PATHFINDER: KINGMAKER

Spells

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SpellsDescription
Earth BlastElement: earth Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning, piercing, and slashing You shape earth into clumps or shards and send them flying at a foe.
EcholocationYou can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet.
Effortless Armor
Electric BlastElement: air Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: electricity You shoot an arc of electricity to shock a single foe.
Electricity Blast RuneAs 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 electricity damage + 1 point for every two levels you possess in the class that gave you access
Elemental AssessorAzata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target. You must make a successful ranged touch attack to hit your target with the ray, w
Elemental BastionAt 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd. This ability alters elemental defense.
Elemental Body IWhen you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abi
Elemental Body IIWhen you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental
Elemental Body IIIWhen you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abi
Elemental Body IVWhen you cast this spell, you can assume the form of a huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abiliti
Elemental SwarmThis spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. T
Elemental WallAt 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh
Elemental Wall — AcidAt 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh
Elemental Wall — ColdAt 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh
Elemental Wall — ElectricityAt 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh
Elemental Wall — FireAt 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh
Energy DrainYou point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 2d4 temporary negative levels. Negativ
EnervationYou point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels. Negativ
Enlarge PersonThis spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size
Enlarge Person, MassThis spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature's size category to the next larger one. The targets gains a +2 size bo
EntangleThis spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that succeed at their save can move as
Enveloping WindsYou constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you. This ability
Euphoric Tranquility
Expeditious RetreatThis spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim.
Eyebite
Faerie FireA pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided b
False LifeYou harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
False Life, Greater
FearYou can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/
FearAn invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round.
Feather Step
Feather Step, MassAs feather step, except this spell affects multiple creatures. Feather Step: For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain.
Feeblemind
Feed CrittersAttract critters from the whole area.
FesterNecrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. If the target succeeds on a Fortitud
Fester, MassThis spell functions as fester, except that it affects multiple foes. Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore
Fiery BodyThis spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage
Find Traps
Finger of DeathThis spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level.
Fire BlastElement: fire Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: fire You unleash a gout of flickering fire to burn a single foe.
Fire Blast RuneAs 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 fire damage + 1 point for every two levels you possess in the class that gave you access to thi
Fire Snake
Fire StormWhen a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on
FireballA fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage.
Fireball_Performance
Firebelly
FirebrandYou mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target's weap
Flame Strike
FlareThis cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzl
Spells — Page 5 — Kingmaker