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Spell Catalogue
Review the canonical spell library directly from the live registry. This page is built for auditing coverage, checking extraction output, and browsing the database-backed spell records the site is actually using.
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Current result set: 898 matching canonical spell rows
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Showing page 9 of 36 for 898 matching canonical spell rows.
Page 9 of 36
Core Rulebook (Fourth Printing)
Read Fate
Rank 1 · Focus · Uncommon
You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.
Advanced review details
Description snippet: You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have mul
Source lines: 62444 - 62463
Raw text block
READ FATE UNCOMMON CLERIC FOCUS 1 DIVINATION PREDICTION Domain fate Cast 1 minute (material, somatic, verbal) Range 10 feet; Targets 1 creature other than you You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.",
"outcomes": []
}
Full schema_data
{
"id": "read-fate",
"name": "Read Fate",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"prediction"
],
"cast": "1 minute (material, somatic, verbal)",
"cast_actions": "one_minute",
"components": [
"material",
"somatic",
"verbal"
],
"range": "10 feet",
"area": "none",
"targets": "1 creature other than you",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.",
"description_snippet": "You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have mul",
"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 attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "cleric",
"focus_domain": "fate",
"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": 62444,
"source_line_end": 62463,
"raw_text_block": "READ FATE\nUNCOMMON\nCLERIC\nFOCUS 1\nDIVINATION\nPREDICTION\nDomain fate\nCast 1 minute (material, somatic, verbal)\nRange 10 feet; Targets 1 creature other than you\nYou attempt to learn more about the target's fate in the short\nterm, usually within the next day for most prosaic creatures,\nor the next hour or less for someone likely to have multiple\nrapid experiences, such as someone actively adventuring.\nYou learn a single enigmatic word connected to the creature's\nfate in that time frame. Fate is notoriously inscrutable, and the\nword isn't necessarily meant to be taken at face value, so the\nmeaning is often clear only in hindsight. The GM rolls a secret\nDC 6 flat check. If the creature's fate is too uncertain, or on a\nfailed flat check, the spell yields the word “inconclusive.” Either\nway, the creature is then temporarily immune for 24 hours.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "read-fate",
"content_id": "read-fate",
"level": 1
}
Secrets of Magic
Restyle
Rank 1 · Spell · Common
Make permanent style changes to clothing.
Advanced review details
Description snippet: Make permanent style changes to clothing.
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "transmutation",
"traditions": [
"arcane",
"divine",
"occult",
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Make permanent style changes to clothing.",
"content_id": "restyle",
"type": "spell",
"description": "Make permanent style changes to clothing."
}
Advanced Player's Guide
Safe Passage
Rank 1 · Spell · Common
You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.
Advanced review details
Description snippet: You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against
Source lines: 31481 - 31507
Raw text block
SAFE PASSAGE SPELL 3 ABJURATION Traditions arcane, divine, primal Cast [three-actions] material, somatic, verbal Range touch; Area 10-foot-wide, 10-foot-tall, 60-foot-long section of terrain Duration sustained up to 1 minute You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area. Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long. Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The granted resistance increases to 10, and the area can be 120 feet long."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The granted resistance increases to 15, and the area can be 500 feet long."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.",
"outcomes": []
}
Full schema_data
{
"id": "safe-passage",
"name": "Safe Passage",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "abjuration",
"rarity": "common",
"traditions": [
"arcane",
"divine",
"primal"
],
"traits": [
"none"
],
"cast": "[three-actions] material, somatic, verbal",
"cast_actions": "3_actions",
"components": [
"material",
"somatic",
"verbal"
],
"range": "touch",
"area": "10-foot-wide, 10-foot-tall, 60-foot-long section of terrain",
"targets": "none",
"duration": "sustained up to 1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.",
"description_snippet": "You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The granted resistance increases to 10, and the area can be 120 feet long."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The granted resistance increases to 15, and the area can be 500 feet long."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The granted resistance increases to 10, and the area can be 120 feet long."
},
{
"label": "8th",
"type": "fixed_rank",
"rank": 8,
"text": "The granted resistance increases to 15, and the area can be 500 feet long."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.",
"outcomes": []
},
"conditions_caused": [
"concealed",
"prone"
],
"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": 31481,
"source_line_end": 31507,
"raw_text_block": "SAFE PASSAGE\nSPELL 3\nABJURATION\nTraditions arcane, divine, primal\nCast [three-actions] material, somatic, verbal\nRange touch; Area 10-foot-wide, 10-foot-tall, 60-foot-long\nsection of terrain\nDuration sustained up to 1 minute\nYou repel dangers from all around you, making passage\nthrough the chosen area safe for a brief amount of time.\nAnyone passing through the area gains the following benefits\nagainst harmful effects of the terrain and environment,\nincluding environmental damage, hazardous terrain, and\nhazards in the area. The spell grants a +2 status bonus to AC\nand saves against such effects, and resistance 5 to all damage\nfrom such effects. Furthermore, the spell prevents anything in\nthe area that's prone to collapse, such as a rickety bridge or an\nunstable ceiling, from collapsing, except under extreme strain\nthat would collapse a normal structure of its type.\nSafe passage protects only against harm, not inconvenience,\nand it doesn't reduce difficult terrain, remove the concealed\ncondition caused by precipitation, or the like, nor does it\nprotect against creatures within the spell's area.\nHeightened (5th) The granted resistance increases to 10, and\nthe area can be 120 feet long.\nHeightened (8th) The granted resistance increases to 15, and\nthe area can be 500 feet long.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "safe-passage",
"content_id": "safe-passage",
"level": 1
}
Core Rulebook (4th Printing)
Sanctuary
Rank 1 · Spell · Common
Protect a creature from
Advanced review details
Description snippet: Protect a creature from
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "abjuration",
"traditions": [
"divine",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Protect a creature from",
"content_id": "sanctuary",
"type": "spell",
"description": "Protect a creature from"
}
Core Rulebook (Fourth Printing)
Savor The Sting
Rank 1 · Focus · Uncommon
You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. Critical Success: The target is unaffected. Success: The target takes half damage and no persistent damage. Failure: The target takes full initial and persistent damage. Critical Failure: The target takes double initial and persistent damage.
Advanced review details
Description snippet: You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the targ
Source lines: 62555 - 62578
Raw text block
SAVOR THE STING UNCOMMON CLERIC FOCUS 1 ENCHANTMENT Domain pain Cast [one-action] somatic Range touch; Targets 1 creature Saving Throw Will MENTAL NONLETHAL You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. Critical Success The target is unaffected. Success The target takes half damage and no persistent damage. Failure The target takes full initial and persistent damage. Critical Failure The target takes double initial and persistent damage. Heightened (+1) The initial damage increases by 1d4 and the persistent damage increases by 1d4.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage increases by 1d4 and the persistent damage increases by 1d4."
