PATHFINDER: KINGMAKER
Spells
401–450 of 671Page 9 of 14
| Spells ↓ | Description |
|---|---|
| You can make a single attack that deals incredible 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 four times and ad | |
| Greater Bane Weapon | |
| A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast and every round after that must make a successful Reflex save or fall prone. | |
| GiantSlugBossAcidSpray | |
| Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to become more akin to the genie type you chose | |
| The Lantern King charges to the target, dealing 10d12 damage to all targets along the way and knocking them prone. A successful Reflex save negates the knockdown effect and halves the damage. Half the damage is fire damage, but the other ha | |
| You become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell | |
| This spell functions like fox's cunning, except that it affects all allies in a 30-foot radius of the caster. Fox's Cunning: The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to I | |
| You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgres | |
| Element: earth Type: defense Level: — Burn: 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of | |
| This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point. Flare: This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is da | |
| This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzl | |
| You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target's weap | |
| Fireball_Performance | |
| A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage. | |
| When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on | |
| As a standard action, you can create a blast rune in a desired location. Any creature entering a 5-foot area around the rune takes 1d6 points of fire damage + 1 point for every two levels you possess in the class that gave you access to thi | |
| Element: fire Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: fire You unleash a gout of flickering fire to burn a single foe. | |
| This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. | |
| This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage | |
| This spell functions as fester, except that it affects multiple foes. Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore | |
| Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. If the target succeeds on a Fortitud | |
| Attract critters from the whole area. | |
| As feather step, except this spell affects multiple creatures. Feather Step: For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | |
| An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round. | |
| You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/ | |
| You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10). | |
| A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided b | |
| This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. | |
| You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you. This ability | |
| This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that succeed at their save can move as |
