PATHFINDER: KINGMAKER
Spells
851–900 of 1,209Page 18 of 25
| Spells ↑ | Description |
|---|---|
| Set Alarm | Cephal Lorentus casts an Alarm spell, which lasts for one guard shift and warns of any enemy in the area. |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. Spells that deal damage… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a cold ice strike spell. You create a shredding flurry of ice slivers, which blast from your… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball spell. Fireball: This spell generates a searing explosion of flame that detonates… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an ice storm spell. Ice Storm: Great magical hailstones pound down upon casting this spell,… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a ki shout spell. With a guttural bark, you unleash a sudden blast of sonic energy that strikes… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a lightning bolt spell. Lightning Bolt: You release a powerful stroke of electrical energy that… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a shout spell. Shout: You emit an ear-splitting yell that stuns and damages creatures in its… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sirocco spell. A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage + 1… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a volcanic storm spell. Volcanic Storm: Chunks of hot volcanic rock and clumps of ash pound down… | |
| This spell functions like shadow evocation, except that it enables you to create a partially real, illusory version of a chain lightning, cold ice strike, ki shout, sirocco,… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a caustic eruption spell. Acid erupts from your space in all directions, causing 1d6 points of… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a chain lightning spell. This spell creates an electrical discharge that begins as a single… | |
| You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an elemental assessor spell. Azata champions developed this spell to deal with fiends with… | |
| ShadowDoubles | |
| 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… | |
| 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… | |
| 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… | |
| Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15). Creatures with reach… | |
| This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1… | |
| A dim blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike… | |
| Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the… | |
| Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). | |
| You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A… | |
| This spell functions like shout, except that the cone deals 10d6 points of sonic damage. It also causes creatures to be stunned for 1 round. A creature in the area of the cone… | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body,… | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body,… | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body,… | |
| This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters… | |
| A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage + 1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude… | |
| You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target.… | |
| You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target.… | |
| You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target.… | |
| A slayer can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. | |
| At 13th level, a slayer can once per day increase his movement speed by 30 ft, and his movement doesn't provoke attacks of opportunity. At 17th level, he can do this twice per day. | |
| A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest to the spell's point of origin are affected first. HD that are not sufficient to… | |
| Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal… | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of… | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of… | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of… | |
| An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered. Additionally, it takes a –1 penalty on attack rolls, AC, and… | |
| You coat the targets in thick, sticky mud. The mud acts as a slow spell and also makes targets dazed for one round as they clean their eyes. A haste effect cast on a creature… | |
| You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum… | |
| This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round.… | |
| You create an area of healing mud. The mud functions as difficult terrain. When a creature enters the mud, it is healed of 1d4 points of ability damage. A creature can be healed… | |
| You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. | |
| You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. |
