Spells

251–300 of 1,209Page 6 of 25
Spells ↑Description
Devastating BlowAt 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…
DictumAny 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…
Dimension DoorYou 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.
Dimension Door — MassYou 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.
Dimension Door — SingleYou 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.
Dimensional HopAt 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…
Dimensional StepsAt 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.
Dirty Trick — BlindedYou 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…
Dirty Trick — EntangledYou 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…
Dirty Trick — SickenedYou 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…
DisarmYou 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…
DisintegrateA 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…
DismissalThis 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.
Dispel MagicYou 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.
Dispel Magic (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…
Dispel Magic (Target)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…
Dispel Magic, GreaterThis 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…
Dispel Magic, Greater (Area)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…
Dispel Magic, Greater (Target)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):…
Dispelling TouchAt 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…
DisplacementThe 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…
Disrupt UndeadYou 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.
Disrupting WeaponThis 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…
Disrupting WeaponThis 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…
Divine FavorCalling 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…
Divine PowerCalling 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…
Diviner's FortuneWhen 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…
Diviner's FortuneWhen 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…
Dominate AnimalThis 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…
Dominate MonsterThis 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…
Dominate PersonYou 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…
DoomThis spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Doomsday
Draconic Fury — AcidThe 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…
Draconic Fury — ColdThe 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…
Draconic Fury — ElectricityThe 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…
Draconic Fury — FireThe 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…
Dragon's BreathYou 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…
Dragon's Breath (Black)60-foot line of acid
Dragon's Breath (Blue)60-foot line of electricity
Dragon's Breath (Brass)60-foot line of fire
Dragon's Breath (Gold)30-foot cone of fire
Dragon's Breath (Green)30-foot cone of acid
Dragon's Breath (Silver)30-foot cone of cold
Dragonkind IYou 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…
Dragonkind I (Black)Breath Weapon: 60-foot line of acid. Resistance: acid 20.
Dragonkind I (Black)Breath Weapon: 60-foot line of acid. Resistance: acid 20.
Dragonkind I (Blue)Breath Weapon: 60-foot line of electricity. Resistance: electricity 20.
Dragonkind I (Blue)Breath Weapon: 60-foot line of electricity. Resistance: electricity 20.
Dragonkind I (Brass)Breath Weapon: 60-foot line of fire. Resistance: fire 20.