}
]
Damage clauses
[
{
"formula": "1d4",
"type": "mental",
"persistent": false
},
{
"formula": "1d4",
"type": "mental",
"persistent": true
}
]
Effects
{
"description": "You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage and no persistent damage.",
"Failure": "The target takes full initial and persistent damage.",
"Critical Failure": "The target takes double initial and persistent damage."
}
}
Full schema_data
{
"id": "savor-the-sting",
"name": "Savor The Sting",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"mental",
"nonlethal"
],
"cast": "[one-action] somatic",
"cast_actions": "1_action",
"components": [
"somatic"
],
"range": "touch",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. Critical Success: The target is unaffected. Success: The target takes half damage and no persistent damage. Failure: The target takes full initial and persistent damage. Critical Failure: The target takes double initial and persistent damage.",
"description_snippet": "You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the targ",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage increases by 1d4 and the persistent damage increases by 1d4."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The initial damage increases by 1d4 and the persistent damage increases by 1d4."
}
],
"damage": [
{
"formula": "1d4",
"type": "mental",
"persistent": false
},
{
"formula": "1d4",
"type": "mental",
"persistent": true
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes half damage and no persistent damage.",
"Failure": "The target takes full initial and persistent damage.",
"Critical Failure": "The target takes double initial and persistent damage."
}
},
"conditions_caused": [
"none"
],
"focus_class": "cleric",
"focus_domain": "pain",
"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": 62555,
"source_line_end": 62578,
"raw_text_block": "SAVOR THE STING\nUNCOMMON\nCLERIC\nFOCUS 1\nENCHANTMENT\nDomain pain\nCast [one-action] somatic\nRange touch; Targets 1 creature\nSaving Throw Will\nMENTAL\nNONLETHAL\nYou inflict pain upon the target and revel in their anguish. This\ndeals 1d4 mental damage and 1d4 persistent mental damage;\nthe target must attempt a Will save. As long as the target is\ntaking persistent damage from this spell, you gain a +1 status\nbonus to attack rolls and skill checks against the target.\nCritical Success The target is unaffected.\nSuccess The target takes half damage and no persistent\ndamage.\nFailure The target takes full initial and persistent damage.\nCritical Failure The target takes double initial and\npersistent damage.\nHeightened (+1) The initial damage increases by 1d4 and the\npersistent damage increases by 1d4.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "savor-the-sting",
"content_id": "savor-the-sting",
"level": 1
}
Secrets of Magic
Schadenfreude
Rank 1 · Spell · Common
React to your critical failure to
Advanced review details
Description snippet: React to your critical failure to
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "enchantment",
"traditions": [
"arcane",
"divine",
"occult"
],
"heightenable": false,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "React to your critical failure to",
"content_id": "schadenfreude",
"type": "spell",
"description": "React to your critical failure to"
}
Core Rulebook (Fourth Printing)
Scholarly Recollection
Rank 1 · Focus · Uncommon
Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.
Advanced review details
Description snippet: Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity g
Source lines: 62587 - 62600
Raw text block
SCHOLARLY RECOLLECTION UNCOMMON CLERIC DIVINATION FOCUS 1 FORTUNE Domain knowledge Cast [reaction] verbal; Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.",
"outcomes": []
}
Full schema_data
{
"id": "scholarly-recollection",
"name": "Scholarly Recollection",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"fortune"
],
"cast": "[reaction] verbal",
"cast_actions": "reaction",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "You attempt a Perception check to",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.",
"description_snippet": "Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity g",
"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": "Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "cleric",
"focus_domain": "knowledge",
"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": 62587,
"source_line_end": 62600,
"raw_text_block": "SCHOLARLY RECOLLECTION\nUNCOMMON\nCLERIC\nDIVINATION\nFOCUS 1\nFORTUNE\nDomain knowledge\nCast [reaction] verbal; Trigger You attempt a Perception check to\nSeek, or you attempt a skill check to Recall Knowledge with\na skill you're trained in.\nSpeaking a short prayer as you gather your thoughts, you're\nblessed to find that your deity gave you just the right bit of\ninformation for your situation. Roll the triggering check twice\nand use the better result.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "scholarly-recollection",
"content_id": "scholarly-recollection",
"level": 1
}
Core Rulebook
Scholastic Dissertation
Rank 1 · Focus · Uncommon
You focus your scholarship into a burst of magical clarity, drawing on disciplined study to improve your next Recall Knowledge or spell-identification effort during the duration.
Advanced review details
Description snippet: You focus your scholarship into magical clarity, improving your next Recall Knowledge or spell-identification effort.
Source lines: 143 - 184
Raw text block
SCHOLASTIC DISSERTATION UNCOMMON DIVINATION FOCUS 1 WIZARD Cast [one-action] Range self; Targets self Duration 1 minute You focus your scholarship into a burst of magical clarity, drawing on disciplined study to improve your next Recall Knowledge or spell-identification effort during the duration.
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
[]
Full schema_data
{
"id": "scholastic-dissertation",
"name": "Scholastic Dissertation",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"wizard",
"divination"
],
"cast": "[one-action]",
"cast_actions": "1_action",
"components": [],
"range": "self",
"area": "none",
"targets": "self",
"duration": "1 minute",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You focus your scholarship into a burst of magical clarity, drawing on disciplined study to improve your next Recall Knowledge or spell-identification effort during the duration.",
"description_snippet": "You focus your scholarship into magical clarity, improving your next Recall Knowledge or spell-identification effort.",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": "none",
"effects": [],
"conditions_caused": [],
"focus_class": "wizard",
"focus_domain": "divination",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook",
"source_file": "wizard_school_focus_spells_intermediary.json",
"source_line_start": 143,
"source_line_end": 184,
"raw_text_block": "SCHOLASTIC DISSERTATION\nUNCOMMON\nDIVINATION\nFOCUS 1\nWIZARD\nCast [one-action]\nRange self; Targets self\nDuration 1 minute\nYou focus your scholarship into a burst of magical clarity, drawing on disciplined study to improve your next Recall Knowledge or spell-identification effort during the duration.",
"spell_id": "scholastic-dissertation",
"content_id": "scholastic-dissertation",
"level": 1
}
Advanced Player's Guide
Sculpt Sound
Rank 1 · Spell · Common
You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. Success: The affected sound from the creature isn't altered. Failure: The affected sound from the creature is altered in the way you determine. Critical Failure: The affected sound from the creature is altered and the target becomes stupefied 2 for 1 minute as it struggles with the disorienting effects of its altered sound.
