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Spell Catalogue

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Showing page 6 of 36 for 898 matching canonical spell rows.

Core Rulebook (Fourth Printing)

Forced Quiet

Rank 1 · Focus · Uncommon

Registry ID
forced-quiet
FocusUncommonabjurationdivine

You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. Critical Success: The target is unaffected. Success: The duration is 1 round. Failure: The duration is 1 minute. Critical Failure: The duration is 10 minutes.

Description snippet: You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature mo

Source lines: 61860 - 61881

Raw text block

FORCED QUIET
UNCOMMON
FOCUS 1
ABJURATION
CLERIC
Domain secrecy
Cast [two-actions] material, somatic
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You quiet the target's voice, preventing it from giving away
valuable secrets. This doesn't prevent the target from talking
or providing verbal spell components, but no creature more
than 10 feet away can hear its whispers without succeeding
at a Perception check against your spell DC, which might
interfere with auditory or linguistic effects as well as
communication. The spell's duration depends on the target's
Fortitude save. After attempting its save, the target becomes
temporarily immune for 24 hours.
Critical Success The target is unaffected.
Success The duration is 1 round.
Failure The duration is 1 minute.
Critical Failure The duration is 10 minutes.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The duration is 1 round.",
        "Failure": "The duration is 1 minute.",
        "Critical Failure": "The duration is 10 minutes."
    }
}

Full schema_data

{
    "id": "forced-quiet",
    "name": "Forced Quiet",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "divine"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] material, somatic",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "varies",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. Critical Success: The target is unaffected. Success: The duration is 1 round. Failure: The duration is 1 minute. Critical Failure: The duration is 10 minutes.",
    "description_snippet": "You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature mo",
    "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 quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The duration is 1 round.",
            "Failure": "The duration is 1 minute.",
            "Critical Failure": "The duration is 10 minutes."
        }
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "cleric",
    "focus_domain": "secrecy",
    "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": 61860,
    "source_line_end": 61881,
    "raw_text_block": "FORCED QUIET\nUNCOMMON\nFOCUS 1\nABJURATION\nCLERIC\nDomain secrecy\nCast [two-actions] material, somatic\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude; Duration varies\nYou quiet the target's voice, preventing it from giving away\nvaluable secrets. This doesn't prevent the target from talking\nor providing verbal spell components, but no creature more\nthan 10 feet away can hear its whispers without succeeding\nat a Perception check against your spell DC, which might\ninterfere with auditory or linguistic effects as well as\ncommunication. The spell's duration depends on the target's\nFortitude save. After attempting its save, the target becomes\ntemporarily immune for 24 hours.\nCritical Success The target is unaffected.\nSuccess The duration is 1 round.\nFailure The duration is 1 minute.\nCritical Failure The duration is 10 minutes.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "forced-quiet",
    "content_id": "forced-quiet",
    "level": 1
}

Advanced Player's Guide

Genie's Veil

Rank 1 · Focus · Uncommon

Registry ID
genies-veil
FocusUncommonabjurationNone

With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become concealed against the triggering attack and until the end of the current creature's turn.

Description snippet: With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappe

Source lines: 33645 - 33656

Raw text block

GENIE'S VEIL
UNCOMMON
ABJURATION
FOCUS 1
SORCERER
Cast [reaction] somatic; Trigger A creature within range is attacked.
Range 30 feet; Targets 1 willing creature
With a flourish, you fulfill a creature's wish for protection,
bending reality to keep them from harm. The target vanishes
in a burst of brightly colored smoke and sparkles, reappearing
an instant later. They become concealed against the triggering
attack and until the end of the current creature's turn.

Heightened

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

Damage clauses

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

Effects

{
    "description": "With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become concealed against the triggering attack and until the end of the current creature's turn.",
    "outcomes": []
}

Full schema_data

{
    "id": "genies-veil",
    "name": "Genie's Veil",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "abjuration",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "none"
    ],
    "cast": "[reaction] somatic",
    "cast_actions": "reaction",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 willing creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "A creature within range is attacked.",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become concealed against the triggering attack and until the end of the current creature's turn.",
    "description_snippet": "With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappe",
    "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": "With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become concealed against the triggering attack and until the end of the current creature's turn.",
        "outcomes": []
    },
    "conditions_caused": [
        "concealed"
    ],
    "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": 33645,
    "source_line_end": 33656,
    "raw_text_block": "GENIE'S VEIL\nUNCOMMON\nABJURATION\nFOCUS 1\nSORCERER\nCast [reaction] somatic; Trigger A creature within range is attacked.\nRange 30 feet; Targets 1 willing creature\nWith a flourish, you fulfill a creature's wish for protection,\nbending reality to keep them from harm. The target vanishes\nin a burst of brightly colored smoke and sparkles, reappearing\nan instant later. They become concealed against the triggering\nattack and until the end of the current creature's turn.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "genies-veil",
    "content_id": "genies-veil",
    "level": 1
}

Core Rulebook (Fourth Printing)

Glutton's Jaws

Rank 1 · Focus · Uncommon

Registry ID
gluttons-jaws
FocusUncommonnecromancyNone

Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.

Description snippet: Transform your mouth into a shadowy maw that grants temporary Hit Points.

Source lines: 64275 - 64314

Raw text block

GLUTTON'S JAWS
UNCOMMON
MORPH
FOCUS 1
NECROMANCY
SORCERER
Cast [one-action] somatic, verbal
Duration 1 minute
Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.
Heightened (+2) The temporary Hit Points increase by 1d6.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "The temporary Hit Points increase by 1d6."
    }
]

Damage clauses

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

Effects

{
    "description": "Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.",
    "outcomes": []
}

Full schema_data

{
    "id": "gluttons-jaws",
    "name": "Glutton's Jaws",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "none"
    ],
    "traits": [
        "morph"
    ],
    "cast": "[one-action] somatic, verbal",
    "cast_actions": "1_action",
    "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": "Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.",
    "description_snippet": "Transform your mouth into a shadowy maw that grants temporary Hit Points.",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The temporary Hit Points increase by 1d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "The temporary Hit Points increase by 1d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.",
        "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": 64275,
    "source_line_end": 64314,
    "raw_text_block": "GLUTTON'S JAWS\nUNCOMMON\nMORPH\nFOCUS 1\nNECROMANCY\nSORCERER\nCast [one-action] somatic, verbal\nDuration 1 minute\nYour mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.\nHeightened (+2) The temporary Hit Points increase by 1d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "gluttons-jaws",
    "content_id": "gluttons-jaws",
    "level": 1
}

Core Rulebook (Fourth Printing)

Goblin Pox

Rank 1 · Spell · Common

Registry ID
goblin-pox
SpellCommonnecromancyarcaneprimal

Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is sickened 1. Failure: The target is afflicted with goblin pox at stage 1. Critical Failure: The target is afflicted with goblin pox at stage 2. Goblin Pox (disease) Level 1; Goblins and goblin dogs are immune; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 1 and the creature can't reduce its sickened value below 1 (1 day) GREASE Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Area 4 contiguous 5-foot squares or Targets 1 object of 1 Bulk or less Duration 1 minute You conjure grease, with effects based on choosing area or target. • Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. • Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.

Description snippet: Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.

Source lines: 53250 - 53295

Raw text block

GOBLIN POX
SPELL 1
NECROMANCY
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
Your touch afflicts the target with goblin pox, an irritating
allergenic rash. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is afflicted with goblin pox at stage 1.
Critical Failure The target is afflicted with goblin pox at stage 2.
Goblin Pox (disease) Level 1; Goblins and goblin dogs are
immune; Stage 1 sickened 1 (1 round); Stage 2 sickened 1
and slowed 1 (1 round); Stage 3 sickened 1 and the creature
can't reduce its sickened value below 1 (1 day)
GREASE
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 30 feet; Area 4 contiguous 5-foot squares or
Targets 1 object of 1 Bulk or less
Duration 1 minute
You conjure grease, with effects based on choosing area or target.
• Area All solid ground in the area is covered with
grease. Each creature standing on the greasy surface
must succeed at a Reflex save or an Acrobatics check
against your spell DC or fall prone. Creatures using
an action to move onto the greasy surface during the
spell's duration must attempt either a Reflex save or an
Acrobatics check to Balance. A creature that Steps or
Crawls doesn't have to attempt a check or save.
• Target If you cast the spell on an unattended object,
anyone trying to pick up the object must succeed
at an Acrobatics check or Reflex save against your
spell DC to do so. If you target an attended object,
the creature that has the object must attempt an
Acrobatics check or Reflex save. On a failure, the
holder or wielder takes a -2 circumstance penalty to
all checks that involve using the object; on a critical
failure, the holder or wielder releases the item. The
object lands in an adjacent square of the GM's choice.
If you cast this spell on a worn object, the wearer
gains a +2 circumstance bonus to Fortitude saves
against attempts to grapple them.

