Spells
751–800 of 1,209Page 16 of 25
| Spells ↓ | Description |
|---|---|
| You become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to… | |
| This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as… | |
| This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as… | |
| Element: fire Type: utility Burn: 0 Prerequisites: fire blast Saving Throw: none Spell Resistance: yes You surround a creature with glowing flames that outline it, as per faerie… | |
| This spell functions like fox's cunning, except that it affects all allies in a 30-foot radius of the caster. Fox's Cunning: The target becomes smarter. The spell grants a +4… | |
| The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the… | |
| This spell grants you a powerful sixth sense. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never… | |
| You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops… | |
| As a standard action, you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your… | |
| Once per day as a free action, the owner can activate the nanites inside the item for 5 rounds, gaining fast healing (5), as well as immunity to poison, death effects, paralysis,… | |
| Element: earth Type: defense Level: — Burn: 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2… | |
| This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point. Flare: This cantrip creates a burst of light. If you cause the… | |
| This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude… | |
| A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half… | |
| Launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its… | |
| You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to… | |
| A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you… | |
| A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you… | |
| Fireball_Performance | |
| A fireball spell generates a searing explosion of flame that deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The explosion… | |
| A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature… | |
| When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level… | |
| You create a 50-foot-long line of flames. The fire snake affects all enemies in the line, avoiding allies. Creatures in the path of the fire snake take 1d6 points of fire damage… | |
| As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this… | |
| 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 fire damage + 1 point for every… | |
| Element: fire Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: fire You unleash a gout of flickering fire to burn a single foe. | |
| This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster… | |
| You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. | |
| This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead… | |
| This spell functions as fester, except that it affects multiple foes. Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance… | |
| Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit points or… | |
| Attract critters from the whole area. | |
| The target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills or cast spells. Still, it… | |
| As feather step, except this spell affects multiple creatures. Feather Step: For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | |
| For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | |
| An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for… | |
| You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to… | |
| This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). | |
| This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). | |
| You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster… | |
| A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined… | |
| You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling… | |
| Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects: If the target's HD… | |
| Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects: If the target's HD… |
