PATHFINDER: KINGMAKER
Spells
201–250 of 671Page 5 of 14
| Spells ↓ | Description |
|---|---|
| This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures as a warm glow. This allows you to make sneak attacks, as the rogue ability of the same name, dealing an additional 1d6 points of | |
| You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. | |
| You can see any objects or beings that are invisible within your range of vision. | |
| This spell allows you to peer into the secrets of Suramgamin briefly and uses them for your benefit. There are five secrets, and you choose one every time you cast this spell. Only good characters can use this spell. | |
| Element: fire Type: defense Level: — Burn: 0 Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 | |
| You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surfa | |
| At 8th level, you can give a weapon touched the unholy 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 additi | |
| At 8th level, you can give a weapon touched the unholy 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 additi | |
| You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 poin | |
| All targeted living creatures of less than 6 HD become frightened. If a creature succeeds at a Will save, it is instead shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Scare dispels remove fear. | |
| Elements: air and earth Type: composite blast Level: — Burn: 2 Prerequisites: air blast, earth blast Blast Type: physical Damage: piercing and slashing You use your air to churn up sand, firing a flensing gust at a foe. | |
| Sacred Protection | |
| Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a –2 penalty to your Dexterity. | |
| This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. Since the rift extends into the Abyss, it does not displace the original underlying material or allow access to areas below the surface — you can | |
| This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing the creature's abilities, cures | |
| This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. Restoration cures all temporary ability damage, and it restores all points permanently drained from a singl | |
| You must have a melee weapon in hand to cast this spell. On a successful melee attack, your weapon resounds. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack. If you are using your judgment ability or sm | |
| You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must make a Fortitude saving throw once each round, and the effects grow stronger for each saving throw the creature fails. On the | |
| Whenever the kinetic knight is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving thr | |
| You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. | |
| This abjuration grants all allies within a 25-foot radius limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type c | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each | |
| You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spe | |
| Removes paralysis from target creature. | |
| You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. | |
| Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. | |
| Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. | |
| Remove blindness cures blindness, whether the effect is normal or magical in nature. | |
| This spell causes instant diminution of all allied humanoid creatures, halving their height, length, and width and dividing their weight by 8. This decrease changes the creatures' size category to the next smaller one. The targets gain a +2 | |
| This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to | |
| The subject is immediately sickened for the spell's duration. A successful Fortitude save negates the effect. | |
| A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. | |
| A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop b | |
| You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's door condition. Coming back from the dead is an ordeal. The subject of the spell gains tw | |
| A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. The rainbow pattern fascinates a maximum of 24 HD of creatures. An affected creature that fails its saves is fascinated by the pattern and becomes dazed. | |
| Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the | |
| You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels. | |
| The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities). | |
| Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy da | |
| Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at | |
| All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments. | |
| The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment. | |
| All allies within 30 feet gain resistance to ranged weapons. The subjects gain damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has | |
| The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has preve | |
| All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments. | |
| The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment. |