Heightened

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

Damage clauses

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

Effects

{
    "description": "Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The target is unaffected.",
        "Success": "The target is sickened 1.",
        "Failure": "The target is afflicted with goblin pox at stage 1.",
        "Critical Failure": "The target is afflicted with goblin pox at stage 2. Goblin Pox (disease) Level 1; Goblins and goblin dogs are immune; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 1 and the creature can't reduce its sickened value below 1 (1 day) GREASE Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Area 4 contiguous 5-foot squares or Targets 1 object of 1 Bulk or less Duration 1 minute You conjure grease, with effects based on choosing area or target. • Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. • Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them."
    }
}

Full schema_data

{
    "id": "goblin-pox",
    "name": "Goblin Pox",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target is sickened 1. Failure: The target is afflicted with goblin pox at stage 1. Critical Failure: The target is afflicted with goblin pox at stage 2. Goblin Pox (disease) Level 1; Goblins and goblin dogs are immune; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 1 and the creature can't reduce its sickened value below 1 (1 day) GREASE Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Area 4 contiguous 5-foot squares or Targets 1 object of 1 Bulk or less Duration 1 minute You conjure grease, with effects based on choosing area or target. • Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. • Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.",
    "description_snippet": "Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The target is unaffected.",
            "Success": "The target is sickened 1.",
            "Failure": "The target is afflicted with goblin pox at stage 1.",
            "Critical Failure": "The target is afflicted with goblin pox at stage 2. Goblin Pox (disease) Level 1; Goblins and goblin dogs are immune; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 1 and the creature can't reduce its sickened value below 1 (1 day) GREASE Traditions arcane, primal Cast [two-actions] somatic, verbal Range 30 feet; Area 4 contiguous 5-foot squares or Targets 1 object of 1 Bulk or less Duration 1 minute You conjure grease, with effects based on choosing area or target. • Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. • Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them."
        }
    },
    "conditions_caused": [
        "prone",
        "sickened",
        "slowed"
    ],
    "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": 53250,
    "source_line_end": 53295,
    "raw_text_block": "GOBLIN POX\nSPELL 1\nNECROMANCY\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Fortitude\nYour touch afflicts the target with goblin pox, an irritating\nallergenic rash. The target must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target is sickened 1.\nFailure The target is afflicted with goblin pox at stage 1.\nCritical Failure The target is afflicted with goblin pox at stage 2.\nGoblin Pox (disease) Level 1; Goblins and goblin dogs are\nimmune; Stage 1 sickened 1 (1 round); Stage 2 sickened 1\nand slowed 1 (1 round); Stage 3 sickened 1 and the creature\ncan't reduce its sickened value below 1 (1 day)\nGREASE\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 30 feet; Area 4 contiguous 5-foot squares or\nTargets 1 object of 1 Bulk or less\nDuration 1 minute\nYou conjure grease, with effects based on choosing area or target.\n• Area All solid ground in the area is covered with\ngrease. Each creature standing on the greasy surface\nmust succeed at a Reflex save or an Acrobatics check\nagainst your spell DC or fall prone. Creatures using\nan action to move onto the greasy surface during the\nspell's duration must attempt either a Reflex save or an\nAcrobatics check to Balance. A creature that Steps or\nCrawls doesn't have to attempt a check or save.\n• Target If you cast the spell on an unattended object,\nanyone trying to pick up the object must succeed\nat an Acrobatics check or Reflex save against your\nspell DC to do so. If you target an attended object,\nthe creature that has the object must attempt an\nAcrobatics check or Reflex save. On a failure, the\nholder or wielder takes a -2 circumstance penalty to\nall checks that involve using the object; on a critical\nfailure, the holder or wielder releases the item. The\nobject lands in an adjacent square of the GM's choice.\nIf you cast this spell on a worn object, the wearer\ngains a +2 circumstance bonus to Fortitude saves\nagainst attempts to grapple them.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "goblin-pox",
    "content_id": "goblin-pox",
    "level": 1
}

Core Rulebook (Fourth Printing)

Goodberry

Rank 1 · Focus · Uncommon

Registry ID
goodberry
FocusUncommonnecromancyprimal

You imbue the target berry with the bounty of nature. A creature can eat the berry with an Interact action to regain 1d6+4 HP. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.

Description snippet: You imbue the target berry with the bounty of nature. A creature can eat the berry with an Interact action to regain 1d6+4 HP. A berry not consumed during the duration withers away

Source lines: 63252 - 63268

Raw text block

GOODBERRY
UNCOMMON
DRUID
FOCUS 1
HEALING
NECROMANCY
Cast [two-actions] somatic, verbal
Range touch; Targets 1 ripe berry
Duration 10 minutes
You imbue the target berry with the bounty of nature. A creature
can eat the berry with an Interact action to regain 1d6+4 HP. A
berry not consumed during the duration withers away. Every
six goodberries consumed gives as much nourishment as one
square meal for a typical human.
Heightened (+1) You can target an additional berry. A creature
can consume any number of goodberries from the same
casting with a single Interact action.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action."
    }
]

Damage clauses

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

Effects

{
    "description": "You imbue the target berry with the bounty of nature. A creature can eat the berry with an Interact action to regain 1d6+4 HP. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.",
    "outcomes": []
}

Full schema_data

{
    "id": "goodberry",
    "name": "Goodberry",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "healing"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 ripe berry",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You imbue the target berry with the bounty of nature. A creature can eat the berry with an Interact action to regain 1d6+4 HP. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.",
    "description_snippet": "You imbue the target berry with the bounty of nature. A creature can eat the berry with an Interact action to regain 1d6+4 HP. A berry not consumed during the duration withers away",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You imbue the target berry with the bounty of nature. A creature can eat the berry with an Interact action to regain 1d6+4 HP. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "druid",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63252,
    "source_line_end": 63268,
    "raw_text_block": "GOODBERRY\nUNCOMMON\nDRUID\nFOCUS 1\nHEALING\nNECROMANCY\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 ripe berry\nDuration 10 minutes\nYou imbue the target berry with the bounty of nature. A creature\ncan eat the berry with an Interact action to regain 1d6+4 HP. A\nberry not consumed during the duration withers away. Every\nsix goodberries consumed gives as much nourishment as one\nsquare meal for a typical human.\nHeightened (+1) You can target an additional berry. A creature\ncan consume any number of goodberries from the same\ncasting with a single Interact action.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "goodberry",
    "content_id": "goodberry",
    "level": 1
}

Secrets of Magic

Gravitational Pull

Rank 1 · Spell · Common

Registry ID
gravitational-pull
SpellCommonevocationarcaneoccult

By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. [one-action] (somatic) The spell targets one creature. [two-actions] (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10. [three-actions] (material, somatic, verbal) The spell targets up to 5 creatures.

Description snippet: By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also kn

Source lines: 12538 - 12554

Raw text block

GRAVITATIONAL PULL
SPELL 1
EVOCATION
Traditions arcane, occult
Cast [one-action] to [three-actions]
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
By suddenly altering gravity, you pull the target toward you.
The target is pulled 10 feet closer to you unless it succeeds
at a Fortitude save. On a critical failure, it's also knocked
prone. The effects of this spell change depending on the
number of actions you spend when you Cast this Spell.
[one-action] (somatic) The spell targets one creature.
[two-actions] (somatic, verbal) The spell targets one creature and
pulls the target 20 feet instead of 10.
[three-actions] (material, somatic, verbal) The spell targets up to 5
creatures.

