Spells
101–150 of 1,209Page 3 of 25
| Spells ↑ | Description |
|---|---|
| You can strike your enemy with this item as a melee touch attack. This will affect the target in an unpredictable way. | |
| You open a link between your mind and the subject's mind, giving advice and encouragement for as long as the spell is in effect. Each time the subject of the spell makes an… | |
| 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… | |
| The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the… | |
| 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… | |
| Burning Arc | This spell causes an arc of flame to leap from your fingers, burning a number of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum 10d6). For every… |
| This spell causes an arc of flame to leap from your fingers, burning one enemy nearby plus one additional enemy per 3 caster levels, each of which must be within 15 feet of the… | |
| This spell causes an arc of flame to leap from your fingers, burning one enemy nearby plus one additional enemy per 3 caster levels, each of which must be within 15 feet of the… | |
| Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). | |
| This spell always deals a type of damage determined by your element (earth). In addition, the subtype of this spell changes to match the energy type of your element. Any creature… | |
| This spell always deals a type of damage determined by your element (water). In addition, the subtype of this spell changes to match the energy type of your element. Any creature… | |
| This spell always deals a type of damage determined by your element (air). In addition, the subtype of this spell changes to match the energy type of your element. Any creature… | |
| Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level… | |
| You release a burst of barbed, acid-filled nettles. Creatures caught in the burst take 3d6 points of damage plus 1d6 points of acid damage on the next round. Those that save take… | |
| 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… | |
| 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… | |
| 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,… | |
| 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. | |
| 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 stroke at… | |
| 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… | |
| You may call down a vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you… | |
| 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:… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. Every… | |
| You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4… | |
| This spell functions as chameleon stride, except it confers its bonuses upon all allies within 10 feet of you at the time the spell is cast. If an affected creature moves more… | |
| Once per day, an earth mephit can enlarge grow by one size category, an effect that functions precisely like Enlarge Person cast as a 2nd-level spell. |
