PATHFINDER: KINGMAKER
Spells
601–650 of 671Page 13 of 14
| Spells ↓ | Description |
|---|---|
| A bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD, you can push the target b | |
| BuffDefaultSource | |
| As a free action once every 1d4+1 rounds, an iron golem can exhale 10 cubic feet of poisonous gas. This gas cloud persists for 1 round; any creature within the cloud, or passing through it for the remainder of that round, is exposed to the | |
| Breath Weapon | |
| As a free action once every 1d4+1 rounds, an iron golem can exhale 10 cubic feet of poisonous gas. This gas cloud persists for 1 round; any creature within the cloud, or passing through it for the remainder of that round, is exposed to the | |
| This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + | |
| Vordakai feeds on the brains of the recently departed – not to satisfy an aberrant hunger for flesh, but out of a darker hunger for knowledge. Consuming the brains of living creatures does not grant the lich any bonuses to his mental abilit | |
| 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 from the pain and exertion of the transformation. If the target | |
| This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of alchemist's bombs and alchemical weapons by 10 feet. In addition, you receive a +1 insight bonus on attack rolls ma | |
| Element: fire Type: composite blast Level: — Burn: 2 Prerequisites: primary element (fire), expanded element (fire) Blast Type: energy Damage: fire You unleash a concentrated blast of intense blue flame. | |
| Elements: air and water Type: composite blast Level: — Burn: 2 Prerequisites: air blast, cold blast Blast Type: physical Damage: half piercing, half cold You unleash a directed blizzard at a single target. | |
| You call upon the powers of unlife to render the subject blinded. | |
| This spell functions like blessing of luck and resolve, except that it affects multiple creatures. Blessing of Luck and Resolve: A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against | |
| A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new resu | |
| With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect lasts, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the ta | |
| As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use t | |
| 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 damage + 1 point for every two levels you possess in the class that gave you access to this dom | |
| Any nonevil creature within the area of a blasphemy spell suffers the following ill effects: If the creature's HD is equal to your caster level, it is dazed. If the creature's HD is up to your caster level – 1, it is weakened and dazed. If | |
| Element: universal Type: form infusion Level: 5 Burn: 3 Prerequisites: kinetic blade Associated Blasts: any Saving Throw: none You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reac | |
| An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. | |
| You place a curse on the subject. Choose one of the following: Curse of Feeble Body — The subject suffers a –6 penalty to Constitution score. Curse of Weakness — The subject suffers a –6 penalty to Strength and Dexterity scores. Curse of Id | |
| You become a Large smilodon, a Large shambling mound or a Large wyvern. | |
| This spell functions like bear's endurance, except that it affects all allies in a 30-foot radius of the caster. Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus | |
| Bear Trap | |
| You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels | |
| BaseShrineAbility | |
| Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. T | |
| You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any creature that fails its Reflex save must succeed at a W | |
| A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished in a 30-foot radius, and creatur | |
| Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless. | |
| You change the subject into a dog. It can't attack, its Intelligence, Wisdom, and Charisma scores drop to 1, and it loses any ability it had to cast spells or use spell-like abilities. Its movement speed is increased by 10 feet though. Any | |
| When you cast this spell you strengthen your paladin‘s aura of courage. Until the end of its duration, all allies within that aura are immune to fear (magical or otherwise). If you do not have the aura of courage class feature, aura of grea | |
| You can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity. | |