Advanced review details
Description snippet: You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't cre
Source lines: 31532 - 31562
Raw text block
SCULPT SOUND SPELL 3 ILLUSION Traditions occult Cast [two-actions] somatic, material Range touch; Targets 1 creature or object Duration 10 minutes You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. Success The affected sound from the creature isn't altered. Failure The affected sound from the creature is altered in the way you determine. Critical Failure The affected sound from the creature is altered and the target becomes stupefied 2 for 1 minute as it struggles with the disorienting effects of its altered sound. Heightened (5th) You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save.",
"outcomes": {
"Success": "The affected sound from the creature isn't altered.",
"Failure": "The affected sound from the creature is altered in the way you determine.",
"Critical Failure": "The affected sound from the creature is altered and the target becomes stupefied 2 for 1 minute as it struggles with the disorienting effects of its altered sound."
}
}
Full schema_data
{
"id": "sculpt-sound",
"name": "Sculpt Sound",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "illusion",
"rarity": "common",
"traditions": [
"occult"
],
"traits": [
"none"
],
"cast": "[two-actions] somatic, material",
"cast_actions": "2_actions",
"components": [
"material",
"somatic"
],
"range": "touch",
"area": "none",
"targets": "1 creature or object",
"duration": "10 minutes",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. Success: The affected sound from the creature isn't altered. Failure: The affected sound from the creature is altered in the way you determine. Critical Failure: The affected sound from the creature is altered and the target becomes stupefied 2 for 1 minute as it struggles with the disorienting effects of its altered sound.",
"description_snippet": "You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't cre",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check. You can Dismiss the spell. Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save.",
"outcomes": {
"Success": "The affected sound from the creature isn't altered.",
"Failure": "The affected sound from the creature is altered in the way you determine.",
"Critical Failure": "The affected sound from the creature is altered and the target becomes stupefied 2 for 1 minute as it struggles with the disorienting effects of its altered sound."
}
},
"conditions_caused": [
"stupefied"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "advanced_players_guide",
"source_display": "Advanced Player's Guide",
"source_file": "PF2E Advanced Players Guide.txt",
"source_line_start": 31532,
"source_line_end": 31562,
"raw_text_block": "SCULPT SOUND\nSPELL 3\nILLUSION\nTraditions occult\nCast [two-actions] somatic, material\nRange touch; Targets 1 creature or object\nDuration 10 minutes\nYou change the sounds made by a creature or object. Choose\nhow you're altering the sounds when you Cast the Spell; you\ncan't alter it later. You can cause something that didn't create a\nsound to make sound, alter the voice of a creature, amplify or\ndeaden a sound, or transform one sound into another. A creature\nwho succeeds at a Perception check against your spell DC can\ndetermine that the sound was altered by an illusion, including\nhearing faint sounds if you deadened the sound, but they can't\ndetermine the true sound unless they critically succeed at the\nPerception check. You can Dismiss the spell.\nBecause this spell obscures sound instead of preventing it,\nusing the spell to quiet a creature doesn't prevent that creature\nfrom using verbal spell components, though it does prevent\nmost auditory effects that rely on another creature hearing\nthem accurately. An unwilling target can attempt a Will save.\nSuccess The affected sound from the creature isn't altered.\nFailure The affected sound from the creature is altered in the\nway you determine.\nCritical Failure The affected sound from the creature is altered\nand the target becomes stupefied 2 for 1 minute as it\nstruggles with the disorienting effects of its altered sound.\nHeightened (5th) You can target up to 6 creatures or 6 objects,\naltering the sounds of all affected creatures or objects in\nthe same way.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "sculpt-sound",
"content_id": "sculpt-sound",
"level": 1
}
Secrets of Magic
Seashell Of Stolen Sound
Rank 1 · Spell · Common
You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic
Advanced review details
Description snippet: You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even mor
Source lines: 14875 - 14911
Raw text block
SEASHELL OF STOLEN SOUND DIVINATION SPELL 1 SONIC Traditions arcane, occult, primal Cast [reaction] focus, verbal; Trigger A creature within range begins to make a sound. Range 30 feet Duration until your next daily preparations You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic",
"outcomes": []
}
Full schema_data
{
"id": "seashell-of-stolen-sound",
"name": "Seashell Of Stolen Sound",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "divination",
"rarity": "common",
"traditions": [
"arcane",
"occult",
"primal"
],
"traits": [
"sonic"
],
"cast": "[reaction] focus, verbal",
"cast_actions": "reaction",
"components": [
"focus",
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "none",
"duration": "until your next daily preparations",
"save": "none",
"save_type": "none",
"trigger": "A creature within range begins to make a sound.",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic",
"description_snippet": "You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even mor",
"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 store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you Cast the Spell, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. You or another creature can then play the sound back from the seashell during the spell's duration by Interacting with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special auditory or sonic effects of the sound. Secrets of Magic Essentials of Magic Magic Items Book of Unlimited Magic",
"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": 14875,
"source_line_end": 14911,
"raw_text_block": "SEASHELL OF STOLEN SOUND\nDIVINATION\nSPELL 1\nSONIC\nTraditions arcane, occult, primal\nCast [reaction] focus, verbal; Trigger A creature within range\nbegins to make a sound.\nRange 30 feet\nDuration until your next daily preparations\nYou store a sound in a seashell to use as you will: the\nlast words of a loved one, a dragon's mighty roar, the\ncompromising conversation between two powerful\ndiplomats, or even more strange and secret. As part\nof Casting this Spell, you must present an unbroken\nseashell. When you Cast the Spell, magic swirls around the\ntriggering creature, copying the sounds they make, as well\nas any background noise, for the next minute and storing\nthem in the seashell.\nYou or another creature can then play the sound back\nfrom the seashell during the spell's duration by Interacting\nwith the seashell, but once the sounds have been played\nback, the seashell shatters and the spell ends.\nAs normal for spells with a duration until your next daily\npreparations, you can choose to continue expending the\nspell slot to prolong the duration of an existing seashell\nof stolen sound for another day. While the spell faithfully\ncopies the sounds around the target, it doesn't reproduce\nany special auditory or sonic effects of the sound.\nSecrets\nof\nMagic\nEssentials\nof Magic\nMagic Items\nBook of\nUnlimited\nMagic",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "seashell-of-stolen-sound",
"content_id": "seashell-of-stolen-sound",
"level": 1
}
Advanced Player's Guide
Sepulchral Mask
Rank 1 · Focus · Uncommon
You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you Cast the Spell or that starts its turn in the area takes 1d4 mental damage and must attempt a Will save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and takes a -1 status penalty to Will saves against emotion effects for 1 round. Critical Failure: The creature takes double damage and a -1 status penalty to Will saves against emotion effects for 1 minute.