Heightened

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

Damage clauses

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

Effects

{
    "description": "By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. [one-action] (somatic) The spell targets one creature. [two-actions] (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10. [three-actions] (material, somatic, verbal) The spell targets up to 5 creatures.",
    "outcomes": []
}

Full schema_data

{
    "id": "gravitational-pull",
    "name": "Gravitational Pull",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[one-action] to [three-actions]",
    "cast_actions": "1_action_to_3_actions",
    "components": [
        "none"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. [one-action] (somatic) The spell targets one creature. [two-actions] (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10. [three-actions] (material, somatic, verbal) The spell targets up to 5 creatures.",
    "description_snippet": "By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also kn",
    "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": "By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. [one-action] (somatic) The spell targets one creature. [two-actions] (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10. [three-actions] (material, somatic, verbal) The spell targets up to 5 creatures.",
        "outcomes": []
    },
    "conditions_caused": [
        "prone"
    ],
    "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": 12538,
    "source_line_end": 12554,
    "raw_text_block": "GRAVITATIONAL PULL\nSPELL 1\nEVOCATION\nTraditions arcane, occult\nCast [one-action] to [three-actions]\nRange 30 feet; Targets 1 creature\nSaving Throw Fortitude\nBy suddenly altering gravity, you pull the target toward you.\nThe target is pulled 10 feet closer to you unless it succeeds\nat a Fortitude save. On a critical failure, it's also knocked\nprone. The effects of this spell change depending on the\nnumber of actions you spend when you Cast this Spell.\n[one-action] (somatic) The spell targets one creature.\n[two-actions] (somatic, verbal) The spell targets one creature and\npulls the target 20 feet instead of 10.\n[three-actions] (material, somatic, verbal) The spell targets up to 5\ncreatures.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "gravitational-pull",
    "content_id": "gravitational-pull",
    "level": 1
}

Core Rulebook (4th Printing)

Grease

Rank 1 · Spell · Common

Registry ID
grease
SpellCommonconjurationarcaneprimal

Coat a surface or object in

Description snippet: Coat a surface or object in

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "conjuration",
    "traditions": [
        "arcane",
        "primal"
    ],
    "heightenable": false,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Coat a surface or object in",
    "content_id": "grease",
    "type": "spell",
    "description": "Coat a surface or object in"
}

Core Rulebook (Fourth Printing)

Grim Tendrils

Rank 1 · Spell · Common

Registry ID
grim-tendrils
SpellCommonnecromancyarcaneoccult

Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes half the negative damage and no persistent bleed damage. Failure: The creature takes full damage. Critical Failure: The creature takes double negative damage and double persistent bleed damage.

Description snippet: Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living

Source lines: 53343 - 53362

Raw text block

GRIM TENDRILS
NECROMANCY
SPELL 1
NEGATIVE
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Area 30-foot line
Saving Throw Fortitude
Tendrils of darkness curl out from your fingertips and
race through the air. You deal 2d4 negative damage and 1
persistent bleed damage to living creatures in the line. Each
living creature in the line must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half the negative damage and no
persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double negative damage
and double persistent bleed damage.
Heightened (+1) The negative damage increases by 2d4, and
the persistent bleed damage increases by 1.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The negative damage increases by 2d4, and the persistent bleed damage increases by 1."
    }
]

Damage clauses

[
    {
        "formula": "2d4",
        "type": "negative",
        "persistent": false
    }
]

Effects

{
    "description": "Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature takes half the negative damage and no persistent bleed damage.",
        "Failure": "The creature takes full damage.",
        "Critical Failure": "The creature takes double negative damage and double persistent bleed damage."
    }
}

Full schema_data

{
    "id": "grim-tendrils",
    "name": "Grim Tendrils",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "necromancy",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "negative"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "30-foot line",
    "targets": "none",
    "duration": "none",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. Critical Success: The creature is unaffected. Success: The creature takes half the negative damage and no persistent bleed damage. Failure: The creature takes full damage. Critical Failure: The creature takes double negative damage and double persistent bleed damage.",
    "description_snippet": "Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The negative damage increases by 2d4, and the persistent bleed damage increases by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The negative damage increases by 2d4, and the persistent bleed damage increases by 1."
        }
    ],
    "damage": [
        {
            "formula": "2d4",
            "type": "negative",
            "persistent": false
        }
    ],
    "damage_type": [
        "negative"
    ],
    "effects": {
        "description": "Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature takes half the negative damage and no persistent bleed damage.",
            "Failure": "The creature takes full damage.",
            "Critical Failure": "The creature takes double negative damage and double persistent bleed damage."
        }
    },
    "conditions_caused": [
        "persistent bleed"
    ],
    "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": 53343,
    "source_line_end": 53362,
    "raw_text_block": "GRIM TENDRILS\nNECROMANCY\nSPELL 1\nNEGATIVE\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nArea 30-foot line\nSaving Throw Fortitude\nTendrils of darkness curl out from your fingertips and\nrace through the air. You deal 2d4 negative damage and 1\npersistent bleed damage to living creatures in the line. Each\nliving creature in the line must attempt a Fortitude save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half the negative damage and no\npersistent bleed damage.\nFailure The creature takes full damage.\nCritical Failure The creature takes double negative damage\nand double persistent bleed damage.\nHeightened (+1) The negative damage increases by 2d4, and\nthe persistent bleed damage increases by 1.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "grim-tendrils",
    "content_id": "grim-tendrils",
    "level": 1
}

Core Rulebook (Fourth Printing)

Gust Of Wind

Rank 1 · Spell · Common

Registry ID
gust-of-wind
SpellCommonevocationarcaneprimal

A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. Critical Success: The creature is unaffected. Success: The creature can't move against the wind. Failure: The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead. Critical Failure: The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.

Description snippet: A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires,

Source lines: 53385 - 53405

Raw text block

GUST OF WIND
AIR
SPELL 1
EVOCATION
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Area 60-foot line
Saving Throw Fortitude; Duration until the start of your next turn
A violent wind issues forth from your palm, blowing from the
point where you are when you cast the spell to the line's opposite
end. The wind extinguishes small non-magical fires, disperses
fog and mist, blows objects of light Bulk or less around, and
pushes larger objects. Large or smaller creatures in the area
must attempt a Fortitude save. Large or smaller creatures that
later move into the gust must attempt the save on entering.
Critical Success The creature is unaffected.
Success The creature can't move against the wind.
Failure The creature is knocked prone. If it was flying, it
suffers the effects of critical failure instead.
Critical Failure The creature is pushed 30 feet in the wind's
direction, knocked prone, and takes 2d6 bludgeoning damage.

Heightened

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

Damage clauses

[
    {
        "formula": "2d6",
        "type": "bludgeoning",
        "persistent": false
    }
]

Effects

{
    "description": "A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.",
    "outcomes": {
        "Critical Success": "The creature is unaffected.",
        "Success": "The creature can't move against the wind.",
        "Failure": "The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead.",
        "Critical Failure": "The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage."
    }
}

Full schema_data

{
    "id": "gust-of-wind",
    "name": "Gust Of Wind",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "air"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "60-foot line",
    "targets": "none",
    "duration": "until the start of your next turn",
    "save": "Fortitude",
    "save_type": "fortitude",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. Critical Success: The creature is unaffected. Success: The creature can't move against the wind. Failure: The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead. Critical Failure: The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.",
    "description_snippet": "A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires,",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "2d6",
            "type": "bludgeoning",
            "persistent": false
        }
    ],
    "damage_type": [
        "bludgeoning"
    ],
    "effects": {
        "description": "A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.",
        "outcomes": {
            "Critical Success": "The creature is unaffected.",
            "Success": "The creature can't move against the wind.",
            "Failure": "The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead.",
            "Critical Failure": "The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage."
        }
    },
    "conditions_caused": [
        "prone"
    ],
    "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": 53385,
    "source_line_end": 53405,
    "raw_text_block": "GUST OF WIND\nAIR\nSPELL 1\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nArea 60-foot line\nSaving Throw Fortitude; Duration until the start of your next turn\nA violent wind issues forth from your palm, blowing from the\npoint where you are when you cast the spell to the line's opposite\nend. The wind extinguishes small non-magical fires, disperses\nfog and mist, blows objects of light Bulk or less around, and\npushes larger objects. Large or smaller creatures in the area\nmust attempt a Fortitude save. Large or smaller creatures that\nlater move into the gust must attempt the save on entering.\nCritical Success The creature is unaffected.\nSuccess The creature can't move against the wind.\nFailure The creature is knocked prone. If it was flying, it\nsuffers the effects of critical failure instead.\nCritical Failure The creature is pushed 30 feet in the wind's\ndirection, knocked prone, and takes 2d6 bludgeoning damage.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "gust-of-wind",
    "content_id": "gust-of-wind",
    "level": 1
}

Core Rulebook (Fourth Printing)

Hand Of The Apprentice

Rank 1 · Focus · Uncommon

Registry ID
hand-of-the-apprentice
FocusUncommonevocationarcane

You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.

