PATHFINDER: KINGMAKER

Spells

301350 of 671Page 7 of 14
SpellsDescription
Icy Prison
Icy Prison, Mass
Improved Vital StrikeYou 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
Inflict Critical WoundsWhen 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
Inflict Critical Wounds
Inflict Critical Wounds, MassNegative 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
Inflict Critical Wounds, MassNegative 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
Inflict Light WoundsWhen 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
Inflict Light Wounds, MassNegative 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
Inflict Light Wounds, MassNegative 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
Inflict Moderate WoundsWhen 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
Inflict Moderate Wounds, MassNegative 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
Inflict Moderate Wounds, MassNegative 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
Inflict Serious WoundsWhen 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
Inflict Serious Wounds, MassNegative 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
Inflict Serious Wounds, MassNegative 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
InflictLightWoundsCast
InflictModerateWoundsCast
InflictSeriousWoundsCast
Insanity
Inspiring RecoveryYou 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
Instant EnemyWith 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.
Invisibility
Invisibility, GreaterThis 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
Invisibility, MassThis 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
JoltYou cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.
Jolting PortentThe 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
Joyful RaptureYour 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
Ki ShoutWith 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
Kinetic RestorationElement: 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.
Kinetic RevivificationElement: 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
LeafBladesLead 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
Spells — Page 7 — Kingmaker