PATHFINDER: KINGMAKER
Spells
601–650 of 671Page 13 of 14
| Spells ↑ | Description |
|---|---|
| To treat an affliction means to tend to a single diseased or poisoned character. Make a Lore (Religion) check. If your check exceeds the DC of the affliction, the affliction is removed. You can treat each character only once per day. | |
| You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additio | |
| At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make | |
| You create a massive wave of water that then moves in a straight line across land at a speed of 50 feet per round. Creatures struck by a tsunami take 24d6 points of bludgeoning damage (a Fortitude save halves this damage). In addition, ever | |
| You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). If you hit, the target takes 1d6 points of damage per caster level (maximum 20d6). Half of this damage is cold d | |
| The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force them to harm an ally (such as confusion). If th | |
| Undeath to Death destroys undead creatures. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin are affected first. All creatures with 9 or less HD are slain | |
| At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see an | |
| With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on concentration checks and level checks | |
| Your ally's eyes are your own, and yours are his. Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. | |
| Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally. | |
| You are skilled at working with your allies to perform dangerous combat maneuvers. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases t | |
| Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of oppor | |
| Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such a | |
| When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. | |
| When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). | |
| Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light sh | |
| Your allies cover you while you cast complicated spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, | |
| You know how to work together to trip your foes. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result. | |
| You have trained to work in ranks of archers to rain arrows down upon your foes. Benefit: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target with | |
| At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus against that target to all allies. This bonus lasts for a number | |
| The touched creature becomes invisible for a short time. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes | |
| For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil subtype. You can dismiss this spell as a swift action to deal 1d8 | |
| When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal durat | |
| Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. When this spell is cast, the subject becomes paralyzed and entangled, though a successful Reflex save negates the p | |
| You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your level in the class that gave y | |
| You make a single attack that deals significantly more damage than normal. 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 t | |
| Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once, when the spell is cast. Fo | |
| When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself), inflicting 10 points of damage per caster level. | |
| At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area around the rune must make a Will save or they will not be able to attack for a number of rounds equal to 1/2 your level in the class that | |
| Element: water Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You slam a single foe with a stream of water. | |
| You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its will save is staggered for the first | |
| Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. | |
| Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. | |
| Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibers. Anyone | |
| Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibers. Anyone | |
| This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. If a subject's Fortitude save | |
| You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the | |
| You become a huge air elemental. You gain a +4 size bonus to your Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also gain two 2d6 slam attacks and the whirlwind | |
| You become a huge earth elemental. You gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. | |
| You become a huge fire elemental. You gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to cold. You also gain two 2d6 slam attacks and the burn ability | |
| You become a huge water elemental. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, a +8 size bonus to your Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire. You also gain two 2d6 s |