Description snippet: You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike,

Source lines: 64824 - 64839

Raw text block

HAND OF THE APPRENTICE
UNCOMMON
ATTACK
EVOCATION
FOCUS 1
WIZARD
Cast [one-action] somatic
Range 500 feet; Targets 1 creature
You hurl a held melee weapon with which you are trained at
the target, making a spell attack roll. On a success, you deal
the weapon's damage as if you had hit with a melee Strike,
but adding your spellcasting ability modifier to damage,
rather than your Strength modifier. On a critical success,
you deal double damage, and you add the weapon's critical
specialization effect. Regardless of the outcome, the weapon
flies back to you and returns to your hand.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.",
    "outcomes": []
}

Full schema_data

{
    "id": "hand-of-the-apprentice",
    "name": "Hand Of The Apprentice",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "uncommon",
    "traditions": [
        "arcane"
    ],
    "traits": [
        "attack"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "500 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.",
    "description_snippet": "You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike,",
    "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 hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.",
        "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": 64824,
    "source_line_end": 64839,
    "raw_text_block": "HAND OF THE APPRENTICE\nUNCOMMON\nATTACK\nEVOCATION\nFOCUS 1\nWIZARD\nCast [one-action] somatic\nRange 500 feet; Targets 1 creature\nYou hurl a held melee weapon with which you are trained at\nthe target, making a spell attack roll. On a success, you deal\nthe weapon's damage as if you had hit with a melee Strike,\nbut adding your spellcasting ability modifier to damage,\nrather than your Strength modifier. On a critical success,\nyou deal double damage, and you add the weapon's critical\nspecialization effect. Regardless of the outcome, the weapon\nflies back to you and returns to your hand.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "hand-of-the-apprentice",
    "content_id": "hand-of-the-apprentice",
    "level": 1
}

Core Rulebook (4th Printing)

Harm

Rank 1 · Spell · Common

Registry ID
harm
SpellCommonnecromancydivine

Negative energy harms

Description snippet: Negative energy harms

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "necromancy",
    "traditions": [
        "divine"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Negative energy harms",
    "content_id": "harm",
    "type": "spell",
    "description": "Negative energy harms"
}

Core Rulebook (4th Printing)

Heal

Rank 1 · Spell · Common

Registry ID
heal
SpellCommonnecromancydivineprimal

Positive energy heals the

Description snippet: Positive energy heals the

Source lines: None - None

Raw text block

none

Heightened

[]

Damage clauses

[]

Effects

[]

Full schema_data

{
    "spell_level": 1,
    "school": "necromancy",
    "traditions": [
        "divine",
        "primal"
    ],
    "heightenable": true,
    "rarity": "common",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (4th Printing)",
    "description_snippet": "Positive energy heals the",
    "content_id": "heal",
    "type": "spell",
    "description": "Positive energy heals the"
}

Core Rulebook (Fourth Printing)

Heal Animal

Rank 1 · Focus · Uncommon

Registry ID
heal-animal
FocusUncommonnecromancyprimal

You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. • [one-action] somatic The spell has a range of touch. • [two-actions] somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.

Description snippet: You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. • [one-action] somatic The spell has a ra

Source lines: 63274 - 63291

Raw text block

HEAL ANIMAL
UNCOMMON
DRUID
FOCUS 1
HEALING
NECROMANCY
POSITIVE
Cast [one-action] to [two-actions] somatic
Range touch or 30 feet (see text); Targets 1 willing living
animal creature
You heal an animal's wounds, restoring 1d8 Hit Points to
the target. The number of actions spent Casting this Spell
determines its effect.
• [one-action] somatic The spell has a range of touch.
• [two-actions] somatic, verbal The spell has a range of 30 feet
and restores an additional 8 Hit Points to the target.
Heightened (+1) The amount of healing increases by 1d8, and
the additional healing for the 2-action version increases by 8.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8."
    }
]

Damage clauses

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

Effects

{
    "description": "You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. • [one-action] somatic The spell has a range of touch. • [two-actions] somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.",
    "outcomes": []
}

Full schema_data

{
    "id": "heal-animal",
    "name": "Heal Animal",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "primal"
    ],
    "traits": [
        "healing",
        "positive"
    ],
    "cast": "[one-action] to [two-actions] somatic",
    "cast_actions": "1_action_to_2_actions",
    "components": [
        "somatic"
    ],
    "range": "touch or 30 feet (see text)",
    "area": "none",
    "targets": "1 willing living animal creature",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. • [one-action] somatic The spell has a range of touch. • [two-actions] somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.",
    "description_snippet": "You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. • [one-action] somatic The spell has a ra",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. • [one-action] somatic The spell has a range of touch. • [two-actions] somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "druid",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 63274,
    "source_line_end": 63291,
    "raw_text_block": "HEAL ANIMAL\nUNCOMMON\nDRUID\nFOCUS 1\nHEALING\nNECROMANCY\nPOSITIVE\nCast [one-action] to [two-actions] somatic\nRange touch or 30 feet (see text); Targets 1 willing living\nanimal creature\nYou heal an animal's wounds, restoring 1d8 Hit Points to\nthe target. The number of actions spent Casting this Spell\ndetermines its effect.\n• [one-action] somatic The spell has a range of touch.\n• [two-actions] somatic, verbal The spell has a range of 30 feet\nand restores an additional 8 Hit Points to the target.\nHeightened (+1) The amount of healing increases by 1d8, and\nthe additional healing for the 2-action version increases by 8.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "heal-animal",
    "content_id": "heal-animal",
    "level": 1
}

Advanced Player's Guide

Hex

Rank 1 · Focus · Common

Registry ID
hex
FocusCommonNoneNone

A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature.

Description snippet: A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 menta

Source lines: 34170 - 34181

Raw text block

HEX
FOCUS 1
MENTAL
WITCH
Cast [one-action] somatic
Range 30 feet; Targets 1 enemy
Saving Throw basic Will; Duration sustained up to 1 minute
A long, jagged needle jabs into the target foe's psyche whenever
it tries to attack a specifically forbidden creature. Name yourself
or one of your allies. The target takes 2 mental damage any time
it uses a hostile action against the named creature.
Heightened (+1) Increase the damage by 2.

Heightened

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

Damage clauses

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

Effects

{
    "description": "A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature.",
    "outcomes": []
}

Full schema_data

{
    "id": "hex",
    "name": "Hex",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "none",
    "rarity": "common",
    "traditions": [
        "none"
    ],
    "traits": [
        "mental"
    ],
    "cast": "[one-action] somatic",
    "cast_actions": "1_action",
    "components": [
        "somatic"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 enemy",
    "duration": "sustained up to 1 minute",
    "save": "basic Will",
    "save_type": "basic_will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature.",
    "description_snippet": "A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 menta",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "Increase the damage by 2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature.",
        "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": 34170,
    "source_line_end": 34181,
    "raw_text_block": "HEX\nFOCUS 1\nMENTAL\nWITCH\nCast [one-action] somatic\nRange 30 feet; Targets 1 enemy\nSaving Throw basic Will; Duration sustained up to 1 minute\nA long, jagged needle jabs into the target foe's psyche whenever\nit tries to attack a specifically forbidden creature. Name yourself\nor one of your allies. The target takes 2 mental damage any time\nit uses a hostile action against the named creature.\nHeightened (+1) Increase the damage by 2.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "hex",
    "content_id": "hex",
    "level": 1
}

Secrets of Magic

Horizon Thunder Sphere

Rank 1 · Spell · Common

Registry ID
horizon-thunder-sphere
SpellCommonevocationarcaneprimal

You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. [two-actions] (somatic, verbal) This spell has a range of 30 feet. [three-actions] (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.

