PATHFINDER: KINGMAKER

Spells

751–800 of 1,209Page 16 of 25
Spells ↑Description
Protection from Good, CommunalAll 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.
Protection from LawThe 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.
Protection from Law, CommunalAll 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 SonicProtection 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 Sonic, CommunalProtection 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).…
Protection from SpellsThe subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Quickened BoneshakerYou 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,…
Quickened ShieldShield 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…
RageEach 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…
Rainbow PatternA 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…
Raise Animal CompanionThis spell functions as raise dead, but it only affects an animal companion or a familiar.
Raise DeadYou 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…
Ray of Annihilation
Ray of EnfeeblementA 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…
Ray of FrostA 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…
Ray of SickeningThe subject is immediately sickened for the spell's duration. A successful Fortitude save negates the effect.
Rebuke DeathYou 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…
Reduce PersonThis 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…
Reduce Person, MassThis 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…
Reflection arrow
Remove BlindnessRemove blindness cures blindness, whether the effect is normal or magical in nature.
Remove CurseRemove 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 DiseaseRemove 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…
Remove FearYou 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…
Remove ParalysisRemoves paralysis from target creature.
Remove SicknessYou 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…
Resist AcidThis 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…
Resist AcidThis 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…
Resist Acid, CommunalThis 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…
Resist ColdThis 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…
Resist ColdThis 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…
Resist Cold, CommunalThis 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…
Resist ElectricityThis 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…
Resist ElectricityThis 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…
Resist Electricity, CommunalThis 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…
Resist EnergyThis 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…
Resist Energy, CommunalThis 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…
Resist FireThis 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…
Resist FireThis 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…
Resist Fire, CommunalThis 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…
Resist SonicThis 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…
Resist SonicThis 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…
Resist Sonic, CommunalThis 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…
ResistanceYou imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistant TouchAs 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…
Resistant TouchAs 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…
ResoluteWhenever 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…
Resonating WordYou 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…
Resounding BlowYou 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…
RestorationThis spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. Restoration cures all temporary ability…
Spells - Page 16 - Kingmaker