Advanced review details
Description snippet: You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to con
Source lines: 33712 - 33736
Raw text block
SEPULCHRAL MASK UNCOMMON DIVINATION FOCUS 1 EMOTION MENTAL SORCERER VISUAL Cast [two-actions] somatic, verbal Area 5-foot emanation; Targets enemies in the area Saving Throw Will; Duration 1 minute You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you Cast the Spell or that starts its turn in the area takes 1d4 mental damage and must attempt a Will save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and takes a -1 status penalty to Will saves against emotion effects for 1 round. Critical Failure The creature takes double damage and a -1 status penalty to Will saves against emotion effects for 1 minute. Heightened (+2) Increase the mental damage by 2d4 and the emanation's radius by 5 feet.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the mental damage by 2d4 and the emanation's radius by 5 feet."
}
]
Damage clauses
[
{
"formula": "1d4",
"type": "mental",
"persistent": false
}
]
Effects
{
"description": "You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you Cast the Spell or that starts its turn in the area takes 1d4 mental damage and must attempt a Will save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and takes a -1 status penalty to Will saves against emotion effects for 1 round.",
"Critical Failure": "The creature takes double damage and a -1 status penalty to Will saves against emotion effects for 1 minute."
}
}
Full schema_data
{
"id": "sepulchral-mask",
"name": "Sepulchral Mask",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"emotion",
"mental",
"visual"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "none",
"area": "5-foot emanation",
"targets": "enemies in the area",
"duration": "1 minute",
"save": "Will",
"save_type": "will",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you Cast the Spell or that starts its turn in the area takes 1d4 mental damage and must attempt a Will save. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and takes a -1 status penalty to Will saves against emotion effects for 1 round. Critical Failure: The creature takes double damage and a -1 status penalty to Will saves against emotion effects for 1 minute.",
"description_snippet": "You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to con",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the mental damage by 2d4 and the emanation's radius by 5 feet."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "Increase the mental damage by 2d4 and the emanation's radius by 5 feet."
}
],
"damage": [
{
"formula": "1d4",
"type": "mental",
"persistent": false
}
],
"damage_type": [
"mental"
],
"effects": {
"description": "You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against emotion effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you Cast the Spell or that starts its turn in the area takes 1d4 mental damage and must attempt a Will save.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and takes a -1 status penalty to Will saves against emotion effects for 1 round.",
"Critical Failure": "The creature takes double damage and a -1 status penalty to Will saves against emotion effects for 1 minute."
}
},
"conditions_caused": [
"none"
],
"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": 33712,
"source_line_end": 33736,
"raw_text_block": "SEPULCHRAL MASK\nUNCOMMON\nDIVINATION\nFOCUS 1\nEMOTION\nMENTAL\nSORCERER\nVISUAL\nCast [two-actions] somatic, verbal\nArea 5-foot emanation; Targets enemies in the area\nSaving Throw Will; Duration 1 minute\nYou manifest a supernatural funerary mask, granting you a +1\nstatus bonus to Will saving throws against emotion effects for\n1 minute. Its somber countenance forces your foes to confront\ntheir regrets and sins. Each enemy in the area when you Cast\nthe Spell or that starts its turn in the area takes 1d4 mental\ndamage and must attempt a Will save.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and takes a -1 status\npenalty to Will saves against emotion effects for 1 round.\nCritical Failure The creature takes double damage and a -1 status\npenalty to Will saves against emotion effects for 1 minute.\nHeightened (+2) Increase the mental damage by 2d4 and the\nemanation's radius by 5 feet.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "sepulchral-mask",
"content_id": "sepulchral-mask",
"level": 1
}
Secrets of Magic
Shattering Gem LOGM
Rank 1 · Spell · Common
Make a protective gem orbit a
Advanced review details
Description snippet: Make a protective gem orbit a
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "abjuration",
"traditions": [
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Make a protective gem orbit a",
"content_id": "shattering_gem_logm",
"type": "spell",
"description": "Make a protective gem orbit a"
}
Core Rulebook (Fourth Printing)
Shifting Form
Rank 1 · Focus · Uncommon
You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.
Advanced review details
Description snippet: You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.
Source lines: 64798 - 64812
Raw text block
SHIFTING FORM UNCOMMON UNCOMMON ABJURATION WIZARD FOCUS 1 EVOCATION FORCE WIZARD UNCOMMON Cast [one-action] somatic Range 30 feet; Targets 1 creature You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target. Heightened (+2) The damage increases by 1d4+1.
Heightened
[
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d4+1."
}
]
Damage clauses
[
{
"formula": "1d4+1",
"type": "force",
"persistent": false
}
]
Effects
{
"description": "You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.",
"outcomes": []
}
Full schema_data
{
"id": "shifting-form",
"name": "Shifting Form",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "abjuration",
"rarity": "uncommon",
"traditions": [
"arcane"
],
"traits": [
"force"
],
"cast": "[one-action] somatic",
"cast_actions": "1_action",
"components": [
"somatic"
],
"range": "30 feet",
"area": "none",
"targets": "1 creature",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.",
"description_snippet": "You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.",
"heightened": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d4+1."
}
],
"heightened_scaling": [
{
"label": "+2",
"type": "step",
"step": 2,
"text": "The damage increases by 1d4+1."
}
],
"damage": [
{
"formula": "1d4+1",
"type": "force",
"persistent": false
}
],
"damage_type": [
"force"
],
"effects": {
"description": "You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "wizard",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 64798,
"source_line_end": 64812,
"raw_text_block": "SHIFTING FORM\nUNCOMMON\nUNCOMMON\nABJURATION\nWIZARD\nFOCUS 1\nEVOCATION\nFORCE\nWIZARD\nUNCOMMON\nCast [one-action] somatic\nRange 30 feet; Targets 1 creature\nYou fire an unerring dart of force from your fingertips. It\nautomatically hits and deals 1d4+1 force damage to the target.\nHeightened (+2) The damage increases by 1d4+1.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "shifting-form",
"content_id": "shifting-form",
"level": 1
}
Core Rulebook (4th Printing)
Shillelagh
Rank 1 · Spell · Common
Make a club or staff
Advanced review details
Description snippet: Make a club or staff
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "transmutation",
"traditions": [
"primal"
],
"heightenable": false,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Make a club or staff",
"content_id": "shillelagh",
"type": "spell",
"description": "Make a club or staff"
}
Core Rulebook (Fourth Printing)
Shocking Grasp
Rank 1 · Spell · Common
You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit.