Description snippet: You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll agai

Source lines: 12697 - 12733

Raw text block

HORIZON THUNDER SPHERE
ATTACK
EVOCATION
SPELL 1
ELECTRICITY
Traditions arcane, primal
Cast [two-actions] to 2 rounds
Range varies; Targets 1 creature
You gather magical energy into your palm, forming a
concentrated ball of electricity that crackles and rumbles
like impossibly distant thunder. Make a ranged spell attack
roll against your target's AC. On a success, you deal 3d6
electricity damage. On a critical success, the target takes
double damage and is dazzled for 1 round. The number of
actions you spend when Casting this Spell determines the
range and other parameters.
[two-actions] (somatic, verbal) This spell has a range of 30 feet.
[three-actions] (material, somatic, verbal) This spell has a range
of 60 feet and deals half damage on a failure (but not
a critical failure) as the electricity lashes out and jolts
the target.
Two Rounds If you spend 3 actions Casting the Spell,
you can avoid finishing the spell and spend another 3
actions on your next turn to empower the spell even
further. If you do, after attacking the target, whether
you hit or miss, the ball of lightning explodes, dealing
2d6 electricity damage to all other creatures in a
10-foot emanation around the target (basic Reflex save).
Additionally, you spark with electricity for 1 minute,
dealing 1 electricity damage to creatures that Grab you
or that hit you with an unarmed Strike or a non-reach
melee weapon.
Heightened (+1) The initial damage on a hit, as well as the
burst damage for two-round casting time, each increase
by 2d6, and the damage creatures take if they Grapple
or hit you while you're in your sparking state increases
by 1.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1."
    }
]

Damage clauses

[
    {
        "formula": "3d6",
        "type": "electricity",
        "persistent": false
    },
    {
        "formula": "2d6",
        "type": "electricity",
        "persistent": false
    }
]

Effects

{
    "description": "You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. [two-actions] (somatic, verbal) This spell has a range of 30 feet. [three-actions] (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.",
    "outcomes": []
}

Full schema_data

{
    "id": "horizon-thunder-sphere",
    "name": "Horizon Thunder Sphere",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "attack",
        "electricity"
    ],
    "cast": "[two-actions] to 2 rounds",
    "cast_actions": "2_actions",
    "components": [
        "none"
    ],
    "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 gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. [two-actions] (somatic, verbal) This spell has a range of 30 feet. [three-actions] (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.",
    "description_snippet": "You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll agai",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1."
        }
    ],
    "damage": [
        {
            "formula": "3d6",
            "type": "electricity",
            "persistent": false
        },
        {
            "formula": "2d6",
            "type": "electricity",
            "persistent": false
        }
    ],
    "damage_type": [
        "electricity"
    ],
    "effects": {
        "description": "You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. [two-actions] (somatic, verbal) This spell has a range of 30 feet. [three-actions] (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.",
        "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": 12697,
    "source_line_end": 12733,
    "raw_text_block": "HORIZON THUNDER SPHERE\nATTACK\nEVOCATION\nSPELL 1\nELECTRICITY\nTraditions arcane, primal\nCast [two-actions] to 2 rounds\nRange varies; Targets 1 creature\nYou gather magical energy into your palm, forming a\nconcentrated ball of electricity that crackles and rumbles\nlike impossibly distant thunder. Make a ranged spell attack\nroll against your target's AC. On a success, you deal 3d6\nelectricity damage. On a critical success, the target takes\ndouble damage and is dazzled for 1 round. The number of\nactions you spend when Casting this Spell determines the\nrange and other parameters.\n[two-actions] (somatic, verbal) This spell has a range of 30 feet.\n[three-actions] (material, somatic, verbal) This spell has a range\nof 60 feet and deals half damage on a failure (but not\na critical failure) as the electricity lashes out and jolts\nthe target.\nTwo Rounds If you spend 3 actions Casting the Spell,\nyou can avoid finishing the spell and spend another 3\nactions on your next turn to empower the spell even\nfurther. If you do, after attacking the target, whether\nyou hit or miss, the ball of lightning explodes, dealing\n2d6 electricity damage to all other creatures in a\n10-foot emanation around the target (basic Reflex save).\nAdditionally, you spark with electricity for 1 minute,\ndealing 1 electricity damage to creatures that Grab you\nor that hit you with an unarmed Strike or a non-reach\nmelee weapon.\nHeightened (+1) The initial damage on a hit, as well as the\nburst damage for two-round casting time, each increase\nby 2d6, and the damage creatures take if they Grapple\nor hit you while you're in your sparking state increases\nby 1.",
    "parser_version": "som-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "horizon-thunder-sphere",
    "content_id": "horizon-thunder-sphere",
    "level": 1
}

Core Rulebook (Fourth Printing)

Hydraulic Push

Rank 1 · Spell · Common

Registry ID
hydraulic-push
SpellCommonevocationarcaneprimal

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Description snippet: Blast a target with water to damage and push it back.

Source lines: 53326 - 53336

Raw text block

Traditions arcane, primal
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature or unattended object
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.",
    "outcomes": []
}

Full schema_data

{
    "id": "hydraulic-push",
    "name": "Hydraulic Push",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "arcane",
        "primal"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "60 feet",
    "area": "none",
    "targets": "1 creature or unattended object",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.",
    "description_snippet": "Blast a target with water to damage and push it back.",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The damage increases by 2d6."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.",
        "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": 53326,
    "source_line_end": 53336,
    "raw_text_block": "Traditions arcane, primal\nCast [two-actions] somatic, verbal\nRange 60 feet; Targets 1 creature or unattended object\nYou call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.\nCritical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.\nSuccess The target takes 3d6 bludgeoning damage and is knocked back 5 feet.\nHeightened (+1) The damage increases by 2d6.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "hydraulic-push",
    "content_id": "hydraulic-push",
    "level": 1
}

Advanced Player's Guide

Hymn Of Healing

Rank 1 · Focus · Uncommon

Registry ID
hymn-of-healing
FocusUncommonnecromancyoccult

Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and each time you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.

Description snippet: Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and each time you Sustain the Spell, the targe

Source lines: 32026 - 32042

Raw text block

HYMN OF HEALING
UNCOMMON
BARD
FOCUS 1
COMPOSITION
HEALING
NECROMANCY
POSITIVE
Cast [two-actions] verbal
Range 30 feet; Targets you or 1 ally
Duration sustained up to 4 rounds
Your divine singing mends wounds and provides a temporary
respite from harm. The target gains fast healing 2. When you
Cast the Spell and each time you Sustain the Spell, the target
gains 2 temporary Hit Points, which last for 1 round.
Heightened (+1) The fast healing and temporary Hit Points
each increase by 2.

Heightened

[
    {
        "label": "+1",
        "type": "step",
        "step": 1,
        "text": "The fast healing and temporary Hit Points each increase by 2."
    }
]

Damage clauses

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

Effects

{
    "description": "Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and each time you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.",
    "outcomes": []
}

Full schema_data

{
    "id": "hymn-of-healing",
    "name": "Hymn Of Healing",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "composition",
        "healing",
        "positive"
    ],
    "cast": "[two-actions] verbal",
    "cast_actions": "2_actions",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "you or 1 ally",
    "duration": "sustained up to 4 rounds",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and each time you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.",
    "description_snippet": "Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and each time you Sustain the Spell, the targe",
    "heightened": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The fast healing and temporary Hit Points each increase by 2."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+1",
            "type": "step",
            "step": 1,
            "text": "The fast healing and temporary Hit Points each increase by 2."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and each time you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "bard",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "advanced_players_guide",
    "source_display": "Advanced Player's Guide",
    "source_file": "PF2E Advanced Players Guide.txt",
    "source_line_start": 32026,
    "source_line_end": 32042,
    "raw_text_block": "HYMN OF HEALING\nUNCOMMON\nBARD\nFOCUS 1\nCOMPOSITION\nHEALING\nNECROMANCY\nPOSITIVE\nCast [two-actions] verbal\nRange 30 feet; Targets you or 1 ally\nDuration sustained up to 4 rounds\nYour divine singing mends wounds and provides a temporary\nrespite from harm. The target gains fast healing 2. When you\nCast the Spell and each time you Sustain the Spell, the target\ngains 2 temporary Hit Points, which last for 1 round.\nHeightened (+1) The fast healing and temporary Hit Points\neach increase by 2.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "hymn-of-healing",
    "content_id": "hymn-of-healing",
    "level": 1
}

Advanced Player's Guide

Ill Omen

Rank 1 · Spell · Common

Registry ID
ill-omen
SpellCommondivinationoccult

The target is struck with misfortune, which throws it off balance. The target must attempt a Will save. Success: The target is unaffected. Failure: The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. Critical Failure: Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.

