PATHFINDER: KINGMAKER
Spells
551–600 of 671Page 12 of 14
| Spells ↓ | Description |
|---|---|
| A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them prone. Each creature within the cone is affected according to its HD. 2 HD or less: The crea | |
| You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). | |
| 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 cold damage + 1 point for every two levels you possess in the class that gave you access to thi | |
| Element: water Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: cold You emit a beam of utter cold to freeze a single foe. | |
| This spell generates a bank of fog, its vapors yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds at a Fortitude save | |
| This spell generates a bank of fog, its vapors yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds at a Fortitude save | |
| This cloak gives its wearer a +3 resistance bonus on all saving throws. If the wearer is Lawful Good, this bonus is increased to +5. If the wearer is a paladin, they gain an ability to spend one use of their Smite Evil ability to grant all | |
| You are surrounded by a soporific aroma that causes all living creatures within 5 feet of you to make a successful Will save each round or fall asleep for 1 minute. Sleeping creatures are helpless but wake up after being wounded. | |
| A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four | |
| As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is a | |
| This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poi | |
| You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty gri | |
| Circle of death snuffs out the life force of living creatures. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin are affected first. All creatures with 9 o | |
| This charming gaze makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bon | |
| Elements: air and water Type: composite blast Level: — Burn: 2 Prerequisites: electric blast, water blast Blast Type: physical Damage: half bludgeoning, half electricity You slam a single foe with a stream of electrically charged water. | |
| Charging is a special action that allows you to move up to double your normal speed and attack during the same action. You must move before your attack, not after. You must move at least 10 feet, directly toward the designated opponent. You | |
| At 8th level, you can give a weapon you touch the anarchic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an ad | |
| This spell changes an ordinary quarterstaff into a treant creature. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell functions as chameleon stride, except it confers its bonuses upon all allies within 10 feet of you at the time the spell is cast. If an affected creature moves more than 10 feet away from you, it loses the benefit of the spell. C | |
| You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures mo | |
| You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. Every round if the target has not made at least one attack on you, it be | |
| A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chain | |
| This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 point | |
| Element: air Type: utility Burn: 0 You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per k | |
| Piercing spires of rock erupt up from the ground, dealing 3d8 points of piercing damage and knocking the creature prone (a successful Reflex saving throw halves this damage and avoids being knocked prone). Once the stalagmites appear, they | |
| Shards of rock drop from above, dealing 3d8 points of bludgeoning and piercing damage (Reflex half). A creature that fails its Reflex save is pinned to the ground under stalactites and rubble, gaining the entangled condition until it can fr | |
| You create a magical trap in the area that causes deadly stalactites or stalagmites to "bite" an intruder. The magical trap is triggered whenever an enemy creature moves through the affected area. The effect of cave fangs depends on whether | |
| Create Stalagmites Trap | |
| Create Stalactites Trap | |
| Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. Each of the next 2 rounds, creatures and objects that failed their saves against th | |
| The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | |
| This spell functions like cat's grace, except that it affects all allies in a 30-foot radius of the caster. Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexte | |
| This spell functions as castigate, except it affects many creatures. Castigate: You compel the target to beg for forgiveness. On a failed Will save, the target cowers in fear. On a successful save, it is instead shaken for 1 round. Each rou | |
| You compel the target to beg for forgiveness. On a failed save, the target cowers in fear. On a successful will save, it is shaken for 1 round. Each round after, a cowering subject may attempt a new save to end the effect. | |
| You summon a wasp swarm, which does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison fr | |
| A ranger of 12th level or higher can, as a move action, use the Stealth skill to hide in any of his favored terrains, even in combat. | |
| You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per level in the class that gave you access to this domain. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect | |
| Call the Hunt | Once per day, as a full-round action, a Wild Hunt monarch can blow his hunt monarch's horn to summon a group of other Wild Hunt fey. |
| This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage at long range, and you may call a maximum of 15 bolts. Call Lightning: Immediately upon completion of the spell, and once per round there | |
| Immediately upon completion of the spell, and once per round thereafter, you may call down a 6-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical | |
| Kalikke spends a standard action to disappear into the sisters' demiplane, and Kanerah takes her place. | |
| Kanerah spends a standard action to disappear into the sisters' demiplane, and Kalikke takes her place. | |
| This spell functions as cacophonous call, except that is affects multiple creatures. Cacophonous Call: You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The crea | |
| You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save. | |
| Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). | |
| This spell functions like bull's strength, except that it affects all allies in a 30-foot radius of the caster. Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to |
