Spells
51–100 of 1,209Page 2 of 25
| Spells ↓ | Description |
|---|---|
| For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil… | |
| The touched creature becomes invisible for a short time. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject… | |
| At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus… | |
| You have trained to work in ranks of archers to rain arrows down upon your foes. Benefit: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a… | |
| You know how to work together to trip your foes. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and… | |
| Your allies cover you while you cast complicated spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration… | |
| Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded… | |
| When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). | |
| When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. | |
| Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This… | |
| Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical… | |
| You are skilled at working with your allies to perform dangerous combat maneuvers. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2… | |
| Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature… | |
| Your ally's eyes are your own, and yours are his. Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks… | |
| With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Benefit: Whenever you are adjacent to an ally who also has this feat,… | |
| At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal… | |
| This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal… | |
| A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they… | |
| Undeath to Death destroys undead creatures. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin… | |
| The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or… | |
| You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). If you hit, the target takes 1d6 points of damage… | |
| You create a massive wave of water that then moves in a straight line across land at a speed of 50 feet per round. Creatures struck by a tsunami take 24d6 points of bludgeoning… | |
| You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20… | |
| You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20… | |
| You confer on the subject the ability to see all things as they actually are. The subject sees the exact locations of creatures or objects under blur or displacement effects,… | |
| You confer on the subject the ability to see all things as they actually are. The subject sees the exact locations of creatures or objects under blur or displacement effects,… | |
| At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a… | |
| You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone. If the target has more than two legs, add +2… | |
| To treat an affliction means to tend to a single diseased or poisoned character. Make a Lore (Religion) check. If your check exceeds the DC of the affliction, the affliction is… | |
| You become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic… | |
| You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts… | |
| You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts… | |
| You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and… | |
| With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster levels (maximum 1d6+5). This penalty… | |
| With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster levels (maximum 1d6+5) and has its… | |
| You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level in the class that… | |
| You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your level in the class that gave you… | |
| You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your level in the class that gave you… | |
| You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's… | |
| You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's… | |
| You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This… | |
| As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment,… |
