PATHFINDER: KINGMAKER
Spells
1,151–1,200 of 1,209Page 24 of 25
| Spells ↑ | Description |
|---|---|
| When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. | |
| When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). | |
| Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded… | |
| Your allies cover you while you cast complicated spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration… | |
| You know how to work together to trip your foes. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and… | |
| You have trained to work in ranks of archers to rain arrows down upon your foes. Benefit: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a… | |
| At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus… | |
| The touched creature becomes invisible for a short time. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject… | |
| For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil… | |
| When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead… | |
| Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. When this spell is cast, the subject becomes… | |
| With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. | |
| You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the… | |
| You can give a creature a vision of madness as a melee touch attack. The target receives a bonus to attack rolls equal to 1/2 your level in the class that gave you access to this… | |
| You can give a creature a vision of madness as a melee touch attack. The target receives a bonus to saving throws equal to 1/2 your level in the class that gave you access to… | |
| You can give a creature a vision of madness as a melee touch attack. The target receives a bonus to skill checks equal to 1/2 your level in the class that gave you access to this… | |
| You make a single attack that deals significantly more damage than normal. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals… | |
| You can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th… | |
| Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the… | |
| When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself), inflicting 10 points of damage per caster… | |
| This wand summons an extraplanar murder pony to your side once per day. | |
| At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area around the rune must make a Will save or they will not be able to attack… | |
| Element: water Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You slam a single foe with a stream of water. | |
| You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell.… | |
| Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. | |
| Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. | |
| Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures… | |
| Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures… | |
| This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see… | |
| You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You… | |
| You become a huge air elemental. You gain a +4 size bonus to your Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability… | |
| You become a huge earth elemental. You gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, a +6 natural armor bonus, and… | |
| You become a huge fire elemental. You gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to… | |
| You become a huge water elemental. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, a +8 size bonus to your Constitution, a +6 natural armor bonus,… | |
| You become a Large air elemental. You gain a +2 size bonus to your Strength, a +4 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability… | |
| You become a Large earth elemental. You gain a +6 size bonus to your Strength, a –2 penalty to your Dexterity, a +2 size bonus to your Constitution, a +6 natural armor bonus, and… | |
| You become a Large fire elemental. You gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability… | |
| You become a large water elemental. You gain a +2 size bonus to your Strength, a –2 penalty to your Dexterity, a +6 size bonus to your Constitution, a +6 natural armor bonus,… | |
| You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | |
| You become a medium air elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a medium earth elemental. You gain a +4 size bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a medium fire elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… | |
| You become a medium water elemental. You gain a +4 size bonus to your Constitution, a +5 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is… | |
| You become a Large shambling mound. You gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, +4 natural armor bonus, resist fire 20, and resist… | |
| You become a small air elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a small earth elemental. You gain a +2 size bonus to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a small fire elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… |
