PATHFINDER: KINGMAKER
Spells
301–350 of 671Page 7 of 14
| Spells ↓ | Description |
|---|---|
| Element: earth Type: composite blast Level: — Burn: 2 Prerequisites: primary element (earth), expanded element (earth) Blast Type: physical Damage: bludgeoning, piercing, and slashing You shape metal into clumps, shards, or blades and send | |
| The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. If the target | |
| A ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. | |
| Elements: earth and fire Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire to superheat the earth into a flow of magma, which you send ag | |
| You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. | |
| A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or tota | |
| An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since | |
| LostlarnBossMimic_SlimeGeneratorAbility | |
| This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed. | |
| This spell gives you a +10-foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. | |
| This litany is a sermon of madness. The target is confused. It can make a Will saving throw against the confused effect (DC of the spell) next round after receiving the effect and every round after that. If the target fails the save, it con | |
| Your litany conjures chains of energy that lash upward from the ground and hamper the target's movement. The target is entangled. | |
| Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated. Any damage to the target automatically breaks the effect. | |
| You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. | |
| This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any one time. If you cast this spell while another casting is still | |
| When you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell | |
| Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Med | |
| KineticBladeWaterBlastBurnAbility | |
| KineticBladeThunderstormBlastBurnAbility | |
| KineticBladeSteamBlastBurnAbility | |
| KineticBladeSandstormBlastBurnAbility | |
| KineticBladePlasmaBlastBurnAbility | |
| KineticBladeMudBlastBurnAbility | |
| KineticBladeMetalBlastBurnAbility | |
| KineticBladeMagmaBlastBurnAbility | |
| KineticBladeIceBlastBurnAbility | |
| KineticBladeFireBlastBurnAbility | |
| KineticBladeElectricBlastBurnAbility | |
| KineticBladeEarthBlastBurnAbility | |
| KineticBladeColdBlastBurnAbility | |
| KineticBladeChargeWaterBlastBurnAbility | |
| KineticBladeBlueFlameBlastBurnAbility | |
| KineticBladeBlizzardBlastBurnAbility | |
| KineticBladeAirBlastBurnAbility | |
| Element: water Type: utility Burn: — Prerequisites: kinetic healer You can bring an ally who died within 2 round back from the dead with your kinetic healer wild talent similarly to the breath of life spell, except the ally regains the norm | |
| Element: universal Type: utility Burn: 1 You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution). This also eliminates any fatigue that you suffer. | |
| With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by | |
| Judgment | |
| Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage to all allies in the area. | |
| The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Wisdom. If the | |
| You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. | |
| This spell functions like invisibility, except that it affects all party members and is broken when anyone in the party attacks. Invisibility: The touched creature becomes invisible. If a check is required, an invisible creature has a +20 b | |
| This spell functions like invisibility, except that it doesn't end if the subject attacks. Invisibility: The touched creature becomes invisible. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell | |
| With this spell you designate the target as your favored enemy for the remainder of its duration. For the duration of the spell, you treat the target as if it were a favored enemy for all purposes. |
