PATHFINDER: KINGMAKER
Spells
101–150 of 671Page 3 of 14
| Spells ↓ | Description |
|---|---|
| This spell summons to your side a natural leopard, 1d3 natural giant frogs, or 1d4+1 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best o | |
| This spell summons to your side a natural giant frog or 1d3 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | |
| This spell summons to your side a natural mite. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1 extraplanar axiomites if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear wher | |
| This spell summons 1d4+1 extraplanar redcaps if you are evil or 1d4+1 extraplanar bralani azatas if you are not. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of | |
| This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar axiomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extraplanar bralani azatas if you are not, or one bogeyman. Summoned monsters a | |
| This spell summons 1d3 extraplanar redcaps if you are evil or 1d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned m | |
| This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to | |
| This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one thanadaemon if you are evil and one ghaele azata if you are not. Summoned monsters appear where you des | |
| This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the b | |
| This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of | |
| Summon Monster II | This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts according to its initiative check results. It attacks your opponents to the bes |
| This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | |
| This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | |
| Summon Monster II | This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts according to its initiative check results. It attacks your opponents to the bes |
| This spell summons to your side medium fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons to your side a huge fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons to your side greater fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons to your side a purple worm with the advanced creature template. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons to your side an elder fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| Stunning Glance | As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed at a DC 21 Fortitude save or become stunned for 2d4 rounds. The save DC is Charisma-based. |
| You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once t | |
| When you cast this spell, lightning spills forth from your body in all directions. Enemy creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Fortitude sav | |
| All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. They gain DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon overcomes the reduction. | |
| The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon overcomes the reducti | |
| A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, this debris cov | |
| A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, this debris cov | |
| At 9th level, a flamewarden can fan the last spark of a recently slain creature's life force back into a full flame. Once per day as a standard action, a flamewarden can touch the corpse of a creature to grant it the effects of breath of li | |
| Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds af | |
| Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds af | |
| Elements: fire and water Type: composite blast Level: — Burn: 2 Prerequisites: fire blast, water blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire to superheat water into steam just as it strikes. | |
| At 8th level, you can give a weapon you touch the axiomatic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an a | |
| Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. | |
| You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 50 feet). The pit is lined with wickedly sharp spikes along its bottom and walls. Any large or smaller creature standing in the area where you first | |
| Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's | |
| Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Any creature moving on foot into or through the spell' | |
| At 1st level, as a swift action, an arcane bomber can sacrifice one of his spells to empower the next bomb he throws during his turn. When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the |
