PATHFINDER: KINGMAKER
Spells
451–500 of 671Page 10 of 14
| Spells ↓ | Description |
|---|---|
| This spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature's size category to the next larger one. The targets gains a +2 size bo | |
| This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size | |
| You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels. Negativ | |
| You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 2d4 temporary negative levels. Negativ | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh | |
| Elemental Wall | At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh |
| This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. T | |
| When you cast this spell, you can assume the form of a huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abiliti | |
| When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abi | |
| When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental | |
| When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abi | |
| At 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd. This ability alters elemental defense. | |
| Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target. You must make a successful ranged touch attack to hit your target with the ray, w | |
| 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 electricity damage + 1 point for every two levels you possess in the class that gave you access | |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: electricity You shoot an arc of electricity to shock a single foe. | |
| You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. | |
| Element: earth Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning, piercing, and slashing You shape earth into clumps or shards and send them flying at a foe. | |
| You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. | |
| You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made | |
| This spell functions like eagle's splendor, except that it affects all allies in a 30-foot radius of the caster. Eagle's Splendor: The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhan | |
| Breath Weapon: 50-foot cone of cold. Immunity: cold. | |
| Breath Weapon: 50-foot cone of fire. Immunity: fire. | |
| Breath Weapon: 100-foot line of acid. Immunity: acid. | |
| Breath Weapon: 100-foot line of electricity. Immunity: electricity. | |
| This spell functions as dragonkind II save that it also allows you to take the form of a huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, i | |
| This spell functions as dragonkind I except that it also allows you to assume the form of a large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus | |
| You become a medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. Your movement speed is | |
| You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with fire, causing them to deal an extra 1d6 points of fire damage for a number of rounds equal to 1/2 her monk level. | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with electricity, causing them to deal an extra 1d6 points of electricity damage for a number of rounds equal to 1/2 her monk level. | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with cold, causing them to deal an extra 1d6 points of cold damage for a number of rounds equal to 1/2 her monk level. | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with acid, causing them to deal an extra 1d6 points of acid damage for a number of rounds equal to 1/2 her monk level. | |
| This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. | |
| You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw off the domination, making a Will save each round. | |
| This spell functions like dominate person, except that the spell is not restricted by creature type. Dominate Person: You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of | |
| This spell functions like dominate person, except that the spell is restricted by creature type: animal. Dominate Person: You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the bes | |
| Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster level | |
| Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. | |
| You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. | |
| The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targe | |
| This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells. Dispel Magic: You can use dispel | |
| You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | |
| This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away. |
