PATHFINDER: KINGMAKER
Spells
1–50 of 671Page 1 of 14
| Spells ↓ | Description |
|---|---|
| Any nonchaotic creature within the area of a word of chaos spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is stunned If the creature's HD is up to your caster level – 5, it is confused and s | |
| You become a medium wolf. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. Your movement speed is increased by 20 feet. You also gain a 1d6 bite attack and the tripping bite ability. Tripping Bite: A wolf can attempt | |
| You become a large smilodon. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also gain four 1d8 claw attacks, one 2d6 bite attack, and | |
| You become a small water elemental. You gain a +2 size bonus to your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is reduced by 10 feet. You also gain one 1d6 slam attack and the fre | |
| You become a small fire elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is increased by 20 feet. You also gain one 1d4 slam attack and the burn | |
| You become a small earth elemental. You gain a +2 size bonus to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You also gain one 1d6 slam attack, resist acid 20, and vulnerability | |
| You become a small air elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is increased by 30 feet. You also gain one 1d4 slam attack and the | |
| You become a Large shambling mound. You gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, +4 natural armor bonus, resist fire 20, and resist electricity 20. Your movement speed is reduced by 10 feet. You also have | |
| You become a medium water elemental. You gain a +4 size bonus to your Constitution, a +5 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is reduced by 10 feet. You also gain one 1d8 slam attack and the fr | |
| You become a medium fire elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is increased by 20 feet. You also gain one 1d6 slam attack and the burn | |
| You become a medium earth elemental. You gain a +4 size bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You also gain one 1d8 slam attack, resist acid 20, and vulnerabilit | |
| You become a medium air elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is increased by 30 feet. You also gain one 1d6 slam attack and th | |
| You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | |
| You become a large water elemental. You gain a +2 size bonus to your Strength, a –2 penalty to your Dexterity, a +6 size bonus to your Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire. You also gain two 1d8 | |
| You become a Large fire elemental. You gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to cold. You also gain two 1d8 slam attacks and the burn abilit | |
| You become a Large earth elemental. You gain a +6 size bonus to your Strength, a –2 penalty to your Dexterity, a +2 size bonus to your Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers | |
| You become a Large air elemental. You gain a +2 size bonus to your Strength, a +4 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also gain two 1d8 slam attacks and the whirlwind | |
| You become a huge water elemental. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, a +8 size bonus to your Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire. You also gain two 2d6 s | |
| You become a huge fire elemental. You gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to cold. You also gain two 2d6 slam attacks and the burn ability | |
| You become a huge earth elemental. You gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. | |
| You become a huge air elemental. You gain a +4 size bonus to your Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also gain two 2d6 slam attacks and the whirlwind | |
| You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the | |
| This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. If a subject's Fortitude save | |
| Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibers. Anyone | |
| Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibers. Anyone | |
| Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. | |
| Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. | |
| You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its will save is staggered for the first | |
| Element: water Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You slam a single foe with a stream of water. | |
| At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area around the rune must make a Will save or they will not be able to attack for a number of rounds equal to 1/2 your level in the class that | |
| When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself), inflicting 10 points of damage per caster level. | |
| Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once, when the spell is cast. Fo | |
| You make a single attack that deals significantly more damage than normal. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack t | |
| You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your level in the class that gave y | |
| Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. When this spell is cast, the subject becomes paralyzed and entangled, though a successful Reflex save negates the p | |
| When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal durat | |
| For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil subtype. You can dismiss this spell as a swift action to deal 1d8 | |
| The touched creature becomes invisible for a short time. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes | |
| At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus against that target to all allies. This bonus lasts for a number | |
| You have trained to work in ranks of archers to rain arrows down upon your foes. Benefit: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target with | |
| You know how to work together to trip your foes. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result. | |
| Your allies cover you while you cast complicated spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, | |
| Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light sh | |
| When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). |
