PATHFINDER: KINGMAKER
Spells
101–150 of 671Page 3 of 14
| Spells ↑ | Description |
|---|---|
| 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 round if the target has not made at least one attack on you, it be | |
| 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 bonus on Stealth checks and have concealment from creatures mo | |
| 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 than 10 feet away from you, it loses the benefit of the spell. C | |
| This spell changes an ordinary quarterstaff into a treant creature. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| At 8th level, you can give a weapon you touch the anarchic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an ad | |
| Charging is a special action that allows you to move up to double your normal speed and attack during the same action. You must move before your attack, not after. You must move at least 10 feet, directly toward the designated opponent. You | |
| Elements: air and water Type: composite blast Level: — Burn: 2 Prerequisites: electric blast, water blast Blast Type: physical Damage: half bludgeoning, half electricity You slam a single foe with a stream of electrically charged water. | |
| This charming gaze makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bon | |
| Circle of death snuffs out the life force of living creatures. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin are affected first. All creatures with 9 o | |
| You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty gri | |
| This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poi | |
| As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is a | |
| A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four | |
| You are surrounded by a soporific aroma that causes all living creatures within 5 feet of you to make a successful Will save each round or fall asleep for 1 minute. Sleeping creatures are helpless but wake up after being wounded. | |
| This cloak gives its wearer a +3 resistance bonus on all saving throws. If the wearer is Lawful Good, this bonus is increased to +5. If the wearer is a paladin, they gain an ability to spend one use of their Smite Evil ability to grant all | |
| This spell generates a bank of fog, its vapors yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds at a Fortitude save | |
| This spell generates a bank of fog, its vapors yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds at a Fortitude save | |
| Element: water Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: cold You emit a beam of utter cold to freeze a single foe. | |
| As a standard action, you can create a blast rune in a desired location. Any creature entering a 5-foot area around the rune takes 1d6 points of cold damage + 1 point for every two levels you possess in the class that gave you access to thi | |
| You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). | |
| A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them prone. Each creature within the cone is affected according to its HD. 2 HD or less: The crea | |
| This spell causes confusion in the targets, making them unable to determine their actions. Roll d100 and consult the following table at the start of each subject's turn each round to see what it does in that round. 01–25: Acts normally 26–5 | |
| This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and c | |
| The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply). Blinding Sickness effect: 1d4 Str damage, ta | |
| This spell functions as fireball except you can control the damage to your allies; a controlled fireball deals minimum damage to them. | |
| Corruption of the Rough Beast applies one of the following effects to all enemies within 100 feet radius for 1d6+1 rounds: confusion, song of discord spell effect, rage, feeblemind, phantasmal putrefaction, domination. A successful Will sav | |
| As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + attacker's bas | |
| You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). Since the pit extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You | |
| This spell summons a graveknight or a guardian armor. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons to your side 4 centipede swarms. The summoned swarms appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. The swarms have 60 hit points e | |
| You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penaltie | |
| An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair dispels good hope. | |
| When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curi | |
| You channel positive energy to cure 4d8 points of damage + 1 point per caster level (maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals damage to undead in its area rather than curing them. | |
| You channel positive energy to cure 4d8 points of damage + 1 point per caster level (maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals damage to undead in its area rather than curing them. | |
| When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curin | |
| You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Eac | |
| You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Eac | |
| When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curi | |
| You channel positive energy to cure 2d8 points of damage + 1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. | |
| You channel positive energy to cure 2d8 points of damage + 1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. | |
| When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curi | |
| When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curi | |
| You channel positive energy to cure 3d8 points of damage + 1 point per caster level (maximum +35) on each creature in radius. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. Each | |
| You channel positive energy to cure 3d8 points of damage + 1 point per caster level (maximum +35) on each creature in radius. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. Each | |
