PATHFINDER: KINGMAKER

Spells

251300 of 671Page 6 of 14
SpellsDescription
Profane Nimbus
Prismatic SprayThis spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the a
Primal RegressionThis spell sequesters the targets' ability for higher reasoning, allowing their darker impulses to come to the fore. An affected target becomes a ravening monster — savage, bloodthirsty, and brutish. Until the spell ends, the targets have a
Prediction of FailureYou wrack the target's body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the duration to 1 round per level.
PrayerYou bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –
Pox Pustules
Power Word StunYou utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature tha
Power Word KillYou utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.
Power Word BlindYou utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more
Polymorph, GreaterThis spell transforms an allied creature into a large smilodon, shambling mound, elemental, wyvern or medium dragon-like creature. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that sub
PolymorphThis spell transforms an allied creature into a leopard or a small elemental. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.
Polar RayA blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of De
Polar MidnightYou plunge an area into the brutal chill of the arctic night. All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not
Poison
Plasma BlastElements: air and fire Type: composite blast Level: — Burn: 2 Prerequisites: air blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You launch a gust of air and then use your fire to superheat the gust into plasma ju
Plague Storm: ShakesYou create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract shakes. The disease is contracted immediately (the onset perio
Plague Storm: MindfireYou create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract mindfire. The disease is contracted immediately (the onset per
Plague Storm: Cackle FeverYou create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract cackle fever. The disease is contracted immediately (the onset
Plague Storm: Bubonic PlagueYou create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract bubonic plague. The disease is contracted immediately (the ons
Plague Storm: Blinding SicknessYou create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract blinding sickness. The disease is contracted immediately (the
Plague StormYou create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plag
Piledriver — TripAt 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a trip combat maneuver against the target of his attack as a free action.
Piledriver — Bull RushAt 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush combat maneuver against the target of his attack as a free action.
PhylacterySpell
Phantasmal Web
Phantasmal PutrefactionYou implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putrid half-liquid mass at their feet. Those who f
Phantasmal KillerYou create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the sp
Pernicious PoisonYou weaken the target's defenses against poison. The target gains a –4 penalty on saves against poison. Attempts to cure the poisoned target take a –4 penalty.
Owl's Wisdom, MassThis spell functions like owl's wisdom, except that it affects all allies in a 30-foot radius of the caster. Owl's Wisdom: The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to
Owl's Wisdom
Overwhelming PresenceYour presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are cowering for the du
Overwhelming GriefYou cause a single opponent to become profoundly stricken with intense grief. They can take no actions, take a –2 penalty to Armor Class, and lose their Dexterity bonus (if any). They can attempt a new save each round to break the spell's e
Overrun
Obsidian FlowYou convert a thin layer of the ground to molten glass that cools quickly. Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled until they make a successful Strength, Athletics or
Obscuring MistA misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50
Oath of PeaceEntreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but meaning you can't attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to AC and
Neutralize PoisonYou detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neu
Nature's ExileThis spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. If the target has an animal companion, it does not become hostile, but as long as the target
NaturalRythm
Mud BlastElements: earth and water Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, water blast Blast Type: physical Damage: bludgeoning You infuse your water into the earth to create a powerful ball of mud and slam a single foe.
Molten OrbYou create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of where the ball hits takes 1d6 points of fire damage from the s
Mirror ImageThis spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (m
Mind FogMind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. A creature that successfully saves against the fog is not affected
Mind Blank, CommunalThis spell functions like mind blank, except it affects all party members and it lasts for 4 hours. Mind Blank: This spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects.
Mind BlankThis spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects.
Metamagic Mastery — Reach SpellThe next spell the wizard casts will be altered as though using the Reach Spell feat. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Reach Spell: You ca
Metamagic Mastery — Quicken SpellAt 20th level, you can quicken your next spell as though using the Quicken Spell feat. Quickening costs 4 daily usages of metamagic mastery. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even ca
Metamagic Mastery — Maximize SpellAt 16th level, you can maximize your next spell as though using the Maximize Spell feat. Maximizing costs 3 daily usages of metamagic mastery. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Sav
Metamagic Mastery — ExtendThe next spell the wizard casts will be cast as if extended as though using the Extend Spell feat. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Extend
Metamagic Mastery — Empower SpellAt 12th level, you can empower your next spell as though using the Empower Spell feat. Empowering costs 2 daily usages of metamagic mastery. Empower Spell: All variable, numeric effects of an empowered spell are increased by half, including
Spells — Page 6 — Kingmaker