PATHFINDER: KINGMAKER
Spells
1,101–1,150 of 1,209Page 23 of 25
| Spells ↑ | Description |
|---|---|
| TestWeaponFx | |
| 3 times per day the wearer may throw this amulet at an enemy. If the target fails a DC 24 Reflex saving throw, it becomes ensnared by the chain. The ensnared creature takes a -4… | |
| This crown grants its wearer the ability to summon two elven warrior spirits for 10 minutes twice per day. | |
| This spell causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon… | |
| You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster… | |
| Element: air Type: composite blast Level: — Burn: 2 Prerequisites: primary element (air), expanded element (air) Blast Type: physical Damage: half bludgeoning, half electricity… | |
| Element: water Type: utility Burn: 1 You call forth a powerful tidal wave, as tsunami. | |
| You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, they must roll twice and take the less favorable result. You can… | |
| As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment,… | |
| As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment,… | |
| You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This… | |
| You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's… | |
| You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's… | |
| You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your level in the class that gave you… | |
| You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your level in the class that gave you… | |
| You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level in the class that… | |
| With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster levels (maximum 1d6+5) and has its… | |
| With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster levels (maximum 1d6+5). This penalty… | |
| You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and… | |
| You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts… | |
| You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts… | |
| You become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic… | |
| To treat an affliction means to tend to a single diseased or poisoned character. Make a Lore (Religion) check. If your check exceeds the DC of the affliction, the affliction is… | |
| You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone. If the target has more than two legs, add +2… | |
| At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a… | |
| You confer on the subject the ability to see all things as they actually are. The subject sees the exact locations of creatures or objects under blur or displacement effects,… | |
| You confer on the subject the ability to see all things as they actually are. The subject sees the exact locations of creatures or objects under blur or displacement effects,… | |
| You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20… | |
| You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20… | |
| You create a massive wave of water that then moves in a straight line across land at a speed of 50 feet per round. Creatures struck by a tsunami take 24d6 points of bludgeoning… | |
| You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). If you hit, the target takes 1d6 points of damage… | |
| The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or… | |
| Undeath to Death destroys undead creatures. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin… | |
| A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they… | |
| This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal… | |
| This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal.… | |
| At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of… | |
| With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Benefit: Whenever you are adjacent to an ally who also has this feat,… | |
| Your ally's eyes are your own, and yours are his. Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks… | |
| Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature… | |
| You are skilled at working with your allies to perform dangerous combat maneuvers. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2… | |
| Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical… | |
| Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This… |
