Spells
501–550 of 1,209Page 11 of 25
| Spells ↑ | Description |
|---|---|
| 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… | |
| 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… | |
| Element: water Type: utility Burn: 1 Prerequisites: kinetic healer Saving Throw: none Spell Resistance: yes You use kinetic healer to heal all creatures in a 30-foot radius… | |
| HealingAbility | |
| Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray… | |
| At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive… | |
| 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… | |
| 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… | |
| 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… | |
| 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. | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving… | |
| The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving… | |
| The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving… | |
| A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become… | |
| 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 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| Element: water Type: composite blast Level: — Burn: 2 Prerequisites: primary element (water), expanded element (water) Blast Type: physical Damage: half piercing, half cold You… | |
| 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… | |
| As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for… | |
| You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally.… | |
| You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally.… | |
| 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… | |
| At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You take no damage from non-magic weapons. You… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… |
