PATHFINDER: KINGMAKER
Spells
1–50 of 671Page 1 of 14
| 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 splash damage. For every three caster levels you possess, the | |
| 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 two levels you possess in the class that gave you access to thi | |
| 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 on all melee attack and melee damage rolls. The vapors preven | |
| 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 continues to deal damage for 1 additional round per 4 caster l | |
| 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 standing in the area where you first conjured the pit must make | |
| 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 continues to burn for 1 round. At the end of this round every cr | |
| 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 evasion ability. Evasion: Whenever you make a Reflex saving throw | |
| 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 bonus to AC and a +2 resistance bonus on saves against attacks | |
| 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; and protective aura as supernatural ability for the duration | |
| 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 bonus to Strength and a +4 size bonus to Constitution (and thus | |
| 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 level, it is sickened. If the creature's HD is up to your cas | |
| 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 aura. If the creature fails, it takes a –2 penalty on attack roll | |
| 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 of damage per two caster levels (maximum 5d8). A chaotic outs | |
| 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 maneuver. | |
| 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 +1 competence bonus on ranged attacks, and the critical multip | |
| You can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity. | |
| 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 you do not have the aura of courage class feature, aura of grea | |
| 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 abilities. Its movement speed is increased by 10 feet though. Any | |
| 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 dispels bless. | |
| 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 caster level can be banished in a 30-foot radius, and creatur | |
| 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 damage. Any creature that fails its Reflex save must succeed at a W | |
| 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 three caster levels above 3rd, to a maximum of +5 at 12th level. T | |
| 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 hit, you deal 1d6 points of force damage per two caster levels | |
| Bear Trap | |
| 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 and stamina. The spell grants the subject a +4 enhancement bonus | |
| You become a Large smilodon, a Large shambling mound or a Large wyvern. | |
| You place a curse on the subject. Choose one of the following: Curse of Feeble Body — The subject suffers a –6 penalty to Constitution score. Curse of Weakness — The subject suffers a –6 penalty to Strength and Dexterity scores. Curse of Id | |
| An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. | |
| Element: universal Type: form infusion Level: 5 Burn: 3 Prerequisites: kinetic blade Associated Blasts: any Saving Throw: none You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reac | |
| Any nonevil creature within the area of a blasphemy spell suffers the following ill effects: If the creature's HD is equal to your caster level, it is dazed. If the creature's HD is up to your caster level – 1, it is weakened and dazed. If | |
| 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 damage + 1 point for every two levels you possess in the class that gave you access to this dom | |
| As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use t | |
| With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect lasts, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the ta |