Description snippet: The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.

Source lines: 30960 - 30977

Raw text block

ILL OMEN
CURSE
DIVINATION
SPELL 1
MISFORTUNE
Traditions occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 round
The target is struck with misfortune, which throws it off
balance. The target must attempt a Will save.
Success The target is unaffected.
Failure The first time during the duration that the target
attempts an attack roll or skill check, it must roll twice and
use the worse result.
Critical Failure Every time during the duration that the target
attempts an attack roll or skill check, it must roll twice and
use the worse result.

Heightened

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

Damage clauses

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

Effects

{
    "description": "The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.",
    "outcomes": {
        "Success": "The target is unaffected.",
        "Failure": "The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.",
        "Critical Failure": "Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result."
    }
}

Full schema_data

{
    "id": "ill-omen",
    "name": "Ill Omen",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "curse",
        "misfortune"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "1 round",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "The target is struck with misfortune, which throws it off balance. The target must attempt a Will save. Success: The target is unaffected. Failure: The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. Critical Failure: Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.",
    "description_snippet": "The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.",
    "heightened": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "heightened_scaling": [
        {
            "label": "none",
            "type": "none",
            "text": "No explicit heightened entry."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.",
        "outcomes": {
            "Success": "The target is unaffected.",
            "Failure": "The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.",
            "Critical Failure": "Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result."
        }
    },
    "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": 30960,
    "source_line_end": 30977,
    "raw_text_block": "ILL OMEN\nCURSE\nDIVINATION\nSPELL 1\nMISFORTUNE\nTraditions occult\nCast [two-actions] somatic, verbal\nRange 30 feet; Targets 1 creature\nDuration 1 round\nThe target is struck with misfortune, which throws it off\nbalance. The target must attempt a Will save.\nSuccess The target is unaffected.\nFailure The first time during the duration that the target\nattempts an attack roll or skill check, it must roll twice and\nuse the worse result.\nCritical Failure Every time during the duration that the target\nattempts an attack roll or skill check, it must roll twice and\nuse the worse result.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "ill-omen",
    "content_id": "ill-omen",
    "level": 1
}

Core Rulebook (Fourth Printing)

Illusory Disguise

Rank 1 · Spell · Common

Registry ID
illusory-disguise
SpellCommonillusionarcaneoccult

You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.

Description snippet: You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as you

Source lines: 53873 - 53900

Raw text block

ILLUSORY DISGUISE
ILLUSION
SPELL 1
VISUAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Duration 1 hour
You create an illusion that causes you to appear as another
creature of the same body shape, and with roughly similar height
(within 6 inches) and weight (within 50 pounds), as yourself.
The disguise is typically good enough to hide your identity,
but not to impersonate a specific individual. The spell doesn't
change your voice, scent, or mannerisms. You can change the
appearance of your clothing and worn items, such as making
your armor look like a dress. Held items are unaffected, and any
worn item you remove returns to its true appearance.
Casting illusory disguise counts as setting up a disguise for
the Impersonate use of Deception; it ignores any circumstance
penalties you might take for disguising yourself as a dissimilar
creature, it gives you a +4 status bonus to Deception checks to
prevent others from seeing through your disguise, and you add
your level even if you're untrained. You can Dismiss this spell.
Heightened (2nd) The spell also disguises your voice and
scent, and it gains the auditory and olfactory traits.
Heightened (3rd) You can appear as any creature of the same size,
even a specific individual. You must have seen an individual to
take on their appearance. The spell also disguises your voice
and scent, and it gains the auditory and olfactory traits.

Heightened

[
    {
        "label": "2nd",
        "type": "raw",
        "text": "The spell also disguises your voice and scent, and it gains the auditory and olfactory traits."
    },
    {
        "label": "3rd",
        "type": "raw",
        "text": "You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory and olfactory traits."
    }
]

Damage clauses

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

Effects

{
    "description": "You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.",
    "outcomes": []
}

Full schema_data

{
    "id": "illusory-disguise",
    "name": "Illusory Disguise",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "visual"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "none",
    "area": "none",
    "targets": "none",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.",
    "description_snippet": "You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as you",
    "heightened": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "The spell also disguises your voice and scent, and it gains the auditory and olfactory traits."
        },
        {
            "label": "3rd",
            "type": "raw",
            "text": "You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory and olfactory traits."
        }
    ],
    "heightened_scaling": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "The spell also disguises your voice and scent, and it gains the auditory and olfactory traits."
        },
        {
            "label": "3rd",
            "type": "raw",
            "text": "You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory and olfactory traits."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "none",
    "focus_domain": "none",
    "summon_level_cap_table": "none",
    "source_book": "core_rulebook_4th_printing",
    "source_display": "Core Rulebook (Fourth Printing)",
    "source_file": "PF2E Core Rulebook - Fourth Printing.txt",
    "source_line_start": 53873,
    "source_line_end": 53900,
    "raw_text_block": "ILLUSORY DISGUISE\nILLUSION\nSPELL 1\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nDuration 1 hour\nYou create an illusion that causes you to appear as another\ncreature of the same body shape, and with roughly similar height\n(within 6 inches) and weight (within 50 pounds), as yourself.\nThe disguise is typically good enough to hide your identity,\nbut not to impersonate a specific individual. The spell doesn't\nchange your voice, scent, or mannerisms. You can change the\nappearance of your clothing and worn items, such as making\nyour armor look like a dress. Held items are unaffected, and any\nworn item you remove returns to its true appearance.\nCasting illusory disguise counts as setting up a disguise for\nthe Impersonate use of Deception; it ignores any circumstance\npenalties you might take for disguising yourself as a dissimilar\ncreature, it gives you a +4 status bonus to Deception checks to\nprevent others from seeing through your disguise, and you add\nyour level even if you're untrained. You can Dismiss this spell.\nHeightened (2nd) The spell also disguises your voice and\nscent, and it gains the auditory and olfactory traits.\nHeightened (3rd) You can appear as any creature of the same size,\neven a specific individual. You must have seen an individual to\ntake on their appearance. The spell also disguises your voice\nand scent, and it gains the auditory and olfactory traits.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "illusory-disguise",
    "content_id": "illusory-disguise",
    "level": 1
}

Core Rulebook (Fourth Printing)

Illusory Object

Rank 1 · Spell · Common

Registry ID
illusory-object
SpellCommonillusionarcaneoccult

You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

Description snippet: You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds o

Source lines: 53906 - 53926

Raw text block

ILLUSORY OBJECT
SPELL 1
VISUAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 500 feet; Area 20-foot burst
Duration 10 minutes
You create an illusory visual image of a stationary object.
The entire image must fit within the spell's area. The object
appears to animate naturally, but it doesn't make sounds or
generate smells. For example, water would appear to pour
down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the Seek action
to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds,
generates normal smells, and feels right to the touch. The
spell gains the auditory and olfactory traits. The duration
increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration
is unlimited.

Heightened

[
    {
        "label": "2nd",
        "type": "raw",
        "text": "Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour."
    },
    {
        "label": "5th",
        "type": "fixed_rank",
        "rank": 5,
        "text": "As the 2nd-level version, but the duration is unlimited."
    }
]

Damage clauses

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

Effects

{
    "description": "You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.",
    "outcomes": []
}

Full schema_data

{
    "id": "illusory-object",
    "name": "Illusory Object",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "visual"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "500 feet",
    "area": "20-foot burst",
    "targets": "none",
    "duration": "10 minutes",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.",
    "description_snippet": "You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds o",
    "heightened": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "As the 2nd-level version, but the duration is unlimited."
        }
    ],
    "heightened_scaling": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour."
        },
        {
            "label": "5th",
            "type": "fixed_rank",
            "rank": 5,
            "text": "As the 2nd-level version, but the duration is unlimited."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.",
        "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": 53906,
    "source_line_end": 53926,
    "raw_text_block": "ILLUSORY OBJECT\nSPELL 1\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange 500 feet; Area 20-foot burst\nDuration 10 minutes\nYou create an illusory visual image of a stationary object.\nThe entire image must fit within the spell's area. The object\nappears to animate naturally, but it doesn't make sounds or\ngenerate smells. For example, water would appear to pour\ndown an illusory waterfall, but it would be silent.\nAny creature that touches the image or uses the Seek action\nto examine it can attempt to disbelieve your illusion.\nHeightened (2nd) Your image makes appropriate sounds,\ngenerates normal smells, and feels right to the touch. The\nspell gains the auditory and olfactory traits. The duration\nincreases to 1 hour.\nHeightened (5th) As the 2nd-level version, but the duration\nis unlimited.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "illusory-object",
    "content_id": "illusory-object",
    "level": 1
}

Advanced Player's Guide

Imprint Message

Rank 1 · Spell · Common

Registry ID
imprint-message
SpellCommondivinationoccult

You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading (page 222) on the target object, replacing any emotional events the item was present for. If the object is in the area of a retrocognition spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade.

