Spells
1–50 of 1,209Page 1 of 25
| 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… | |
| 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… | |
| 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 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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,… | |
| 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… | |
| 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… | |
| 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… | |
| 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,… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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.… | |
| 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… | |
| This wand summons an extraplanar murder pony to your side once per day. | |
| 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… | |
| 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… | |
| You can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th… | |
| 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… | |
| You can give a creature a vision of madness as a melee touch attack. The target receives a bonus to skill checks equal to 1/2 your level in the class that gave you access to this… | |
| You can give a creature a vision of madness as a melee touch attack. The target receives a bonus to saving throws equal to 1/2 your level in the class that gave you access to… | |
| You can give a creature a vision of madness as a melee touch attack. The target receives a bonus to attack rolls equal to 1/2 your level in the class that gave you access to this… | |
| 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… | |
| With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. | |
| 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… | |
| 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… |
