PATHFINDER: KINGMAKER

Spells

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SpellsDescription
Legendary Proportions
Life BlastWhen you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell
Light
LightThis spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any one time. If you cast this spell while another casting is still
Lightning BoltYou release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
Litany of EloquenceYour litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated. Any damage to the target automatically breaks the effect.
Litany of EntanglementYour litany conjures chains of energy that lash upward from the ground and hamper the target's movement. The target is entangled.
Litany of MadnessThis litany is a sermon of madness. The target is confused. It can make a Will saving throw against the confused effect (DC of the spell) next round after receiving the effect and every round after that. If the target fails the save, it con
LongstriderThis spell gives you a +10-foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Longstrider, GreaterThis functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed.
LostlarnBossMimic_SlimeGeneratorAbility
LostlarnKeepCephalCast_Cutscene
Mage ArmorAn invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since
Magic Fang
Magic Fang, Greater
Magic MissileA missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or tota
Magical VestmentYou imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Magma BlastElements: earth and fire Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire to superheat the earth into a flow of magma, which you send ag
Master HunterA ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die.
Maximized BoneshatterThe target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. If the target
Metal BlastElement: earth Type: composite blast Level: — Burn: 2 Prerequisites: primary element (earth), expanded element (earth) Blast Type: physical Damage: bludgeoning, piercing, and slashing You shape metal into clumps, shards, or blades and send
Metamagic Mastery — Empower SpellAt 12th level, you can empower your next spell as though using the Empower Spell feat. Empowering costs 2 daily usages of metamagic mastery. Empower Spell: All variable, numeric effects of an empowered spell are increased by half, including
Metamagic Mastery — ExtendThe next spell the wizard casts will be cast as if extended as though using the Extend Spell feat. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Extend
Metamagic Mastery — Maximize SpellAt 16th level, you can maximize your next spell as though using the Maximize Spell feat. Maximizing costs 3 daily usages of metamagic mastery. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Sav
Metamagic Mastery — Quicken SpellAt 20th level, you can quicken your next spell as though using the Quicken Spell feat. Quickening costs 4 daily usages of metamagic mastery. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even ca
Metamagic Mastery — Reach SpellThe next spell the wizard casts will be altered as though using the Reach Spell feat. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Reach Spell: You ca
Mind BlankThis spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects.
Mind Blank, CommunalThis spell functions like mind blank, except it affects all party members and it lasts for 4 hours. Mind Blank: This spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects.
Mind FogMind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. A creature that successfully saves against the fog is not affected
Mirror ImageThis spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (m
Molten OrbYou create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of where the ball hits takes 1d6 points of fire damage from the s
Mud BlastElements: earth and water Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, water blast Blast Type: physical Damage: bludgeoning You infuse your water into the earth to create a powerful ball of mud and slam a single foe.
NaturalRythm
Nature's ExileThis spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. If the target has an animal companion, it does not become hostile, but as long as the target
Neutralize PoisonYou detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neu
Oath of PeaceEntreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but meaning you can't attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to AC and
Obscuring MistA misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50
Obsidian FlowYou convert a thin layer of the ground to molten glass that cools quickly. Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled until they make a successful Strength, Athletics or
Overrun
Overwhelming GriefYou cause a single opponent to become profoundly stricken with intense grief. They can take no actions, take a –2 penalty to Armor Class, and lose their Dexterity bonus (if any). They can attempt a new save each round to break the spell's e
Overwhelming PresenceYour presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are cowering for the du
Owl's Wisdom
Owl's Wisdom, MassThis spell functions like owl's wisdom, except that it affects all allies in a 30-foot radius of the caster. Owl's Wisdom: The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to
Pernicious PoisonYou weaken the target's defenses against poison. The target gains a –4 penalty on saves against poison. Attempts to cure the poisoned target take a –4 penalty.
Phantasmal KillerYou create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the sp
Phantasmal PutrefactionYou implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putrid half-liquid mass at their feet. Those who f
Phantasmal Web
PhylacterySpell
Piledriver — Bull RushAt 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush combat maneuver against the target of his attack as a free action.
Piledriver — TripAt 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a trip combat maneuver against the target of his attack as a free action.
Spells — Page 8 — Kingmaker