Spells

451–500 of 1,209Page 10 of 25
Spells ↓Description
RageEach affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a…
Quickened ShieldShield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This…
Quickened BoneshakerYou take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage,…
Protection from SpellsThe subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Protection From Sonic, CommunalProtection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).…
Protection from SonicProtection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points…
Protection from Law, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures.
Protection from LawThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures.
Protection from Good, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.
Protection from GoodThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.
Protection From Fire, CommunalProtection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).…
Protection from FireProtection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points…
Protection from Evil, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Protection from Evil, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Protection from EvilThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Protection from EvilThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Protection from Energy, CommunalProtection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).…
Protection From EnergyProtection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points…
Protection From Electricity, CommunalProtection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).…
Protection from ElectricityProtection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points…
Protection From Cold, CommunalProtection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).…
Protection from ColdProtection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points…
Protection from Chaos/Evil, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with…
Protection from Chaos/EvilThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the…
Protection from Chaos, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic…
Protection from Chaos, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic…
Protection from ChaosThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.
Protection from ChaosThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.
Protection from Arrows, CommunalAll allies within 30 feet gain resistance to ranged weapons. The subjects gain damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to…
Protection from ArrowsThe warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage…
Protection from Alignment, CommunalAll allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with…
Protection from AlignmentThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the…
Protection From Acid, CommunalProtection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).…
Protection from AcidProtection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points…
Profane NimbusYou are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time,…
Profane NimbusYou are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time,…
Prismatic SprayThis spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are…
Primal RegressionThis spell sequesters the targets' ability for higher reasoning, allowing their darker impulses to come to the fore. An affected target becomes a ravening monster — savage,…
Prediction of FailureYou wrack the target's body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful…
PrayerYou bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage…
Pox PustulesYou inflict a painful, itching rash on the target creature. The target is sickened and takes a –4 penalty to Dexterity (this penalty cannot lower Dexterity below 0).
Power Word StunYou utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell…
Power Word KillYou utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit…
Power Word BlindYou utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's…
Polymorph, Greater (Wyvern)The target creature becomes a wyvern. It gains a +4 size bonus to its Strength, a –2 penalty to its Dexterity, and a +4 natural armor bonus. Its movement speed is reduced by 10…
Polymorph, Greater (Smilodon)The target creature becomes a smilodon. It gains a +4 size bonus to its Strength, a –2 penalty to its Dexterity, and a +4 natural armor bonus. Its movement speed is increased by…
Polymorph, Greater (Silver Dragonkind)The target creature becomes a medium dragon-like creature. It gains a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult…
Polymorph, Greater (Shambling Mound)The target creature becomes a shambling mound. It gains a +4 size bonus to its Strength, a +2 size bonus to its Constitution, a +4 natural armor bonus, fire resistance 20, and…
Polymorph, Greater (Large Water Elemental)The target creature becomes a large water elemental. It gains a +2 size bonus to its Strength, a –2 penalty to its Dexterity, a +6 size bonus to its Constitution, a +6 natural…
Polymorph, Greater (Large Fire Elemental)The target creature becomes a large fire elemental. It gains a +4 size bonus to its Dexterity, a +2 size bonus to its Constitution, a +4 natural armor bonus, resist fire 20, and…