PATHFINDER: KINGMAKER
Spells
451–500 of 671Page 10 of 14
| Spells ↑ | Description |
|---|---|
| You 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 harmed by this attack. If you are using your judgment ability or sm | |
| This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. Restoration cures all temporary ability damage, and it restores all points permanently drained from a singl | |
| This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing the creature's abilities, cures | |
| This 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 material or allow access to areas below the surface — you can | |
| Your 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 Strength and Constitution and take a –2 penalty to your Dexterity. | |
| Sacred Protection | |
| Elements: 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 up sand, firing a flensing gust at a foe. | |
| All 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 to this effect. Scare dispels remove fear. | |
| You 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). Each ray requires a ranged touch attack to hit and deals 4d6 poin | |
| At 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 can use this ability once per day at 8th level, and an additi | |
| At 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 can use this ability once per day at 8th level, and an additi | |
| You 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 attacks against you are treated as if you were under the surfa | |
| Element: 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 of fire damage per 4 kineticist levels you possess (minimum 1 | |
| This 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. Only good characters can use this spell. | |
| You can see any objects or beings that are invisible within your range of vision. | |
| You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. | |
| This 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 ability of the same name, dealing an additional 1d6 points of | |
| You 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 attempt to harm another creature. | |
| Set Alarm | Cephal Lorentus casts an Alarm spell, which lasts for one guard shift and warns of any enemy in the area. |
| You 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 have normal effects unless an affected creature succeeds at a W | |
| 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, dealing 3d6 points of bludgeoning damage and 2d6 points of cold da | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a volcanic storm spell. Volcanic Storm: Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning da | |
| This spell functions like shadow evocation, except that it enables you to create a partially real, illusory version of a chain lightning, cold ice strike, ki shout, sirocco, caustic eruption, or elemental assessor spell. If recognized as a | |
| ShadowDoubles | |
| Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a f | |
| Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. | |
| This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflec | |
| A dim blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. First, each w | |
| Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). | |
| You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. | |
| This spell functions like shout, except that the cone deals 10d6 points of sonic damage. It also causes creatures to be stunned for 1 round. A creature in the area of the cone can negate the stunning and halve the damage with a successful F | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters the area must succeed at a Fortitude save or be sickened as lo | |
| A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage + 1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Any | |
| A slayer can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. | |
| At 13th level, a slayer can once per day increase his movement speed by 30 ft, and his movement doesn't provoke attacks of opportunity. At 17th level, he can do this twice per day. | |
| A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn a | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn a | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn a | |
| An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered. Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed |
