PATHFINDER: KINGMAKER
Spells
351–400 of 671Page 8 of 14
| Spells ↓ | Description |
|---|---|
| You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). This healing can even bring back to l | |
| Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of d | |
| Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage + 1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage + 1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of d | |
| Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of da | |
| Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell cures such a creature of a like amount of d | |
| You can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three time | |
| Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining durat | |
| Element: water Type: composite blast Level: — Burn: 2 Prerequisites: primary element (water), expanded element (water) Blast Type: physical Damage: half piercing, half cold You shoot a chilling icicle to stab a single foe. | |
| Your gestures and droning incantation fascinate nearby living creatures, causing them to stop and stare blankly at you in a dazed condition. Roll 2d4 to see how many total HD of creatures you affect. | |
| Hurricane bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or cr | |
| You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 100 feet). The pit has the ability to squeeze and crush any creature trapped within it. Any large or smaller creature standing in the area where you | |
| This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to wa | |
| Any nongood creature within the area of a holy word spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is blinded. If the creature's HD is up to your caster level – 5, it is paralyzed and blinde | |
| You whisper a single word in the primordial language of good that is anathema to the minions of evil and strengthens the resolve of good creatures. Evil creatures within the burst must make a Fortitude saving throw or become sickened for 1 | |
| This spell allows you to channel holy power into the weapon in your primary hand. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle a | |
| At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. | |
| This spell functions like hold person, except that it affects any living creature that fails its Will save. Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even | |
| This spell functions like hold person, except that it affects an animal instead of a humanoid. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its | |
| This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normall | |
| This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). | |
| This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. | |
| Using words of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the | |
| A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit and deals 1d6 points | |
| HealingAbility | |
| This spell functions like heal, except it targets all creatures within a 30-foot radius. The maximum number of hit points restored to each creature is 250. Heal: Heal enables you to channel positive energy into a creature to wipe away injur | |
| This spell functions like heal, except it targets all creatures within a 30-foot radius. The maximum number of hit points restored to each creature is 250. Heal: Heal enables you to channel positive energy into a creature to wipe away injur | |
| Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, di | |
| You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its normal speed. Multiple haze of dreams effects do | |
| The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack, a hasted creature may make one extra attack with its main weapon. The attack is made using the creature's full | |
| Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. If used on an undead creature, harm act | |