Advanced review details
Description snippet: Shock a creature in reach with a melee spell attack.
Source lines: 57461 - 57475
Raw text block
SPELL 1 EVOCATION Traditions arcane, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage. Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d12, and the persistent electricity damage increases by 1."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit.",
"outcomes": []
}
Full schema_data
{
"id": "shocking-grasp",
"name": "Shocking Grasp",
"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": "touch",
"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 shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit.",
"description_snippet": "Shock a creature in reach with a melee spell attack.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d12, and the persistent electricity damage increases by 1."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The damage increases by 1d12, and the persistent electricity damage increases by 1."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit.",
"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": 57461,
"source_line_end": 57475,
"raw_text_block": "SPELL 1\nEVOCATION\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nYou shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.\nHeightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shocking-grasp",
"content_id": "shocking-grasp",
"level": 1
}
Secrets of Magic
Shockwave LOGM
Rank 1 · Spell · Common
Knock creatures down with a
Advanced review details
Description snippet: Knock creatures down with a
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "evocation",
"traditions": [
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Knock creatures down with a",
"content_id": "shockwave_logm",
"type": "spell",
"description": "Knock creatures down with a"
}
Secrets of Magic
Shooting Star
Rank 1 · Focus · Uncommon
You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. MAGUS REGIMENS THUNDEROUS STRIKE The regimens magi use to recover their focus are highly personal but, with some difficulty, I managed to discover a few: One inexorable iron magus bench-presses heavy weights attached to a page turner that carefully turns the pages of their spellbook as they lift. Another, a sparkling targe magus, juggles shield, sword, spellbook, and more, somehow managing to read the book throughout. A certain laughing shadow half-elf magus likes to practice by eluding an aggrieved ally chasing him as he reads his book. Meanwhile, a particular starlit span magus sets her spellbook just above her target as she practices archery and distance reading at the same time, while avoiding hitting the book. There's also a spinning staff magus who walks tightropes or narrow paths with their staff in hand, balancing their spellbook in the middle. EIDOLON BONDING A summoner recovers their focus by spending time with their eidolon, but that can take various forms. I've collected a list of suggestions from summoners of each tradition. Arcane summoners suggested reading a book together, engaging in riddle or trivia contests, solving blacksmith's puzzles, or counting treasure. Divine summoners recommended practicing the edicts of a shared deity, studying scripture together, embracing and sharing faith in each other, or praying. Occult summoners proposed sharing stories of your lives, embracing a strong shared emotion, or therapeutically working out your issues together. Primal summoners encouraged petting the eidolon, brushing or arranging each other's hair, exercising together, or sharing a fine meal. UNCOMMON EVOCATION
Advanced review details
Description snippet: You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cov
Source lines: 16764 - 16820
Raw text block
SHOOTING STAR UNCOMMON DIVINATION FOCUS 1 MAGUS Cast [one-action] verbal; Requirements You're wielding a ranged weapon or a thrown weapon. You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. MAGUS REGIMENS THUNDEROUS STRIKE The regimens magi use to recover their focus are highly personal but, with some difficulty, I managed to discover a few: One inexorable iron magus bench-presses heavy weights attached to a page turner that carefully turns the pages of their spellbook as they lift. Another, a sparkling targe magus, juggles shield, sword, spellbook, and more, somehow managing to read the book throughout. A certain laughing shadow half-elf magus likes to practice by eluding an aggrieved ally chasing him as he reads his book. Meanwhile, a particular starlit span magus sets her spellbook just above her target as she practices archery and distance reading at the same time, while avoiding hitting the book. There's also a spinning staff magus who walks tightropes or narrow paths with their staff in hand, balancing their spellbook in the middle. EIDOLON BONDING A summoner recovers their focus by spending time with their eidolon, but that can take various forms. I've collected a list of suggestions from summoners of each tradition. Arcane summoners suggested reading a book together, engaging in riddle or trivia contests, solving blacksmith's puzzles, or counting treasure. Divine summoners recommended practicing the edicts of a shared deity, studying scripture together, embracing and sharing faith in each other, or praying. Occult summoners proposed sharing stories of your lives, embracing a strong shared emotion, or therapeutically working out your issues together. Primal summoners encouraged petting the eidolon, brushing or arranging each other's hair, exercising together, or sharing a fine meal. UNCOMMON EVOCATION
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. MAGUS REGIMENS THUNDEROUS STRIKE The regimens magi use to recover their focus are highly personal but, with some difficulty, I managed to discover a few: One inexorable iron magus bench-presses heavy weights attached to a page turner that carefully turns the pages of their spellbook as they lift. Another, a sparkling targe magus, juggles shield, sword, spellbook, and more, somehow managing to read the book throughout. A certain laughing shadow half-elf magus likes to practice by eluding an aggrieved ally chasing him as he reads his book. Meanwhile, a particular starlit span magus sets her spellbook just above her target as she practices archery and distance reading at the same time, while avoiding hitting the book. There's also a spinning staff magus who walks tightropes or narrow paths with their staff in hand, balancing their spellbook in the middle. EIDOLON BONDING A summoner recovers their focus by spending time with their eidolon, but that can take various forms. I've collected a list of suggestions from summoners of each tradition. Arcane summoners suggested reading a book together, engaging in riddle or trivia contests, solving blacksmith's puzzles, or counting treasure. Divine summoners recommended practicing the edicts of a shared deity, studying scripture together, embracing and sharing faith in each other, or praying. Occult summoners proposed sharing stories of your lives, embracing a strong shared emotion, or therapeutically working out your issues together. Primal summoners encouraged petting the eidolon, brushing or arranging each other's hair, exercising together, or sharing a fine meal. UNCOMMON EVOCATION",
"outcomes": []
}
Full schema_data
{
"id": "shooting-star",
