PATHFINDER: KINGMAKER

Spells

1,101–1,150 of 1,209Page 23 of 25
Spells ↑Description
TestWeaponFx
The Binding of the Prince3 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…
The First CrownThis crown grants its wearer the ability to summon two elven warrior spirits for 10 minutes twice per day.
Thorn BodyThis 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…
Thundering DrumsYou 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…
Thunderstorm BlastElement: air Type: composite blast Level: — Burn: 2 Prerequisites: primary element (air), expanded element (air) Blast Type: physical Damage: half bludgeoning, half electricity…
Tidal WaveElement: water Type: utility Burn: 1 You call forth a powerful tidal wave, as tsunami.
Touch of ChaosYou 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…
Touch of DarknessAs 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,…
Touch of DarknessAs 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,…
Touch of EvilYou 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…
Touch of FatigueYou 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…
Touch of FatigueYou 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…
Touch of GloryYou 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…
Touch of GloryYou 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…
Touch of GoodYou 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…
Touch of GracelessnessWith 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…
Touch of GracelessnessWith 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…
Touch of LawYou 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…
Touch of SlimeYou 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…
Touch of SlimeYou 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…
TransformationYou 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…
Treat AfflictionTo 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…
TripYou 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…
True JudgmentAt 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…
True SeeingYou 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,…
True SeeingYou 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,…
True StrikeYou 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…
True StrikeYou 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…
TsunamiYou 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…
Umbral StrikeYou 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…
Unbreakable HeartThe 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…
Unburrow
Undeath to DeathUndeath 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…
Unholy AuraA malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they…
Vampiric Shadow ShieldThis 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…
Vampiric Shadow ShieldThis 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…
Vampiric TouchYou 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.…
Vampiric Touch
Vampiric TouchYou 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.…
Vampiric TouchYou 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.…
Vampiric TouchYou 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.…
Vampiric TouchYou 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.…
Vanguard TacticianAt 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…
Vanguard Tactician — Allied SpellcasterWith 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,…
Vanguard Tactician — Back to BackYour 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…
Vanguard Tactician — Coordinated DefenseWhenever 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…
Vanguard Tactician — Coordinated ManeuversYou 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…
Vanguard Tactician — OutflankWhenever 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…
Vanguard Tactician — Precise StrikeWhenever 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…
Spells - Page 23 - Kingmaker