PATHFINDER: KINGMAKER
Spells
801–850 of 1,209Page 17 of 25
| Spells ↑ | Description |
|---|---|
| This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels… | |
| Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores (it does not remove permanent effects such as curses or diseases) or cures… | |
| Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores (it does not remove permanent effects such as curses or diseases) or cures… | |
| This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature, even the ones killed by death effect or… | |
| This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. Since the rift extends into the Abyss, it does not displace the original underlying… | |
| Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to… | |
| You are surrounded by a nimbus of golden light. Any evil creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same… | |
| You are surrounded by a nimbus of golden light. Any evil creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same… | |
| Sacred Protection | |
| Elements: air and earth Type: composite blast Level: — Burn: 2 Prerequisites: air blast, earth blast Blast Type: physical Damage: piercing and slashing You use your air to churn… | |
| All targeted living creatures of less than 6 HD become frightened. If a creature succeeds at a Will save, it is instead shaken for 1 round. Creatures with 6 or more HD are immune… | |
| You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level).… | |
| You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level).… | |
| You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level).… | |
| This spell always deals a type of damage determined by your element (earth). In addition, the subtype of this spell changes to match the energy type of your element. You blast… | |
| This spell always deals a type of damage determined by your element (water). In addition, the subtype of this spell changes to match the energy type of your element. You blast… | |
| This spell always deals a type of damage determined by your element (air). In addition, the subtype of this spell changes to match the energy type of your element. You blast your… | |
| At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You… | |
| At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You… | |
| You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You can see, hear, and breathe normally within the seamantle, but… | |
| Element: fire Type: defense Level: — Burn: 0 Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point… | |
| Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck… | |
| Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck… | |
| This secret allows you to succeed in a task you would have otherwise failed. Whenever you or any other friendly creature within the area of effect fails a skill check during the… | |
| This secret banishes extraplanar creatures, forcing them out of your home plane. It acts like a banishment spell, banishing as many as 2 Hit Dice of creatures per caster level.… | |
| This secret allows you to steadily succeed at the tasks along your path. You and any other friendly creatures within the area of effect gain a +6 competence bonus on all ability… | |
| This secret allows you to avoid a disaster that would have otherwise occurred. Whenever you or any other friendly creature within the area of effect fails a saving throw during… | |
| This secret subdues all hostile creatures within range. Humanoid creatures whose number of Hit Dice is less or equal to half your caster level (maximum 10) lose their will to… | |
| This spell allows you to peer into the secrets of Suramgamin briefly and uses them for your benefit. There are five secrets, and you choose one every time you cast this spell.… | |
| You can see any objects or beings that are invisible within your range of vision. | |
| You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. | |
| This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures as a warm glow. This allows you to make sneak attacks, as the rogue… | |
| A monk with this ki power can spend 1 point from his ki pool as a standard action to grant himself a tough skin. The effect grants a +2 enhancement bonus to the monk's existing… | |
| A monk gains immunity to poisons of all kinds. | |
| A monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 +… | |
| A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage… | |
| At 3rd level, a monk gains a +10 enhancement bonus to his base speed, which increases by 10 feet every 3 levels thereafter. A monk in armor loses this extra speed. | |
| This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage… | |
| A monk with this ki power can spend 1 point from his ki pool as a standard action to grant himself a tough skin. The effect grants a +2 enhancement bonus to the monk's existing… | |
| A monk gains immunity to poisons of all kinds. | |
| A monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 +… | |
| A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage… | |
| At 3rd level, a monk gains a +10 enhancement bonus to his base speed, which increases by 10 feet every 3 levels thereafter. A monk in armor loses this extra speed. | |
| At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. | |
| A monk with this ki power can spend 2 point from his ki pool as a standard action to dispel temporary negative levels or one permanent negative level. Restoration cures all… | |
| A monk with this ki power can spend 1 point from his ki pool as a standard action to gain temporary, intuitive insight into the immediate future during his next attack. The… | |
| At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. | |
| A monk with this ki power can spend 2 point from his ki pool as a standard action to dispel temporary negative levels or one permanent negative level. Restoration cures all… | |
| A monk with this ki power can spend 1 point from his ki pool as a standard action to gain temporary, intuitive insight into the immediate future during his next attack. The… | |
| You fill the targets' minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of damage each round they… |
