PATHFINDER: KINGMAKER
Spells
651–671 of 671Page 14 of 14
| Spells ↓ | Description |
|---|---|
| You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multip | |
| You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You also gain the ability to perform a bull rush combat maneuver. | |
| You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outs | |
| You gain a powerful aura, similar to an archon's aura of menace. Any hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack roll | |
| A bonded object can be used once per day to restore any one spell that the wizard had prepared for this day. | |
| A bonded object can be used once per day to restore any one spell that the wizard had prepared for this day. | |
| Any chaotic evil, chaotic good, lawful evil, or lawful good creatures within the area of this spell suffer the following ill effects: If the creature's HD is equal to your caster level, it is sickened. If the creature's HD is up to your cas | |
| The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus | |
| This spell functions like angelic aspect, except you gain DR 10/evil; immunity to acid and cold; resistance to electricity and fire 10; a +4 racial bonus on saves against poison; and protective aura as supernatural ability for the duration | |
| You take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks | |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. | |
| Element: air Type: utility Burn: 1 Prerequisites: enveloping winds You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion ability. Evasion: Whenever you make a Reflex saving throw | |
| A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round. At the end of this round every cr | |
| You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1–3 (1d3) points of acid damage. | |
| You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 100 feet). At the bottom of the pit is a pool of acid. Any large or smaller creature standing in the area where you first conjured the pit must make | |
| Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. The acid continues to deal damage for 1 additional round per 4 caster l | |
| Acid fog creates a billowing mass of highly acidic, misty vapors that slow down creatures. Creatures moving through acid fog move at half their normal speed and take a –2 penalty on all melee attack and melee damage rolls. The vapors preven | |
| 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 acid damage + 1 point for every two levels you possess in the class that gave you access to thi | |
| An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the |
