to ride atop the disk, if\nthe disk is overloaded, if anyone tries to lift or force the disk\nhigher above the ground, or if you move more than 30 feet\naway from the disk.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "floating-disk",
    "content_id": "floating-disk",
    "level": 1
}

Core Rulebook

Force Bolt

Rank 1 · Focus · Uncommon

Registry ID
force-bolt
FocusUncommonevocationarcane

You hurl a compact bolt of force. The target takes 1d4 force damage plus your spellcasting ability modifier.

Description snippet: You hurl a compact bolt of force, dealing 1d4 force damage plus your spellcasting ability modifier.

Source lines: 65226 - 65230

Raw text block

FORCE BOLT
UNCOMMON
EVOCATION
FORCE
WIZARD
Cast [one-action] somatic
Range 30 feet; Targets 1 creature
You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.
Heightened (+2) The damage increases by 1d4+1.

Heightened

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

Damage clauses

[
    {
        "formula": "1d4+mod",
        "type": "force",
        "persistent": false
    }
]

Effects

[]

Full schema_data

{
    "id": "force-bolt",
    "name": "Force Bolt",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "wizard",
        "evocation",
        "force"
    ],
    "cast": "[one-action]",
    "cast_actions": "1_action",
    "components": [],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "instantaneous",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You hurl a compact bolt of force. The target takes 1d4 force damage plus your spellcasting ability modifier.",
    "description_snippet": "You hurl a compact bolt of force, dealing 1d4 force damage plus your spellcasting ability modifier.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "1d4+mod",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": "force",
    "effects": [],
    "conditions_caused": [],
    "focus_class": "wizard",
    "focus_domain": "evocation",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook",
    "source_file": "wizard_school_focus_spells_intermediary.json",
    "source_line_start": 65226,
    "source_line_end": 65230,
    "raw_text_block": "FORCE BOLT\nUNCOMMON\nEVOCATION\nFORCE\nWIZARD\nCast [one-action] somatic\nRange 30 feet; Targets 1 creature\nYou fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.\nHeightened (+2) The damage increases by 1d4+1.",
    "spell_id": "force-bolt",
    "content_id": "force-bolt",
    "level": 1
}

Secrets of Magic

Force Fang

Rank 1 · Focus · Uncommon

Registry ID
force-fang
FocusUncommonevocationNone

You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. If you can use Spellstrike with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals 1d4+1 force damage to the target.

Description snippet: You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. If you ca

Source lines: 16670 - 16690

Raw text block

FORCE FANG
UNCOMMON
FOCUS 1
EVOCATION
FORCE
MAGUS
Cast [one-action] somatic
Range varies; Targets 1 creature
You briefly turn your attack into pure force to bypass your
opponent's defenses. Choose a target within your reach,
or within the reach of a melee weapon you're wielding.
If you can use Spellstrike with a ranged weapon (with
the starlit span hybrid study, for example), you can target
a creature in the first range increment of your ranged
weapon. For an instant, you transform your weapon
or unarmed attack into a spike of pure force, replacing
all its normal statistics and abilities. The force fang
automatically deals 1d4+1 force damage to the target.
Heightened (+2) The damage increases by 1d4+1.
HASTED ASSAULT
UNCOMMON

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The damage increases by 1d4+1. HASTED ASSAULT UNCOMMON"
    }
]

Damage clauses

[
    {
        "formula": "1d4+1",
        "type": "force",
        "persistent": false
    }
]

Effects

{
    "description": "You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. If you can use Spellstrike with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals 1d4+1 force damage to the target.",
    "outcomes": []
}

Full schema_data

{
    "id": "force-fang",
    "name": "Force Fang",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "force",
        "magus"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "varies",
    "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 briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. If you can use Spellstrike with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals 1d4+1 force damage to the target.",
    "description_snippet": "You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. If you ca",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 1d4+1. HASTED ASSAULT UNCOMMON"
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The damage increases by 1d4+1. HASTED ASSAULT UNCOMMON"
        }
    ],
    "damage": [
        {
            "formula": "1d4+1",
            "type": "force",
            "persistent": false
        }
    ],
    "damage_type": [
        "force"
    ],
    "effects": {
        "description": "You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. If you can use Spellstrike with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals 1d4+1 force damage to the target.",
        "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": 16670,
    "source_line_end": 16690,
    "raw_text_block": "FORCE FANG\nUNCOMMON\nFOCUS 1\nEVOCATION\nFORCE\nMAGUS\nCast [one-action] somatic\nRange varies; Targets 1 creature\nYou briefly turn your attack into pure force to bypass your\nopponent's defenses. Choose a target within your reach,\nor within the reach of a melee weapon you're wielding.\nIf you can use Spellstrike with a ranged weapon (with\nthe starlit span hybrid study, for example), you can target\na creature in the first range increment of your ranged\nweapon. For an instant, you transform your weapon\nor unarmed attack into a spike of pure force, replacing\nall its normal statistics and abilities. The force fang\nautomatically deals 1d4+1 force damage to the target.\nHeightened (+2) The damage increases by 1d4+1.\nHASTED ASSAULT\nUNCOMMON",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "force-fang",
    "content_id": "force-fang",
    "level": 1
}