Spells
251–300 of 1,209Page 6 of 25
| Spells ↑ | Description |
|---|---|
| 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… | |
| 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… | |
| 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 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 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. | |
| At 8th level, you can teleport up to 10 feet per level in the class that gave you access to this domain per day as a move action. This teleportation must be used in 5-foot… | |
| At 8th level, you can use this ability to teleport up to 30 feet as a move action. You can use this ability a total number of times per day equal to your wizard level. | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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. | |
| You can use dispel magic to end one area effect from a spell in the selected point. You make one dispel check (1d20 + your caster level) and compare that to the spell with… | |
| You can use dispel magic to end one ongoing spell that has been cast on a creature. You make one dispel check (1d20 + your caster level) and compare that to the spell with… | |
| 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… | |
| This functions as dispel magic, except that it affects everything within a 20-foot-radius burst. Dispel Magic: You can use dispel magic to end one ongoing spell that has been… | |
| This functions as a targeted dispel magic, but it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells. Dispel Magic (Target):… | |
| At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every… | |
| 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… | |
| 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. | |
| This spell makes a main-hand melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed at a Will save or be destroyed… | |
| This spell makes a main-hand melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed at a Will save or be destroyed… | |
| 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… | |
| 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… | |
| When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and… | |
| When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 60-foot line of acid | |
| 60-foot line of electricity | |
| 60-foot line of fire | |
| 30-foot cone of fire | |
| 30-foot cone of acid | |
| 30-foot cone of cold | |
| 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… | |
| Breath Weapon: 60-foot line of acid. Resistance: acid 20. | |
| Breath Weapon: 60-foot line of acid. Resistance: acid 20. | |
| Breath Weapon: 60-foot line of electricity. Resistance: electricity 20. | |
| Breath Weapon: 60-foot line of electricity. Resistance: electricity 20. | |
| Breath Weapon: 60-foot line of fire. Resistance: fire 20. |
