Spells

951–1,000 of 1,209Page 20 of 25
Spells ↓Description
Dirty Trick — EntangledYou 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…
Dirty Trick — BlindedYou 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…
Dimensional StepsAt 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.
Dimensional HopAt 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…
Dimension Door — SingleYou 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.
Dimension Door — MassYou 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.
Dimension DoorYou 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.
DictumAny 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…
Devastating BlowAt 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…
DeterminedAs 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…
Destructive AuraAt 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…
DestructionThis 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.
Den of VerminAt 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…
Demoralize (Persuasion)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…
Delay Poison, CommunalAny 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…
Delay PoisonThe 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…
Deep SlumberThis 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…
Death WardThe 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…
Death WardThe 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…
Death ClutchChanting 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…
Deadly PerformanceA 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…
Dazing TouchYou 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…
Dazing TouchYou 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…
Dazing TouchYou 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…
DazeThis 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…
DaylightYou 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…
Curse of WeaknessThe subject suffers a –6 penalty to Strength and Dexterity scores.
Curse of WeaknessThe subject suffers a –6 penalty to Strength and Dexterity scores.
Curse of IdiocyThe subject suffers a –6 penalty to Intelligence, Wisdom, and Charisma scores.
Curse of IdiocyThe subject suffers a –6 penalty to Intelligence, Wisdom, and Charisma scores.
Curse of Feeble BodyThe subject suffers a –6 penalty to Constitution score.
Curse of Feeble BodyThe subject suffers a –6 penalty to Constitution score.
Curse of DeteriorationThe subject suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks.
Curse of DeteriorationThe subject suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks.
Cure Serious Wounds, MassYou 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…
Cure Serious Wounds, MassYou 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…
Cure Serious WoundsWhen 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…
Cure Serious WoundsWhen 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…
Cure Serious WoundsWhen 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…
Cure Serious WoundsWhen 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…
Cure Moderate Wounds, MassYou 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…
Cure Moderate Wounds, MassYou 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…
Cure Moderate WoundsWhen 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…
Cure Moderate WoundsWhen 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…
Cure Moderate WoundsWhen 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…
Cure Light Wounds, MassYou 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…
Cure Light Wounds, MassYou 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…
Cure Light WoundsWhen 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…
Cure Light WoundsWhen 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…
Cure Light WoundsWhen 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…