PATHFINDER: KINGMAKER
Spells
301–350 of 671Page 7 of 14
| Spells ↑ | Description |
|---|---|
| You can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three time | |
| When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell cures such a creature of a like amount of d | |
| Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of da | |
| Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of d | |
| Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage + 1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage + 1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of d | |
| Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damag | |
| You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). This healing can even bring back to l | |
| With this spell you designate the target as your favored enemy for the remainder of its duration. For the duration of the spell, you treat the target as if it were a favored enemy for all purposes. | |
| This spell functions like invisibility, except that it doesn't end if the subject attacks. Invisibility: The touched creature becomes invisible. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell | |
| This spell functions like invisibility, except that it affects all party members and is broken when anyone in the party attacks. Invisibility: The touched creature becomes invisible. If a check is required, an invisible creature has a +20 b | |
| You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. | |
| The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Wisdom. If the | |
| Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage to all allies in the area. | |
| Judgment | |
| With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by | |
| Element: universal Type: utility Burn: 1 You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution). This also eliminates any fatigue that you suffer. | |
| Element: water Type: utility Burn: — Prerequisites: kinetic healer You can bring an ally who died within 2 round back from the dead with your kinetic healer wild talent similarly to the breath of life spell, except the ally regains the norm | |
| KineticBladeAirBlastBurnAbility | |
| KineticBladeBlizzardBlastBurnAbility | |
| KineticBladeBlueFlameBlastBurnAbility | |
| KineticBladeChargeWaterBlastBurnAbility | |
| KineticBladeColdBlastBurnAbility | |
| KineticBladeEarthBlastBurnAbility | |
| KineticBladeElectricBlastBurnAbility | |
| KineticBladeFireBlastBurnAbility | |
| KineticBladeIceBlastBurnAbility | |
| KineticBladeMagmaBlastBurnAbility | |
| KineticBladeMetalBlastBurnAbility | |
| KineticBladeMudBlastBurnAbility | |
| KineticBladePlasmaBlastBurnAbility | |
| KineticBladeSandstormBlastBurnAbility | |
| KineticBladeSteamBlastBurnAbility | |
| KineticBladeThunderstormBlastBurnAbility | |
| KineticBladeWaterBlastBurnAbility | |
| Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Med |
