Spells
351–400 of 1,209Page 8 of 25
| Spells ↑ | Description |
|---|---|
| You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred… | |
| You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A… | |
| Element: earth Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning, piercing, and slashing You shape earth into clumps or shards and send them flying at… | |
| You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. | |
| Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). | |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: electricity You shoot an arc of electricity to shock a single foe. | |
| As a standard action, you can create a blast rune in a desired location. Any creature entering a 5-foot area around the rune takes 1d6 points of electricity damage + 1 point for… | |
| Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target. You must make a… | |
| At 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). A kinetic knight gains the elemental defense ability at 4th… | |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level. Those caught in the area of… | |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of electricity damage per sorcerer level. Those caught in the… | |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of… | |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of acid damage per sorcerer level. Those caught in the area of… | |
| When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend… | |
| You become a small air elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a small earth elemental. You gain a +2 size bonus to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a small fire elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… | |
| You become a small water elemental. You gain a +2 size bonus to your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is… | |
| When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. The abilities you gain… | |
| You become a medium air elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a medium earth elemental. You gain a +4 size bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a medium fire elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… | |
| You become a medium water elemental. You gain a +4 size bonus to your Constitution, a +5 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is… | |
| When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend… | |
| You become a Large air elemental. You gain a +2 size bonus to your Strength, a +4 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability… | |
| You become a Large earth elemental. You gain a +6 size bonus to your Strength, a –2 penalty to your Dexterity, a +2 size bonus to your Constitution, a +6 natural armor bonus, and… | |
| You become a Large fire elemental. You gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability… | |
| You become a large water elemental. You gain a +2 size bonus to your Strength, a –2 penalty to your Dexterity, a +6 size bonus to your Constitution, a +6 natural armor bonus,… | |
| When you cast this spell, you can assume the form of a huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon… | |
| You become a huge air elemental. You gain a +4 size bonus to your Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability… | |
| You become a huge earth elemental. You gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, a +6 natural armor bonus, and… | |
| You become a huge fire elemental. You gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to… | |
| You become a huge water elemental. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, a +8 size bonus to your Constitution, a +6 natural armor bonus,… | |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage… | |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity… | |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage… | |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage… | |
| This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals… | |
| This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals… | |
| This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals… | |
| This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals… | |
| This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals… | |
| Elemental Wall | At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into… |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into… | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into… | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into… | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into… | |
| You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you… | |
| You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you… |