"name": "Shooting Star",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "divination",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"magus"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "You're wielding a ranged weapon or a thrown weapon.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. MAGUS REGIMENS THUNDEROUS STRIKE The regimens magi use to recover their focus are highly personal but, with some difficulty, I managed to discover a few: One inexorable iron magus bench-presses heavy weights attached to a page turner that carefully turns the pages of their spellbook as they lift. Another, a sparkling targe magus, juggles shield, sword, spellbook, and more, somehow managing to read the book throughout. A certain laughing shadow half-elf magus likes to practice by eluding an aggrieved ally chasing him as he reads his book. Meanwhile, a particular starlit span magus sets her spellbook just above her target as she practices archery and distance reading at the same time, while avoiding hitting the book. There's also a spinning staff magus who walks tightropes or narrow paths with their staff in hand, balancing their spellbook in the middle. EIDOLON BONDING A summoner recovers their focus by spending time with their eidolon, but that can take various forms. I've collected a list of suggestions from summoners of each tradition. Arcane summoners suggested reading a book together, engaging in riddle or trivia contests, solving blacksmith's puzzles, or counting treasure. Divine summoners recommended practicing the edicts of a shared deity, studying scripture together, embracing and sharing faith in each other, or praying. Occult summoners proposed sharing stories of your lives, embracing a strong shared emotion, or therapeutically working out your issues together. Primal summoners encouraged petting the eidolon, brushing or arranging each other's hair, exercising together, or sharing a fine meal. UNCOMMON EVOCATION",
"description_snippet": "You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cov",
"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 let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. MAGUS REGIMENS THUNDEROUS STRIKE The regimens magi use to recover their focus are highly personal but, with some difficulty, I managed to discover a few: One inexorable iron magus bench-presses heavy weights attached to a page turner that carefully turns the pages of their spellbook as they lift. Another, a sparkling targe magus, juggles shield, sword, spellbook, and more, somehow managing to read the book throughout. A certain laughing shadow half-elf magus likes to practice by eluding an aggrieved ally chasing him as he reads his book. Meanwhile, a particular starlit span magus sets her spellbook just above her target as she practices archery and distance reading at the same time, while avoiding hitting the book. There's also a spinning staff magus who walks tightropes or narrow paths with their staff in hand, balancing their spellbook in the middle. EIDOLON BONDING A summoner recovers their focus by spending time with their eidolon, but that can take various forms. I've collected a list of suggestions from summoners of each tradition. Arcane summoners suggested reading a book together, engaging in riddle or trivia contests, solving blacksmith's puzzles, or counting treasure. Divine summoners recommended practicing the edicts of a shared deity, studying scripture together, embracing and sharing faith in each other, or praying. Occult summoners proposed sharing stories of your lives, embracing a strong shared emotion, or therapeutically working out your issues together. Primal summoners encouraged petting the eidolon, brushing or arranging each other's hair, exercising together, or sharing a fine meal. UNCOMMON EVOCATION",
"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": 16764,
"source_line_end": 16820,
"raw_text_block": "SHOOTING STAR\nUNCOMMON\nDIVINATION\nFOCUS 1\nMAGUS\nCast [one-action] verbal; Requirements You're wielding a ranged\nweapon or a thrown weapon.\nYou let loose a projectile that flies true and leaves the blazing\ntrail of a meteor behind it. Make a ranged Strike, ignoring\nthe target's concealment and reducing the target's cover by\none degree for this Strike only (greater to standard, standard\nto lesser, and lesser to none). If the Strike hits, the meteor\ntrail hangs in the air. This gives the benefits of concealment\nnegation and cover reduction to any attacks made against\nthe creature (by anyone) until the start of your next turn.\nMAGUS REGIMENS\nTHUNDEROUS STRIKE\nThe regimens magi use to recover their focus\nare highly personal but, with some difficulty, I\nmanaged to discover a few:\nOne inexorable iron magus bench-presses heavy\nweights attached to a page turner that carefully\nturns the pages of their spellbook as they lift.\nAnother, a sparkling targe magus, juggles\nshield, sword, spellbook, and more, somehow\nmanaging to read the book throughout.\nA certain laughing shadow half-elf magus likes\nto practice by eluding an aggrieved ally chasing\nhim as he reads his book.\nMeanwhile, a particular starlit span magus\nsets her spellbook just above her target as she\npractices archery and distance reading at the\nsame time, while avoiding hitting the book.\nThere's also a spinning staff magus who walks\ntightropes or narrow paths with their staff in\nhand, balancing their spellbook in the middle.\nEIDOLON BONDING\nA summoner recovers their focus by spending\ntime with their eidolon, but that can take various\nforms. I've collected a list of suggestions from\nsummoners of each tradition.\nArcane summoners suggested reading a book\ntogether, engaging in riddle or trivia contests,\nsolving blacksmith's puzzles, or counting treasure.\nDivine summoners recommended practicing\nthe edicts of a shared deity, studying scripture\ntogether, embracing and sharing faith in each\nother, or praying.\nOccult summoners proposed sharing stories\nof your lives, embracing a strong shared\nemotion, or therapeutically working out your\nissues together.\nPrimal summoners encouraged petting the\neidolon, brushing or arranging each other's hair,\nexercising together, or sharing a fine meal.\nUNCOMMON\nEVOCATION",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "shooting-star",
"content_id": "shooting-star",
"level": 1
}
Core Rulebook (4th Printing)
Sleep
Rank 1 · Spell · Common
Cause creatures in a small
Advanced review details
Description snippet: Cause creatures in a small
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "enchantment",
"traditions": [
"arcane",
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Cause creatures in a small",
"content_id": "sleep",
"type": "spell",
"description": "Cause creatures in a small"
}
Advanced Player's Guide
Snare Hopping
Rank 1 · Focus · Uncommon
You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range.
Advanced review details
Description snippet: You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range.
Source lines: 33438 - 33449
Raw text block
SNARE HOPPING UNCOMMON FOCUS 1 CONJURATION RANGER TELEPORTATION Cast [two-actions] somatic, verbal Range 10 feet; Targets one snare you built You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range. Heightened (+1) The range of the spell increases by 10 feet.
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The range of the spell increases by 10 feet."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range.",
"outcomes": []
}
Full schema_data
{
"id": "snare-hopping",
"name": "Snare Hopping",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "conjuration",
"rarity": "uncommon",
"traditions": [
"primal"
],
"traits": [
"teleportation"
],
"cast": "[two-actions] somatic, verbal",
"cast_actions": "2_actions",
"components": [
"somatic",
"verbal"
],
"range": "10 feet",
"area": "none",
"targets": "one snare you built",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range.",
"description_snippet": "You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The range of the spell increases by 10 feet."
