Spells
1–50 of 1,209Page 1 of 25
| Spells ↑ | Description |
|---|---|
| An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no… | |
| As a standard action, you can create a blast rune in a desired location. Any creature entering a 5-foot area around the rune takes 1d6 points of acid damage + 1 point for every… | |
| As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every… | |
| As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two… | |
| Acid fog creates a billowing mass of highly acidic, misty vapors that slow down creatures. Creatures moving through acid fog move at half their normal speed and take a –2 penalty… | |
| Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. The acid… | |
| Adds 1d6 acid damage to a weapon, making it corrosive. | |
| You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 100 feet). At the bottom of the pit is a pool of acid. Any large or smaller creature… | |
| You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1–3 (1d3) points of acid damage. | |
| A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid… | |
| Element: air Type: utility Burn: 1 Prerequisites: enveloping winds You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain… | |
| As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can… | |
| Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary… | |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. | |
| You take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection… | |
| This spell functions like angelic aspect, except you gain DR 10/evil; immunity to acid and cold; resistance to electricity and fire 10; a +4 racial bonus on saves against poison;… | |
| The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size… | |
| This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of… | |
| This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of… | |
| Any chaotic evil, chaotic good, lawful evil, or lawful good creatures within the area of this spell suffer the following ill effects: If the creature's HD is equal to your caster… | |
| Starting at 1st level, you can unleash a bolt of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This bolt deals 1d4 points of damage… | |
| A bonded object can be used once per day to restore any one spell that the wizard had prepared for this day. | |
| A bonded object can be used once per day to restore any one spell that the wizard had prepared for this day. | |
| You gain a powerful aura, similar to an archon's aura of menace. Any hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this… | |
| You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. A chaotic creature struck by an arrow of law takes 1d8 points… | |
| You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You also gain the ability to perform a bull rush combat… | |
| You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a… | |
| When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of… | |
| When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout… | |
| You can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity. | |
| Using this scroll absolves you of your sins and returns your alignment to the state it was at the 1st level. | |
| When you cast this spell you strengthen your paladin‘s aura of courage. Until the end of its duration, all allies within that aura are immune to fear (magical or otherwise). If… | |
| At 9th level, you can apply an aura of heaven on yourself for a minute. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks… | |
| At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your level in the class that gave you access to this domain. Using this ability is a… | |
| At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your level in the class that gave you access to this domain. Enemies within this aura… | |
| You change the subject into a dog. It can't attack, its Intelligence, Wisdom, and Charisma scores drop to 1, and it loses any ability it had to cast spells or use spell-like… | |
| Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and… | |
| A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per… | |
| You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this… | |
| Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every… | |
| BaseShrineAbility | |
| You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature. You must succeed on a ranged touch attack to strike your target. On a successful… | |
| You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your level in the class that gave you access to this domain for 1 round… | |
| You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your level in the class that gave you access to this domain for 1 round… | |
| Bear Trap | |
| The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points,… | |
| This spell functions like bear's endurance, except that it affects all allies in a 30-foot radius of the caster. Bear's Endurance: The affected creature gains greater vitality… |
