Spells
551–600 of 1,209Page 12 of 25
| Spells ↓ | Description |
|---|---|
| Elements: earth and water Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, water blast Blast Type: physical Damage: bludgeoning You infuse your water into the… | |
| At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8… | |
| You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of… | |
| This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image… | |
| This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image… | |
| Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. A… | |
| This spell functions like mind blank, except it affects all party members and it lasts for 4 hours. Mind Blank: This spell grants a +8 resistance bonus on saving throws against… | |
| This spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. | |
| The next spell the wizard casts will be altered as though using the Reach Spell feat. You can use this ability once per day at 8th level and one additional time per day for every… | |
| At 20th level, you can quicken your next spell as though using the Quicken Spell feat. Quickening costs 4 daily usages of metamagic mastery. Quicken Spell: Casting a quickened… | |
| At 16th level, you can maximize your next spell as though using the Maximize Spell feat. Maximizing costs 3 daily usages of metamagic mastery. Maximize Spell: All variable,… | |
| The next spell the wizard casts will be cast as if extended as though using the Extend Spell feat. You can use this ability once per day at 8th level and one additional time per… | |
| At 12th level, you can empower your next spell as though using the Empower Spell feat. Empowering costs 2 daily usages of metamagic mastery. Empower Spell: All variable, numeric… | |
| Element: earth Type: composite blast Level: — Burn: 2 Prerequisites: primary element (earth), expanded element (earth) Blast Type: physical Damage: bludgeoning, piercing, and… | |
| The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level… | |
| A ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the… | |
| Elements: earth and fire Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire… | |
| You imbue a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). | |
| You imbue a suit of armor with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus… | |
| You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants… | |
| A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in… | |
| Three missiles of magical energy dart forth from your fingertip and strike their target, dealing 1d4+1 points of force damage each. These missiles strike their targets… | |
| A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in… | |
| Greater magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls per four caster levels (maximum +5). The spell… | |
| Magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or any… | |
| An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check… | |
| LostlarnBossMimic_SlimeGeneratorAbility | |
| This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed. | |
| This spell gives you a +10-foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. | |
| This litany is a sermon of madness. The target is confused. It can make a Will saving throw against the confused effect (DC of the spell) next round after receiving the effect… | |
| Your litany conjures chains of energy that lash upward from the ground and hamper the target's movement. The target is entangled. | |
| Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated. Any damage to the target automatically breaks the effect. | |
| At 8th level, as a swift action, you can call down a bolt of lightning. You can call down a bolt of lightning a number of times per day equal to your level in the class that gave… | |
| You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins… | |
| As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity… | |
| This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any… | |
| This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any… | |
| When you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a… | |
| You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distant past, the spell does not… | |
| You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distant past, the spell does not… | |
| Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one… | |
| At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally.… | |
| Deals 4d6 damage. | |
| This figurine is capable of summoning a barbtongued wyvern once per day for 10 minutes. The barbtongued wyvern's bite is just as deadly as its sting. The wyvern draws power from… | |
| KineticBladeWaterBlastBurnAbility | |
| KineticBladeThunderstormBlastBurnAbility | |
| KineticBladeSteamBlastBurnAbility | |
| KineticBladeSandstormBlastBurnAbility |