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "The range of the spell increases by 10 feet."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "ranger",
"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": 33438,
"source_line_end": 33449,
"raw_text_block": "SNARE HOPPING\nUNCOMMON\nFOCUS 1\nCONJURATION\nRANGER\nTELEPORTATION\nCast [two-actions] somatic, verbal\nRange 10 feet; Targets one snare you built\nYou may not have placed your snare in the right place, but you\ncan magically move it there. You teleport the target snare to\nanother unoccupied location in range.\nHeightened (+1) The range of the spell increases by 10 feet.",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "snare-hopping",
"content_id": "snare-hopping",
"level": 1
}
Secrets of Magic
Snowball LOWG
Rank 1 · Spell · Common
Throw a snowball to chill and hinder
Advanced review details
Description snippet: Throw a snowball to chill and hinder
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "evocation",
"traditions": [
"primal"
],
"heightenable": true,
"rarity": "common",
"source_book": "secrets_of_magic",
"source_display": "Secrets of Magic",
"description_snippet": "Throw a snowball to chill and hinder",
"content_id": "snowball_lowg",
"type": "spell",
"description": "Throw a snowball to chill and hinder"
}
Core Rulebook (4th Printing)
Soothe
Rank 1 · Spell · Common
Heal the target and
Advanced review details
Description snippet: Heal the target and
Source lines: None - None
Raw text block
none
Heightened
[]
Damage clauses
[]
Effects
[]
Full schema_data
{
"spell_level": 1,
"school": "necromancy",
"traditions": [
"occult"
],
"heightenable": true,
"rarity": "common",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (4th Printing)",
"description_snippet": "Heal the target and",
"content_id": "soothe",
"type": "spell",
"description": "Heal the target and"
}
Core Rulebook (Fourth Printing)
Soothing Words
Rank 1 · Focus · Uncommon
You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.
Advanced review details
Description snippet: You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emot
Source lines: 62636 - 62654
Raw text block
SOOTHING WORDS UNCOMMON CLERIC EMOTION FOCUS 1 ENCHANTMENT MENTAL Domain family Cast [one-action] verbal Range 30 feet; Targets 1 ally Duration 1 round You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target. Heightened (5th) The bonus to saves increases to +2, or +3 against emotion effects.
Heightened
[
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The bonus to saves increases to +2, or +3 against emotion effects."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.",
"outcomes": []
}
Full schema_data
{
"id": "soothing-words",
"name": "Soothing Words",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "enchantment",
"rarity": "uncommon",
"traditions": [
"divine"
],
"traits": [
"emotion",
"mental"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "30 feet",
"area": "none",
"targets": "1 ally",
"duration": "1 round",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "none",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.",
"description_snippet": "You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emot",
"heightened": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The bonus to saves increases to +2, or +3 against emotion effects."
}
],
"heightened_scaling": [
{
"label": "5th",
"type": "fixed_rank",
"rank": 5,
"text": "The bonus to saves increases to +2, or +3 against emotion effects."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.",
"outcomes": []
},
"conditions_caused": [
"none"
],
"focus_class": "cleric",
"focus_domain": "family",
"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": 62636,
"source_line_end": 62654,
"raw_text_block": "SOOTHING WORDS\nUNCOMMON\nCLERIC\nEMOTION\nFOCUS 1\nENCHANTMENT\nMENTAL\nDomain family\nCast [one-action] verbal\nRange 30 feet; Targets 1 ally\nDuration 1 round\nYou attempt to calm the target by uttering soothing words\nin a calm and even tone. The target gains a +1 status bonus\nto Will saving throws. This bonus increases to +2 against\nemotion effects.\nIn addition, when you Cast this Spell, you can attempt to\ncounteract one emotion effect on the target.\nHeightened (5th) The bonus to saves increases to +2, or +3\nagainst emotion effects.",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "soothing-words",
"content_id": "soothing-words",
"level": 1
}
Advanced Player's Guide
Soul Siphon
Rank 1 · Focus · Common
Mystery bones Cast [one-action] somatic Range 30 feet; Targets 1 living creature Saving Throw Fortitude You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take 1d4 negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming drained. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and becomes drained 1. Critical Failure: The creature takes double damage and becomes drained 2.
Advanced review details
Description snippet: Mystery bones Cast [one-action] somatic Range 30 feet; Targets 1 living creature Saving Throw Fortitude You siphon off a portion of the target's soul to bolster your own vitality.
Source lines: 32988 - 33010
Raw text block
CURSEBOUND FOCUS 1 NECROMANCY NEGATIVE ORACLE Mystery bones Cast [one-action] somatic Range 30 feet; Targets 1 living creature Saving Throw Fortitude You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take 1d4 negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming drained. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and becomes drained 1. Critical Failure The creature takes double damage and becomes drained 2. Heightened (+1) Increase the damage by 1d4. SPRAY OF STARS UNCOMMON
Heightened
[
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 1d4. SPRAY OF STARS UNCOMMON"
}
]
Damage clauses
[
{
"formula": "1d4",
"type": "negative",
"persistent": false
}
]
Effects
{
"description": "Mystery bones Cast [one-action] somatic Range 30 feet; Targets 1 living creature Saving Throw Fortitude You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take 1d4 negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming drained.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and becomes drained 1.",
"Critical Failure": "The creature takes double damage and becomes drained 2."
}
}
Full schema_data
{
"id": "soul-siphon",
"name": "Soul Siphon",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "necromancy",
"rarity": "common",
"traditions": [
"divine"
],
"traits": [
"negative"
],
"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 bones Cast [one-action] somatic Range 30 feet; Targets 1 living creature Saving Throw Fortitude You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take 1d4 negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming drained. Critical Success: The creature is unaffected. Success: The creature takes half damage. Failure: The creature takes full damage and becomes drained 1. Critical Failure: The creature takes double damage and becomes drained 2.",
"description_snippet": "Mystery bones Cast [one-action] somatic Range 30 feet; Targets 1 living creature Saving Throw Fortitude You siphon off a portion of the target's soul to bolster your own vitality.",
"heightened": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 1d4. SPRAY OF STARS UNCOMMON"
}
],
"heightened_scaling": [
{
"label": "+1",
"type": "step",
"step": 1,
"text": "Increase the damage by 1d4. SPRAY OF STARS UNCOMMON"
}
],
"damage": [
{
"formula": "1d4",
"type": "negative",
"persistent": false
}
],
"damage_type": [
"negative"
],
"effects": {
"description": "Mystery bones Cast [one-action] somatic Range 30 feet; Targets 1 living creature Saving Throw Fortitude You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take 1d4 negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming drained.",
"outcomes": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
"Failure": "The creature takes full damage and becomes drained 1.",
"Critical Failure": "The creature takes double damage and becomes drained 2."
