Spells
651–700 of 1,209Page 14 of 25
| Spells ↑ | Description |
|---|---|
| The next spell the wizard casts will be altered as though using the Reach Spell feat. You can use this ability once per day at 8th level and one additional time per day for every… | |
| This spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. | |
| This spell functions like mind blank, except it affects all party members and it lasts for 4 hours. Mind Blank: This spell grants a +8 resistance bonus on saving throws against… | |
| Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. A… | |
| This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image… | |
| This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image… | |
| You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of… | |
| At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8… | |
| Elements: earth and water Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, water blast Blast Type: physical Damage: bludgeoning You infuse your water into the… | |
| Each time the creature successfully strikes an opponent with a natural attack, each consecutive hit against the same opponent deals extra damage equal to the number of previous… | |
| This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. If the target has an animal… | |
| You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each… | |
| Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but meaning you can't attack for the duration of the oath. For as long as you… | |
| A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20%… | |
| You convert a thin layer of the ground to molten glass that cools quickly. Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become… | |
| This artifact doubles the duration of all spells cast by its wearer as though using the Extend Spell feat. Three times per day its wearer can peer into it to cast true seeing… | |
| This very adaptive oil can copy the effect of Bane Everything. | |
| Gives +2 temporary enhancement to a chosen weapon. | |
| Adds 4d6 frost damage to a weapon. | |
| Adds 2d6 damage against all creatures of good alignmet to a weapon. | |
| You cause a single opponent to become profoundly stricken with intense grief. They can take no actions, take a –2 penalty to Armor Class, and lose their Dexterity bonus (if any).… | |
| Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows… | |
| The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and… | |
| This spell functions like owl's wisdom, except that it affects all allies in a 30-foot radius of the caster. Owl's Wisdom: The transmuted creature becomes wiser. The spell grants… | |
| This figurine is capable of summoning a mighty wyvern once per day for 10 minutes. The wyvern draws power from the owner of the figurine, and its HD is equal to the summoner's… | |
| You weaken the target's defenses against poison. The target gains a –4 penalty on saves against poison. Attempts to cure the poisoned target take a –4 penalty. | |
| You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its… | |
| You implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling… | |
| You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal… | |
| At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush combat maneuver… | |
| At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a trip combat maneuver against… | |
| You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract… | |
| You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract… | |
| You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract… | |
| You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract… | |
| You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract… | |
| You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract… | |
| Elements: air and fire Type: composite blast Level: — Burn: 2 Prerequisites: air blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You launch a gust of… | |
| Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution… | |
| Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution… | |
| You plunge an area into the brutal chill of the arctic night. All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful… | |
| A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of… | |
| This spell transforms an allied creature into a leopard or a small elemental. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for… | |
| The target creature becomes a leopard. It gains a +2 size bonus to Strength and a +2 natural armor bonus. It also gains two 1d3 claw attacks and one 1d6 bite attack. | |
| The target creature becomes a small air elemental. It gains a +2 size bonus to its Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Its… | |
| The target creature becomes a small earth elemental. It gains a +2 size bonus to its Strength, a +4 natural armor bonus, and a +1 bonus to its attack rolls, damage rolls, and… | |
| The target creature becomes a small fire elemental. It gains a +2 size bonus to its Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Its movement… |
