Spells
951–1,000 of 1,209Page 20 of 25
| Spells ↓ | Description |
|---|---|
| You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target is entangled. This condition lasts for 1 round. For every 5 by which your… | |
| You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target is blinded. This condition lasts for 1 round. For every 5 by which your… | |
| At 8th level, you can use this ability to teleport up to 30 feet as a move action. You can use this ability a total number of times per day equal to your wizard level. | |
| At 8th level, you can teleport up to 10 feet per level in the class that gave you access to this domain per day as a move action. This teleportation must be used in 5-foot… | |
| You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. | |
| You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. | |
| You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. | |
| Any nonlawful creature within the area of a dictum spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is staggered. If the… | |
| At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical… | |
| As a standard action, the kinetic knight can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the kinetic knight is at least 11th level, he… | |
| At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your level in the class that gave you access to this domain. All attacks made… | |
| This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. | |
| At 15th level, you may summon a host of insects. This power acts as creeping doom, but the swarms' poison inflicts Con damage and any creature other than you sharing a space with… | |
| You can use your Persuasion (for intimidation) skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn't stack with other shaken… | |
| Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the… | |
| The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the… | |
| This spell functions like sleep, except that it affects 10 HD of targets. Sleep: A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest… | |
| The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including… | |
| The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including… | |
| Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit… | |
| A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full… | |
| You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your level in the class that gave you access to this domain… | |
| You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability… | |
| You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability… | |
| This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not… | |
| You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet… | |
| The subject suffers a –6 penalty to Strength and Dexterity scores. | |
| The subject suffers a –6 penalty to Strength and Dexterity scores. | |
| The subject suffers a –6 penalty to Intelligence, Wisdom, and Charisma scores. | |
| The subject suffers a –6 penalty to Intelligence, Wisdom, and Charisma scores. | |
| The subject suffers a –6 penalty to Constitution score. | |
| The subject suffers a –6 penalty to Constitution score. | |
| The subject suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks. | |
| The subject suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks. | |
| You channel positive energy to cure 3d8 points of damage + 1 point per caster level (maximum +35) on each creature in radius. Like other cure spells, mass cure serious wounds… | |
| You channel positive energy to cure 3d8 points of damage + 1 point per caster level (maximum +35) on each creature in radius. Like other cure spells, mass cure serious wounds… | |
| When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by… | |
| When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by… | |
| When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by… | |
| When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by… | |
| You channel positive energy to cure 2d8 points of damage + 1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate… | |
| You channel positive energy to cure 2d8 points of damage + 1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate… | |
| When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by… | |
| When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by… | |
| When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by… | |
| You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds… | |
| You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds… | |
| When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by… | |
| When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by… | |
| When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by… |
