PATHFINDER: KINGMAKER
Spells
151–200 of 671Page 4 of 14
| Spells ↑ | Description |
|---|---|
| This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a cr | |
| A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC | |
| Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit points remaining that fails its saving throw is instantly kil | |
| This spell functions like sleep, except that it affects 10 HD of targets. Sleep: A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest to the spell's point of origin are affected first. HD that are | |
| Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does no | |
| You can use your Persuasion (for intimidation) skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn't stack with other shaken conditions to make an affected creature frightened. The DC of this chec | |
| This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. | |
| At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your level in the class that gave you access to this domain. All attacks made against targets in this aura (including you) gain a morale bonus | |
| As a standard action, the kinetic knight can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the kinetic knight is at least 11th level, he can alternatively remove the exhausted, frightened, nauseated, | |
| At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a crit | |
| Any nonlawful creature within the area of a dictum spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is staggered. If the creature's HD is up to your caster level – 5, it is paralyzed and stagg | |
| You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. | |
| You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target is blinded. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 addition | |
| You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target is entangled. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additi | |
| You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target is sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additio | |
| You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the target cannot use his weapons for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts | |
| A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewe | |
| This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away. | |
| You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | |
| This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells. Dispel Magic: You can use dispel | |
| The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targe | |
| You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. | |
| Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. | |
| Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster level | |
| This spell functions like dominate person, except that the spell is restricted by creature type: animal. Dominate Person: You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the bes | |
| This spell functions like dominate person, except that the spell is not restricted by creature type. Dominate Person: You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of | |
| You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw off the domination, making a Will save each round. | |
| This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with acid, causing them to deal an extra 1d6 points of acid damage for a number of rounds equal to 1/2 her monk level. | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with cold, causing them to deal an extra 1d6 points of cold damage for a number of rounds equal to 1/2 her monk level. | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with electricity, causing them to deal an extra 1d6 points of electricity damage for a number of rounds equal to 1/2 her monk level. | |
| The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with fire, causing them to deal an extra 1d6 points of fire damage for a number of rounds equal to 1/2 her monk level. | |
| You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of | |
| You become a medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. Your movement speed is | |
| This spell functions as dragonkind I except that it also allows you to assume the form of a large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus | |
| This spell functions as dragonkind II save that it also allows you to take the form of a huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, i | |
| Breath Weapon: 100-foot line of electricity. Immunity: electricity. | |
| Breath Weapon: 100-foot line of acid. Immunity: acid. | |
| Breath Weapon: 50-foot cone of fire. Immunity: fire. | |
| Breath Weapon: 50-foot cone of cold. Immunity: cold. | |
| This spell functions like eagle's splendor, except that it affects all allies in a 30-foot radius of the caster. Eagle's Splendor: The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhan | |
| You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made | |
| You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. |
