Spells

401–450 of 1,209Page 9 of 25
Spells ↓Description
Sacred Protection
Sacred NimbusYou are surrounded by a nimbus of golden light. Any evil creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same…
Sacred NimbusYou are surrounded by a nimbus of golden light. Any evil creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same…
Righteous MightYour 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…
Rift of RuinThis 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…
ResurrectionThis spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature, even the ones killed by death effect or…
Restoration, LesserLesser restoration dispels any temporary magical effects reducing one of the subject's ability scores (it does not remove permanent effects such as curses or diseases) or cures…
Restoration, LesserLesser restoration dispels any temporary magical effects reducing one of the subject's ability scores (it does not remove permanent effects such as curses or diseases) or cures…
Restoration, GreaterThis spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels…
RestorationThis spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. Restoration cures all temporary ability…
Resounding BlowYou 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…
Resonating WordYou 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…
ResoluteWhenever 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…
Resistant TouchAs a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection…
Resistant TouchAs a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection…
ResistanceYou imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resist Sonic, CommunalThis 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…
Resist SonicThis 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 SonicThis 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 Fire, CommunalThis 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…
Resist FireThis 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 FireThis 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, CommunalThis 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…
Resist EnergyThis 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 Electricity, CommunalThis 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…
Resist ElectricityThis 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 ElectricityThis 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 Cold, CommunalThis 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…
Resist ColdThis 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 ColdThis 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 Acid, CommunalThis 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…
Resist AcidThis 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 AcidThis 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…
Remove SicknessYou 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…
Remove ParalysisRemoves paralysis from target creature.
Remove FearYou 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…
Remove DiseaseRemove 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…
Remove CurseRemove 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…
Remove BlindnessRemove blindness cures blindness, whether the effect is normal or magical in nature.
Reflection arrow
Reduce Person, MassThis 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…
Reduce PersonThis 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…
Rebuke DeathYou can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two levels you possess in the class that gave you access to this…
Ray of SickeningThe subject is immediately sickened for the spell's duration. A successful Fortitude save negates the effect.
Ray of FrostA 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…
Ray of EnfeeblementA 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…
Ray of Annihilation
Raise DeadYou 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…
Raise Animal CompanionThis spell functions as raise dead, but it only affects an animal companion or a familiar.
Rainbow PatternA 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…