Spells

651–700 of 1,209Page 14 of 25
Spells ↓Description
Inspiring RecoveryYou can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2…
Inspiring CommandAt 8th level, you can issue an inspiring command to your allies, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, Combat…
InsanityThe affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration or heal can restore the creature.…
Inflict Serious Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies. Like other…
Inflict Serious Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies. Like other…
Inflict Serious WoundsWhen laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative…
Inflict Serious WoundsWhen laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative…
Inflict Serious WoundsWhen laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative…
Inflict Moderate Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage + 1 point per caster level (maximum +30) to nearby living enemies. Like other…
Inflict Moderate Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage + 1 point per caster level (maximum +30) to nearby living enemies. Like other…
Inflict Moderate WoundsWhen laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative…
Inflict Moderate WoundsWhen laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative…
Inflict Moderate WoundsWhen laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative…
Inflict Light Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other…
Inflict Light Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other…
Inflict Light WoundsWhen laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative…
Inflict Light WoundsWhen laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative…
Inflict Light WoundsWhen laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative…
Inflict Critical Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies. Like other…
Inflict Critical Wounds, MassNegative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies. Like other…
Inflict Critical WoundsWhen laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative…
Inflict Critical WoundsWhen laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative…
Inflict Critical WoundsWhen laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative…
Inflict Critical WoundsWhen laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative…
Incorporeal FormAt 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You take no damage from non-magic weapons. You…
Improved Vital StrikeYou can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional…
Icy Prison, MassYou trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally.…
Icy PrisonYou trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally.…
IcicleAs a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for…
Ice StormGreat magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage…
Ice BlastElement: water Type: composite blast Level: — Burn: 2 Prerequisites: primary element (water), expanded element (water) Blast Type: physical Damage: half piercing, half cold You…
HypnotismYour gestures and droning incantation fascinate nearby living creatures, causing them to stop and stare blankly at you in a dazed condition. Roll 2d4 to see how many total HD of…
Hurricane BowHurricane bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them…
Hungry PitYou create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 100 feet). The pit has the ability to squeeze and crush any creature trapped within…
Horrid WiltingThis spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster…
Holy WordAny nongood creature within the area of a holy word spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is blinded. If the creature's…
Holy WhisperYou whisper a single word in the primordial language of good that is anathema to the minions of evil and strengthens the resolve of good creatures. Evil creatures within the…
Holy SwordThis spell allows you to channel holy power into the weapon in your primary hand. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6…
Holy LanceAt 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain.
Holy AuraA brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become…
Hold PersonThe subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving…
Hold PersonThe subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving…
Hold PersonThe subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving…
Hold MonsterThis spell functions like hold person, except that it affects any living creature that fails its Will save. Hold Person: The subject becomes paralyzed and freezes in place. It is…
Hold MonsterThis spell functions like hold person, except that it affects any living creature that fails its Will save. Hold Person: The subject becomes paralyzed and freezes in place. It is…
Hold AnimalThis spell functions like hold person, except that it affects an animal instead of a humanoid. The subject becomes paralyzed and freezes in place. It is aware and breathes…
Hideous LaughterThis spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not…
Hideous LaughterThis spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not…
Heroism, GreaterThis spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal…
HeroismThis spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.