}
},
"conditions_caused": [
"drained"
],
"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": 32988,
"source_line_end": 33010,
"raw_text_block": "CURSEBOUND\nFOCUS 1\nNECROMANCY\nNEGATIVE\nORACLE\nMystery bones\nCast [one-action] somatic\nRange 30 feet; Targets 1 living creature\nSaving Throw Fortitude\nYou siphon off a portion of the target's soul to bolster your\nown vitality. The target must attempt a Fortitude save or take\n1d4 negative damage. You gain temporary Hit Points equal to\nthe total amount of HP the target loses, including the HP lost\nfrom becoming drained.\nCritical Success The creature is unaffected.\nSuccess The creature takes half damage.\nFailure The creature takes full damage and becomes\ndrained 1.\nCritical Failure The creature takes double damage and\nbecomes drained 2.\nHeightened (+1) Increase the damage by 1d4.\nSPRAY OF STARS\nUNCOMMON",
"parser_version": "apg-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "soul-siphon",
"content_id": "soul-siphon",
"level": 1
}
Core Rulebook (Fourth Printing)
Spider Sting
Rank 1 · Spell · Common
You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target takes 1d4 poison damage. Failure: The target is afflicted with spider venom at stage 1. Critical Failure: The target is afflicted with spider venom at stage 2. Spider Venom (poison) Level 1; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round)
Advanced review details
Description snippet: You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Source lines: 58195 - 58213
Raw text block
SPIDER STING SPELL 1 POISON Traditions arcane, primal Cast [two-actions] somatic, verbal Range touch; Targets 1 creature Saving Throw Fortitude You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. Critical Success The target is unaffected. Success The target takes 1d4 poison damage. Failure The target is afflicted with spider venom at stage 1. Critical Failure The target is afflicted with spider venom at stage 2. Spider Venom (poison) Level 1; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round)
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "1d4",
"type": "piercing",
"persistent": false
},
{
"formula": "1d4",
"type": "poison",
"persistent": false
}
]
Effects
{
"description": "You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes 1d4 poison damage.",
"Failure": "The target is afflicted with spider venom at stage 1.",
"Critical Failure": "The target is afflicted with spider venom at stage 2. Spider Venom (poison) Level 1; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round)"
}
}
Full schema_data
{
"id": "spider-sting",
"name": "Spider Sting",
"rank": 1,
"is_cantrip": false,
"spell_type": "spell",
"school": "necromancy",
"rarity": "common",
"traditions": [
"arcane",
"primal"
],
"traits": [
"poison"
],
"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": "You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. Critical Success: The target is unaffected. Success: The target takes 1d4 poison damage. Failure: The target is afflicted with spider venom at stage 1. Critical Failure: The target is afflicted with spider venom at stage 2. Spider Venom (poison) Level 1; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round)",
"description_snippet": "You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. 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": "1d4",
"type": "piercing",
"persistent": false
},
{
"formula": "1d4",
"type": "poison",
"persistent": false
}
],
"damage_type": [
"piercing",
"poison"
],
"effects": {
"description": "You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.",
"outcomes": {
"Critical Success": "The target is unaffected.",
"Success": "The target takes 1d4 poison damage.",
"Failure": "The target is afflicted with spider venom at stage 1.",
"Critical Failure": "The target is afflicted with spider venom at stage 2. Spider Venom (poison) Level 1; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round)"
}
},
"conditions_caused": [
"enfeebled"
],
"focus_class": "none",
"focus_domain": "none",
"summon_level_cap_table": "none",
"source_book": "core_rulebook_4th_printing",
"source_display": "Core Rulebook (Fourth Printing)",
"source_file": "PF2E Core Rulebook - Fourth Printing.txt",
"source_line_start": 58195,
"source_line_end": 58213,
"raw_text_block": "SPIDER STING\nSPELL 1\nPOISON\nTraditions arcane, primal\nCast [two-actions] somatic, verbal\nRange touch; Targets 1 creature\nSaving Throw Fortitude\nYou magically duplicate a spider's venomous sting. You deal\n1d4 piercing damage to the touched creature and afflict it with\nspider venom. The target must attempt a Fortitude save.\nCritical Success The target is unaffected.\nSuccess The target takes 1d4 poison damage.\nFailure The target is afflicted with spider venom at stage 1.\nCritical Failure The target is afflicted with spider venom at\nstage 2.\nSpider Venom (poison) Level 1; Maximum Duration 4 rounds;\nStage 1 1d4 poison damage and enfeebled 1 (1 round); Stage\n2 1d4 poison damage and enfeebled 2 (1 round)",
"parser_version": "core-raw-text-v3",
"extraction_confidence": "high",
"quarantine_reasons": [
"none"
],
"spell_id": "spider-sting",
"content_id": "spider-sting",
"level": 1
}
Secrets of Magic
Spinning Staff
Rank 1 · Focus · Uncommon
You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. MORPH
Advanced review details
Description snippet: You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with you
Source lines: 16898 - 16911
Raw text block
SPINNING STAFF UNCOMMON EVOCATION FOCUS 1 MAGUS Cast [one-action] verbal; Requirements You're wielding a staff. You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. MORPH
Heightened
[
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
]
Damage clauses
[
{
"formula": "none",
"type": "none",
"persistent": false
}
]
Effects
{
"description": "You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. MORPH",
"outcomes": []
}
Full schema_data
{
"id": "spinning-staff",
"name": "Spinning Staff",
"rank": 1,
"is_cantrip": false,
"spell_type": "focus",
"school": "evocation",
"rarity": "uncommon",
"traditions": [
"none"
],
"traits": [
"magus"
],
"cast": "[one-action] verbal",
"cast_actions": "1_action",
"components": [
"verbal"
],
"range": "none",
"area": "none",
"targets": "none",
"duration": "none",
"save": "none",
"save_type": "none",
"trigger": "none",
"requirements": "You're wielding a staff.",
"cost": "none",
"primary_check": "none",
"secondary_casters": "none",
"description": "You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. MORPH",
"description_snippet": "You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with you",
"heightened": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"heightened_scaling": [
{
"label": "none",
"type": "none",
"text": "No explicit heightened entry."
}
],
"damage": [
{
"formula": "none",
"type": "none",
"persistent": false
}
],
"damage_type": [
"none"
],
"effects": {
"description": "You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. MORPH",
"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": 16898,
"source_line_end": 16911,
"raw_text_block": "SPINNING STAFF\nUNCOMMON\nEVOCATION\nFOCUS 1\nMAGUS\nCast [one-action] verbal; Requirements You're wielding a staff.\nYou spin your staff with a twirling flourish, attacking\ntwo foes and transforming the momentum into magical\nenergy to charge for your next Spellstrike. Make a melee\nStrike with your staff against one foe and then a second\nmelee Strike with your staff against a different foe. Your\nmultiple attack penalty applies to both of these attacks\nas normal.\nMORPH",
"parser_version": "som-raw-text-v1",
"extraction_confidence": "medium",
"quarantine_reasons": [
"none"
],
"spell_id": "spinning-staff",
"content_id": "spinning-staff",
"level": 1
}
Page 9 of 36