Spells

351–400 of 1,209Page 8 of 25
Spells ↓Description
Shadow Evocation (Sirocco)You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sirocco spell. A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage + 1…
Shadow Evocation (Shout)You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a shout spell. Shout: You emit an ear-splitting yell that stuns and damages creatures in its…
Shadow Evocation (Lightning Bolt)You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a lightning bolt spell. Lightning Bolt: You release a powerful stroke of electrical energy that…
Shadow Evocation (Ki Shout)You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a ki shout spell. With a guttural bark, you unleash a sudden blast of sonic energy that strikes…
Shadow Evocation (Ice Storm)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,…
Shadow Evocation (Fireball)You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball spell. Fireball: This spell generates a searing explosion of flame that detonates…
Shadow Evocation (Cold Ice Strike)You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a cold ice strike spell. You create a shredding flurry of ice slivers, which blast from your…
Shadow EvocationYou 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…
Set AlarmCephal Lorentus casts an Alarm spell, which lasts for one guard shift and warns of any enemy in the area.
SerenityYou 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…
Sensei Advice: True StrikeA monk with this ki power can spend 1 point from his ki pool as a standard action to gain temporary, intuitive insight into the immediate future during his next attack. The…
Sensei Advice: RestorationA monk with this ki power can spend 2 point from his ki pool as a standard action to dispel temporary negative levels or one permanent negative level. Restoration cures all…
Sensei Advice: Purity of BodyAt 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Sensei Advice: Mass True StrikeA monk with this ki power can spend 1 point from his ki pool as a standard action to gain temporary, intuitive insight into the immediate future during his next attack. The…
Sensei Advice: Mass RestorationA monk with this ki power can spend 2 point from his ki pool as a standard action to dispel temporary negative levels or one permanent negative level. Restoration cures all…
Sensei Advice: Mass Purity of BodyAt 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Sensei Advice: Mass Fast MovementAt 3rd level, a monk gains a +10 enhancement bonus to his base speed, which increases by 10 feet every 3 levels thereafter. A monk in armor loses this extra speed.
Sensei Advice: Mass EvasionA character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage…
Sensei Advice: Mass Diamond SoulA monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 +…
Sensei Advice: Mass Diamond BodyA monk gains immunity to poisons of all kinds.
Sensei Advice: Mass BarkskinA monk with this ki power can spend 1 point from his ki pool as a standard action to grant himself a tough skin. The effect grants a +2 enhancement bonus to the monk's existing…
Sensei Advice: Improved EvasionThis ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage…
Sensei Advice: Fast MovementAt 3rd level, a monk gains a +10 enhancement bonus to his base speed, which increases by 10 feet every 3 levels thereafter. A monk in armor loses this extra speed.
Sensei Advice: EvasionA character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage…
Sensei Advice: Diamond SoulA monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 +…
Sensei Advice: Diamond BodyA monk gains immunity to poisons of all kinds.
Sensei Advice: BarkskinA monk with this ki power can spend 1 point from his ki pool as a standard action to grant himself a tough skin. The effect grants a +2 enhancement bonus to the monk's existing…
Sense VitalsThis 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…
See Invisibility, CommunalYou and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision.
See InvisibilityYou can see any objects or beings that are invisible within your range of vision.
Secrets of SuramgaminThis 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.…
Secret of SubduingThis secret subdues all hostile creatures within range. Humanoid creatures whose number of Hit Dice is less or equal to half your caster level (maximum 10) lose their will to…
Secret of Quelling DisastersThis secret allows you to avoid a disaster that would have otherwise occurred. Whenever you or any other friendly creature within the area of effect fails a saving throw during…
Secret of Increasing BenefitsThis secret allows you to steadily succeed at the tasks along your path. You and any other friendly creatures within the area of effect gain a +6 competence bonus on all ability…
Secret of Hooking and SummoningThis secret banishes extraplanar creatures, forcing them out of your home plane. It acts like a banishment spell, banishing as many as 2 Hit Dice of creatures per caster level.…
Secret of AccomplishmentThis secret allows you to succeed in a task you would have otherwise failed. Whenever you or any other friendly creature within the area of effect fails a skill check during the…
Searing LightFocusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck…
Searing LightFocusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck…
Searing Flesh — Increase Heat DamageElement: 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…
SeamantleYou 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…
Scythe of EvilAt 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…
Scythe of EvilAt 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…
Scorching Ray (Electricity)This spell always deals a type of damage determined by your element (air). In addition, the subtype of this spell changes to match the energy type of your element. You blast your…
Scorching Ray (Cold)This spell always deals a type of damage determined by your element (water). In addition, the subtype of this spell changes to match the energy type of your element. You blast…
Scorching Ray (Acid)This spell always deals a type of damage determined by your element (earth). In addition, the subtype of this spell changes to match the energy type of your element. You blast…
Scorching RayYou 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).…
Scorching RayYou 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).…
Scorching RayYou 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).…
ScareAll 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…
Sandstorm BlastElements: 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…