Description snippet: You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who

Source lines: 31009 - 31027

Raw text block

IMPRINT MESSAGE
SPELL 1
DIVINATION
Traditions occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 object
You project psychic vibrations onto the target object,
imprinting it with a short message or emotional theme of your
design. This imprinted sensation is revealed to a creature who
casts object reading (page 222) on the target object, replacing
any emotional events the item was present for. If the object is
in the area of a retrocognition spell, the imprinted messages
appear as major events in the timeline, but they don't interfere
with any other visions.
If the object is targeted with read aura of a higher spell
level than imprint message, the caster learns that the object
has been magically modified. When you Cast this Spell, any
prior vibrations placed on an object by previous castings of
imprint message fade.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading (page 222) on the target object, replacing any emotional events the item was present for. If the object is in the area of a retrocognition spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade.",
    "outcomes": []
}

Full schema_data

{
    "id": "imprint-message",
    "name": "Imprint Message",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "divination",
    "rarity": "common",
    "traditions": [
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 object",
    "duration": "none",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading (page 222) on the target object, replacing any emotional events the item was present for. If the object is in the area of a retrocognition spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade.",
    "description_snippet": "You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who",
    "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 project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading (page 222) on the target object, replacing any emotional events the item was present for. If the object is in the area of a retrocognition spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade.",
        "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": 31009,
    "source_line_end": 31027,
    "raw_text_block": "IMPRINT MESSAGE\nSPELL 1\nDIVINATION\nTraditions occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 object\nYou project psychic vibrations onto the target object,\nimprinting it with a short message or emotional theme of your\ndesign. This imprinted sensation is revealed to a creature who\ncasts object reading (page 222) on the target object, replacing\nany emotional events the item was present for. If the object is\nin the area of a retrocognition spell, the imprinted messages\nappear as major events in the timeline, but they don't interfere\nwith any other visions.\nIf the object is targeted with read aura of a higher spell\nlevel than imprint message, the caster learns that the object\nhas been magically modified. When you Cast this Spell, any\nprior vibrations placed on an object by previous castings of\nimprint message fade.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "imprint-message",
    "content_id": "imprint-message",
    "level": 1
}

Advanced Player's Guide

Incendiary Aura

Rank 1 · Focus · Common

Registry ID
incendiary-aura
FocusCommonevocationdivine

Mystery flames Cast [two-actions] somatic, verbal Area 10-foot emanation Duration 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage.

Description snippet: Mystery flames Cast [two-actions] somatic, verbal Area 10-foot emanation Duration 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation

Source lines: 32822 - 32835

Raw text block

CURSEBOUND
FOCUS 1
EVOCATION
FIRE
ORACLE
Mystery flames
Cast [two-actions] somatic, verbal
Area 10-foot emanation
Duration 1 minute
You surround yourself with a combustible aura. Each time a
creature within the emanation takes fire damage, it catches on
fire, taking 2d4 persistent fire damage.
Heightened (+2) Increase the persistent damage by 1d4 and
the radius of the emanation by 5 feet.

Heightened

[
    {
        "label": "+2",
        "type": "step",
        "step": 2,
        "text": "Increase the persistent damage by 1d4 and the radius of the emanation by 5 feet."
    }
]

Damage clauses

[
    {
        "formula": "2d4",
        "type": "fire",
        "persistent": true
    }
]

Effects

{
    "description": "Mystery flames Cast [two-actions] somatic, verbal Area 10-foot emanation Duration 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage.",
    "outcomes": []
}

Full schema_data

{
    "id": "incendiary-aura",
    "name": "Incendiary Aura",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "evocation",
    "rarity": "common",
    "traditions": [
        "divine"
    ],
    "traits": [
        "fire"
    ],
    "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": "Mystery flames Cast [two-actions] somatic, verbal Area 10-foot emanation Duration 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage.",
    "description_snippet": "Mystery flames Cast [two-actions] somatic, verbal Area 10-foot emanation Duration 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation",
    "heightened": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "Increase the persistent damage by 1d4 and the radius of the emanation by 5 feet."
        }
    ],
    "heightened_scaling": [
        {
            "label": "+2",
            "type": "step",
            "step": 2,
            "text": "Increase the persistent damage by 1d4 and the radius of the emanation by 5 feet."
        }
    ],
    "damage": [
        {
            "formula": "2d4",
            "type": "fire",
            "persistent": true
        }
    ],
    "damage_type": [
        "fire"
    ],
    "effects": {
        "description": "Mystery flames Cast [two-actions] somatic, verbal Area 10-foot emanation Duration 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage.",
        "outcomes": []
    },
    "conditions_caused": [
        "none"
    ],
    "focus_class": "oracle",
    "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": 32822,
    "source_line_end": 32835,
    "raw_text_block": "CURSEBOUND\nFOCUS 1\nEVOCATION\nFIRE\nORACLE\nMystery flames\nCast [two-actions] somatic, verbal\nArea 10-foot emanation\nDuration 1 minute\nYou surround yourself with a combustible aura. Each time a\ncreature within the emanation takes fire damage, it catches on\nfire, taking 2d4 persistent fire damage.\nHeightened (+2) Increase the persistent damage by 1d4 and\nthe radius of the emanation by 5 feet.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "medium",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "incendiary-aura",
    "content_id": "incendiary-aura",
    "level": 1
}

Advanced Player's Guide

Invisible Item

Rank 1 · Spell · Common

Registry ID
invisible-item
SpellCommonillusionarcaneoccult

You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.

Description snippet: You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If

Source lines: 31059 - 31078

Raw text block

INVISIBLE ITEM
SPELL 1
ILLUSION
Traditions arcane, occult
Cast [two-actions] material, somatic
Range touch; Targets 1 object
Duration 1 hour
You make the object invisible. This makes it undetected to
all creatures, though the creatures can attempt to find the
target, making it hidden to them instead if they succeed. If
the item is used as part of a hostile action, the spell ends after
that hostile action is completed. Making a weapon invisible
typically doesn't give any advantage to the attack, except
that an invisible thrown weapon or piece of ammunition can
be used for an attack without necessarily giving information
about the attacker's hiding place unless the weapon returns
to the attacker.
Heightened (3rd) The duration is until the next time you make
your daily preparations.
Heightened (7th) The duration is unlimited.

Heightened

[
    {
        "label": "3rd",
        "type": "raw",
        "text": "The duration is until the next time you make your daily preparations."
    },
    {
        "label": "7th",
        "type": "fixed_rank",
        "rank": 7,
        "text": "The duration is unlimited."
    }
]

Damage clauses

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

Effects

{
    "description": "You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.",
    "outcomes": []
}

Full schema_data

{
    "id": "invisible-item",
    "name": "Invisible Item",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "none"
    ],
    "cast": "[two-actions] material, somatic",
    "cast_actions": "2_actions",
    "components": [
        "material",
        "somatic"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 object",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.",
    "description_snippet": "You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If",
    "heightened": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The duration is until the next time you make your daily preparations."
        },
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The duration is unlimited."
        }
    ],
    "heightened_scaling": [
        {
            "label": "3rd",
            "type": "raw",
            "text": "The duration is until the next time you make your daily preparations."
        },
        {
            "label": "7th",
            "type": "fixed_rank",
            "rank": 7,
            "text": "The duration is unlimited."
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.",
        "outcomes": []
    },
    "conditions_caused": [
        "hidden",
        "undetected"
    ],
    "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": 31059,
    "source_line_end": 31078,
    "raw_text_block": "INVISIBLE ITEM\nSPELL 1\nILLUSION\nTraditions arcane, occult\nCast [two-actions] material, somatic\nRange touch; Targets 1 object\nDuration 1 hour\nYou make the object invisible. This makes it undetected to\nall creatures, though the creatures can attempt to find the\ntarget, making it hidden to them instead if they succeed. If\nthe item is used as part of a hostile action, the spell ends after\nthat hostile action is completed. Making a weapon invisible\ntypically doesn't give any advantage to the attack, except\nthat an invisible thrown weapon or piece of ammunition can\nbe used for an attack without necessarily giving information\nabout the attacker's hiding place unless the weapon returns\nto the attacker.\nHeightened (3rd) The duration is until the next time you make\nyour daily preparations.\nHeightened (7th) The duration is unlimited.",
    "parser_version": "apg-raw-text-v1",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "invisible-item",
    "content_id": "invisible-item",
    "level": 1
}

Core Rulebook (Fourth Printing)

Item Facade

Rank 1 · Spell · Common

Registry ID
item-facade
SpellCommonillusionarcaneoccult

You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.

