PATHFINDER: KINGMAKER
Spells
151–200 of 671Page 4 of 14
| Spells ↓ | Description |
|---|---|
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| The target gains spell resistance equal to 12 + your caster level. | |
| At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arc | |
| SpawnOfRovagug_Summon | |
| SpawnOfRovagug_Strike | |
| SpawnOfRovagug_Shoot | |
| SpawnOfRovagug_Inhale | |
| SpawnOfRovagug_CorruptCutscene | |
| SpawnOfRovagug_Corrupt | |
| You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. | |
| You create an area of healing mud. The mud functions as difficult terrain. When a creature enters the mud, it is healed of 1d4 points of ability damage. A creature can be healed of ability damage this way only once per day. Also, each round | |
| This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beg | |
| You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must succeed at a Fort | |
| You coat the targets in thick, sticky mud. The mud acts as a slow spell and also makes targets dazed for one round as they clean their eyes. A haste effect cast on a creature slowed by the mud allows it to act normally for the duration of t | |
| An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered. Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn a | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn a | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn a | |
| A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. | |
| At 13th level, a slayer can once per day increase his movement speed by 30 ft, and his movement doesn't provoke attacks of opportunity. At 17th level, he can do this twice per day. | |
| A slayer can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. | |
| A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage + 1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Any | |
| This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters the area must succeed at a Fortitude save or be sickened as lo | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| This spell functions like shout, except that the cone deals 10d6 points of sonic damage. It also causes creatures to be stunned for 1 round. A creature in the area of the cone can negate the stunning and halve the damage with a successful F | |
| You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. | |
| Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). | |
| A dim blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. First, each w | |
| This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflec | |
| Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. | |
| Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a f | |
| ShadowDoubles | |
| This spell functions like shadow evocation, except that it enables you to create a partially real, illusory version of a chain lightning, cold ice strike, ki shout, sirocco, caustic eruption, or elemental assessor spell. If recognized as a | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a volcanic storm spell. Volcanic Storm: Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning da | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an ice storm spell. Ice Storm: Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold da | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. Spells that deal damage have normal effects unless an affected creature succeeds at a W | |
| Set Alarm | Cephal Lorentus casts an Alarm spell, which lasts for one guard shift and warns of any enemy in the area. |
| You fill the targets' minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of damage each round they attempt to harm another creature. |
