PATHFINDER: KINGMAKER
Spells
751–800 of 1,209Page 16 of 25
| Spells ↑ | Description |
|---|---|
| All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures. | |
| The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures. | |
| All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures. | |
| Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points… | |
| Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).… | |
| The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities). | |
| You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage,… | |
| 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… | |
| Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a… | |
| A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. The rainbow pattern fascinates a maximum of 24 HD of creatures. An affected creature that fails… | |
| This spell functions as raise dead, but it only affects an animal companion or a familiar. | |
| You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's door condition. Coming back… | |
| A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster… | |
| A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of… | |
| The subject is immediately sickened for the spell's duration. A successful Fortitude save negates the effect. | |
| You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two levels you possess in the class that gave you access to this… | |
| This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size… | |
| This spell causes instant diminution of all allied humanoid creatures, halving their height, length, and width and dividing their weight by 8. This decrease changes the… | |
| Remove blindness cures blindness, whether the effect is normal or magical in nature. | |
| Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse… | |
| Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the… | |
| You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the… | |
| Removes paralysis from target creature. | |
| You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants all allies within a 25-foot radius limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants all allies within a 25-foot radius limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants all allies within a 25-foot radius limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants all allies within a 25-foot radius limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants all allies within a 25-foot radius limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains… | |
| This abjuration grants all allies within a 25-foot radius limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or… | |
| You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. | |
| As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection… | |
| As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection… | |
| Whenever the kinetic knight is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He… | |
| You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must make a Fortitude saving throw once each round, and the effects… | |
| 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… | |
| This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. Restoration cures all temporary ability… |
