Spells
401–450 of 1,209Page 9 of 25
| Spells ↑ | Description |
|---|---|
| As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this power a number of times per day equal to 3 + your… | |
| This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next… | |
| This spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature's size… | |
| This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the… | |
| You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with… | |
| A creature under the effect of this enchantment enters a state of euphoria. Until the end of the spell's duration, the creature's speed is halved, and it must succeed at a Will… | |
| A creature under the effect of this enchantment enters a state of euphoria. Until the end of the spell's duration, the creature's speed is halved, and it must succeed at a Will… | |
| This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or… | |
| Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects: If the target's HD… | |
| Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects: If the target's HD… | |
| You transform the target's face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling… | |
| A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined… | |
| You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster… | |
| This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). | |
| This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). | |
| You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to… | |
| An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for… | |
| For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | |
| As feather step, except this spell affects multiple creatures. Feather Step: For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | |
| The target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills or cast spells. Still, it… | |
| Attract critters from the whole area. | |
| Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit points or… | |
| This spell functions as fester, except that it affects multiple foes. Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance… | |
| This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead… | |
| You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. | |
| This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster… | |
| Element: fire Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: fire You unleash a gout of flickering fire to burn 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 fire damage + 1 point for every… | |
| As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this… | |
| You create a 50-foot-long line of flames. The fire snake affects all enemies in the line, avoiding allies. Creatures in the path of the fire snake take 1d6 points of fire damage… | |
| When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level… | |
| A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature… | |
| A fireball spell generates a searing explosion of flame that deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The explosion… | |
| Fireball_Performance | |
| A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you… | |
| A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you… | |
| You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to… | |
| Launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its… | |
| A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half… | |
| This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude… | |
| This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point. Flare: This cantrip creates a burst of light. If you cause the… | |
| Element: earth Type: defense Level: — Burn: 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2… | |
| Once per day as a free action, the owner can activate the nanites inside the item for 5 rounds, gaining fast healing (5), as well as immunity to poison, death effects, paralysis,… |