Description snippet: You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look dec

Source lines: 54154 - 54174

Raw text block

ITEM FACADE
SPELL 1
VISUAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 object no more than 10 feet by 10 feet
by 10 feet
Duration 1 hour
You make the target object look and feel as though it were
in much better or worse physical condition. When you cast
this spell, decide whether you want to make the object look
decrepit or perfect. An item made to look decrepit appears
broken and shoddy. An intact item made to look better
appears as though it's brand new and highly polished or well
maintained. A broken item appears to be intact and functional.
Destroyed items can't be affected by this spell. A creature that
Interacts with the item can attempt to disbelieve the illusion.
Heightened (2nd) The duration is 24 hours.
Heightened (3rd) The duration is unlimited.
JUMP

Heightened

[
    {
        "label": "2nd",
        "type": "raw",
        "text": "The duration is 24 hours."
    },
    {
        "label": "3rd",
        "type": "raw",
        "text": "The duration is unlimited. JUMP"
    }
]

Damage clauses

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

Effects

{
    "description": "You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.",
    "outcomes": []
}

Full schema_data

{
    "id": "item-facade",
    "name": "Item Facade",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "spell",
    "school": "illusion",
    "rarity": "common",
    "traditions": [
        "arcane",
        "occult"
    ],
    "traits": [
        "visual"
    ],
    "cast": "[two-actions] somatic, verbal",
    "cast_actions": "2_actions",
    "components": [
        "somatic",
        "verbal"
    ],
    "range": "touch",
    "area": "none",
    "targets": "1 object no more than 10 feet by 10 feet by 10 feet",
    "duration": "1 hour",
    "save": "none",
    "save_type": "none",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.",
    "description_snippet": "You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look dec",
    "heightened": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "The duration is 24 hours."
        },
        {
            "label": "3rd",
            "type": "raw",
            "text": "The duration is unlimited. JUMP"
        }
    ],
    "heightened_scaling": [
        {
            "label": "2nd",
            "type": "raw",
            "text": "The duration is 24 hours."
        },
        {
            "label": "3rd",
            "type": "raw",
            "text": "The duration is unlimited. JUMP"
        }
    ],
    "damage": [
        {
            "formula": "none",
            "type": "none",
            "persistent": false
        }
    ],
    "damage_type": [
        "none"
    ],
    "effects": {
        "description": "You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.",
        "outcomes": []
    },
    "conditions_caused": [
        "broken"
    ],
    "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": 54154,
    "source_line_end": 54174,
    "raw_text_block": "ITEM FACADE\nSPELL 1\nVISUAL\nTraditions arcane, occult\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 object no more than 10 feet by 10 feet\nby 10 feet\nDuration 1 hour\nYou make the target object look and feel as though it were\nin much better or worse physical condition. When you cast\nthis spell, decide whether you want to make the object look\ndecrepit or perfect. An item made to look decrepit appears\nbroken and shoddy. An intact item made to look better\nappears as though it's brand new and highly polished or well\nmaintained. A broken item appears to be intact and functional.\nDestroyed items can't be affected by this spell. A creature that\nInteracts with the item can attempt to disbelieve the illusion.\nHeightened (2nd) The duration is 24 hours.\nHeightened (3rd) The duration is unlimited.\nJUMP",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "item-facade",
    "content_id": "item-facade",
    "level": 1
}

Core Rulebook (Fourth Printing)

Jealous Hex

Rank 1 · Focus · Uncommon

Registry ID
jealous-hex
FocusUncommonnecromancyoccult

You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target is cursed with an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save. Success: The target is unaffected. Failure: The condition's value is 1. Critical Failure: The condition's value is 2. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.

Description snippet: You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target is cursed with an adverse condition depending on its highest ability modifier: Strength (

Source lines: 64400 - 64421

Raw text block

JEALOUS HEX
UNCOMMON
CURSE
FOCUS 1
NECROMANCY
SORCERER
Cast [one-action] verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration up to 1 minute
You draw forth a hag's innate jealousy to deny a target its
greatest attribute. The target is cursed with an adverse
condition depending on its highest ability modifier: Strength
(enfeebled); Dexterity (clumsy); Constitution (drained); or
Intelligence, Wisdom, or Charisma (stupefied). On a tie, the
creature decides which of the conditions associated with
the tied ability modifiers to take. The target must attempt a
Will save.
Success The target is unaffected.
Failure The condition's value is 1.
Critical Failure The condition's value is 2.
At the start of each of your turns, the target can attempt
another Will save, ending the effect on a success.

Heightened

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

Damage clauses

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

Effects

{
    "description": "You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target is cursed with an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.",
    "outcomes": {
        "Success": "The target is unaffected.",
        "Failure": "The condition's value is 1.",
        "Critical Failure": "The condition's value is 2. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success."
    }
}

Full schema_data

{
    "id": "jealous-hex",
    "name": "Jealous Hex",
    "rank": 1,
    "is_cantrip": false,
    "spell_type": "focus",
    "school": "necromancy",
    "rarity": "uncommon",
    "traditions": [
        "occult"
    ],
    "traits": [
        "curse"
    ],
    "cast": "[one-action] verbal",
    "cast_actions": "1_action",
    "components": [
        "verbal"
    ],
    "range": "30 feet",
    "area": "none",
    "targets": "1 creature",
    "duration": "up to 1 minute",
    "save": "Will",
    "save_type": "will",
    "trigger": "none",
    "requirements": "none",
    "cost": "none",
    "primary_check": "none",
    "secondary_casters": "none",
    "description": "You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target is cursed with an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save. Success: The target is unaffected. Failure: The condition's value is 1. Critical Failure: The condition's value is 2. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.",
    "description_snippet": "You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target is cursed with an adverse condition depending on its highest ability modifier: Strength (",
    "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 draw forth a hag's innate jealousy to deny a target its greatest attribute. The target is cursed with an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.",
        "outcomes": {
            "Success": "The target is unaffected.",
            "Failure": "The condition's value is 1.",
            "Critical Failure": "The condition's value is 2. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success."
        }
    },
    "conditions_caused": [
        "clumsy",
        "drained",
        "enfeebled",
        "stupefied"
    ],
    "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": 64400,
    "source_line_end": 64421,
    "raw_text_block": "JEALOUS HEX\nUNCOMMON\nCURSE\nFOCUS 1\nNECROMANCY\nSORCERER\nCast [one-action] verbal\nRange 30 feet; Targets 1 creature\nSaving Throw Will; Duration up to 1 minute\nYou draw forth a hag's innate jealousy to deny a target its\ngreatest attribute. The target is cursed with an adverse\ncondition depending on its highest ability modifier: Strength\n(enfeebled); Dexterity (clumsy); Constitution (drained); or\nIntelligence, Wisdom, or Charisma (stupefied). On a tie, the\ncreature decides which of the conditions associated with\nthe tied ability modifiers to take. The target must attempt a\nWill save.\nSuccess The target is unaffected.\nFailure The condition's value is 1.\nCritical Failure The condition's value is 2.\nAt the start of each of your turns, the target can attempt\nanother Will save, ending the effect on a success.",
    "parser_version": "core-raw-text-v3",
    "extraction_confidence": "high",
    "quarantine_reasons": [
        "none"
    ],
    "spell_id": "jealous-hex",
    "content_id": "jealous-hex",
    "level": 1
}