Spells

201–250 of 1,209Page 5 of 25
Spells ↑Description
Crusader's EdgeWhen you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil…
Crushing BlowYou 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…
Crushing DespairAn 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…
Crushing DespairAn 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…
Cure Critical WoundsWhen 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…
Cure Critical WoundsWhen 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…
Cure Critical WoundsWhen 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…
Cure Critical Wounds, MassYou 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…
Cure Critical Wounds, MassYou 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…
Cure Light WoundsWhen 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…
Cure Light WoundsWhen 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…
Cure Light WoundsWhen 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…
Cure Light Wounds, MassYou 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…
Cure Light Wounds, MassYou 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…
Cure Moderate WoundsWhen 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…
Cure Moderate WoundsWhen 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…
Cure Moderate WoundsWhen 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…
Cure Moderate Wounds, MassYou 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…
Cure Moderate Wounds, MassYou 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…
Cure Serious WoundsWhen 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…
Cure Serious WoundsWhen 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…
Cure Serious WoundsWhen 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…
Cure Serious WoundsWhen 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…
Cure Serious Wounds, MassYou 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…
Cure Serious Wounds, MassYou 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…
Curse of DeteriorationThe subject suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks.
Curse of DeteriorationThe subject suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks.
Curse of Feeble BodyThe subject suffers a –6 penalty to Constitution score.
Curse of Feeble BodyThe subject suffers a –6 penalty to Constitution score.
Curse of IdiocyThe subject suffers a –6 penalty to Intelligence, Wisdom, and Charisma scores.
Curse of IdiocyThe subject suffers a –6 penalty to Intelligence, Wisdom, and Charisma scores.
Curse of WeaknessThe subject suffers a –6 penalty to Strength and Dexterity scores.
Curse of WeaknessThe subject suffers a –6 penalty to Strength and Dexterity scores.
DaylightYou touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet…
DazeThis 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…
Dazing TouchYou can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability…
Dazing TouchYou can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability…
Dazing TouchYou can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your level in the class that gave you access to this domain…
Deadly PerformanceA 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…
Death ClutchChanting 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…
Death WardThe subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including…
Death WardThe subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including…
Deep SlumberThis 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…
Delay PoisonThe subject 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…
Delay Poison, CommunalAny 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…
Demoralize (Persuasion)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…
Den of VerminAt 15th level, you may summon a host of insects. This power acts as creeping doom, but the swarms' poison inflicts Con damage and any creature other than you sharing a space with…
DestructionThis 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.
Destructive AuraAt 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…
DeterminedAs 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…