PATHFINDER: KINGMAKER
Spells
51–100 of 671Page 2 of 14
| Spells ↑ | Description |
|---|---|
| A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new resu | |
| This spell functions like blessing of luck and resolve, except that it affects multiple creatures. Blessing of Luck and Resolve: A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against | |
| You call upon the powers of unlife to render the subject blinded. | |
| Elements: air and water Type: composite blast Level: — Burn: 2 Prerequisites: air blast, cold blast Blast Type: physical Damage: half piercing, half cold You unleash a directed blizzard at a single target. | |
| Element: fire Type: composite blast Level: — Burn: 2 Prerequisites: primary element (fire), expanded element (fire) Blast Type: energy Damage: fire You unleash a concentrated blast of intense blue flame. | |
| This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of alchemist's bombs and alchemical weapons by 10 feet. In addition, you receive a +1 insight bonus on attack rolls ma | |
| The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. If the target | |
| Vordakai feeds on the brains of the recently departed – not to satisfy an aberrant hunger for flesh, but out of a darker hunger for knowledge. Consuming the brains of living creatures does not grant the lich any bonuses to his mental abilit | |
| This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + | |
| As a free action once every 1d4+1 rounds, an iron golem can exhale 10 cubic feet of poisonous gas. This gas cloud persists for 1 round; any creature within the cloud, or passing through it for the remainder of that round, is exposed to the | |
| Breath Weapon | |
| As a free action once every 1d4+1 rounds, an iron golem can exhale 10 cubic feet of poisonous gas. This gas cloud persists for 1 round; any creature within the cloud, or passing through it for the remainder of that round, is exposed to the | |
| BuffDefaultSource | |
| A bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD, you can push the target b | |
| This spell functions like bull's strength, except that it affects all allies in a 30-foot radius of the caster. Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to | |
| Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). | |
| You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save. | |
| This spell functions as cacophonous call, except that is affects multiple creatures. Cacophonous Call: You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The crea | |
| Kanerah spends a standard action to disappear into the sisters' demiplane, and Kalikke takes her place. | |
| Kalikke spends a standard action to disappear into the sisters' demiplane, and Kanerah takes her place. | |
| Immediately upon completion of the spell, and once per round thereafter, you may call down a 6-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical | |
| This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage at long range, and you may call a maximum of 15 bolts. Call Lightning: Immediately upon completion of the spell, and once per round there | |
| Call the Hunt | Once per day, as a full-round action, a Wild Hunt monarch can blow his hunt monarch's horn to summon a group of other Wild Hunt fey. |
| You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per level in the class that gave you access to this domain. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect | |
| A ranger of 12th level or higher can, as a move action, use the Stealth skill to hide in any of his favored terrains, even in combat. | |
| You summon a wasp swarm, which does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison fr | |
| You compel the target to beg for forgiveness. On a failed save, the target cowers in fear. On a successful will save, it is shaken for 1 round. Each round after, a cowering subject may attempt a new save to end the effect. | |
| This spell functions as castigate, except it affects many creatures. Castigate: You compel the target to beg for forgiveness. On a failed Will save, the target cowers in fear. On a successful save, it is instead shaken for 1 round. Each rou | |
| This spell functions like cat's grace, except that it affects all allies in a 30-foot radius of the caster. Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexte | |
| The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | |
| Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. Each of the next 2 rounds, creatures and objects that failed their saves against th | |
| Create Stalactites Trap | |
| Create Stalagmites Trap | |
| You create a magical trap in the area that causes deadly stalactites or stalagmites to "bite" an intruder. The magical trap is triggered whenever an enemy creature moves through the affected area. The effect of cave fangs depends on whether | |
| Shards of rock drop from above, dealing 3d8 points of bludgeoning and piercing damage (Reflex half). A creature that fails its Reflex save is pinned to the ground under stalactites and rubble, gaining the entangled condition until it can fr | |
| Piercing spires of rock erupt up from the ground, dealing 3d8 points of piercing damage and knocking the creature prone (a successful Reflex saving throw halves this damage and avoids being knocked prone). Once the stalagmites appear, they | |
| Element: air Type: utility Burn: 0 You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per k | |
| This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 point | |
| A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chain |
