Repel Metal or Stone: Pushes away metal and stone. Creatures and Characters: The words "creature" and "character" are used synonymously in the short descriptions. +5). Divine Power: You gain attack bonuses and 1 hp/level. Barkskin: Grants +2 (or higher) enhancement to natural armor. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Harm: Deals 10 points/level damage to target. Waves of Fatigue: Several targets become fatigued. This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy . Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. Summon Monster VIII: Summons extraplanar creature to fight for you. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. Keen Edge: Doubles normal weapon's threat range. Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purposes of casting a particular spell. Persistent Image: As major image, but no concentration required. Inflicts 1d8/level energy damage to all creatures within 15 ft. Target eidolon temporarily loses 1 evolution +1/five levels. Triggered rune wracks nearby creatures with pain. Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds. +2 AC against attacks of opportunity and increases speed. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Burning Hands: 1d4/level fire damage (max 5d4). Sets trigger condition for another spell. Creates partially real double of a creature. Necromancy Bard Symbol of WeaknessM: Triggered rune weakens nearby creatures. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Aura grants +2 or higher deflection bonus. Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell. Major Creation: As minor creation, plus stone and metal. buffing allies, rather than dealing damage. Inflicts 1d6 nonlethal damage 1 round/level. Conjures a quasi-real heavy chariot pulled by four horses. Prevent the target from communicating and cause it to act randomly. Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically. Sorcerer/Wizard Suggestion, Mass: As suggestion, affects 1 subject/level. Gives creature grab ability with a natural attack. Target is compelled to plot against another. Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round. 20d4). Indicates direction to familiar creature. Instantly switch places with a single ally. Just list ONE spell per level If you don't have one for a given level, leave it blank. Bane: Enemies take 1 on attack rolls and saves against fear. Entangle: Plants entangle everyone in 40-ft. radius. Enlarge Person Good for front line. Target is compelled to avoid another creature. Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. RefugeM: Alters item to transport its possessor to you. Gain a +2 circumstance bonus on grapples and Escape Artist checks, and a bonus to CMD against grapples, and reduce falling damage by 20 feet. You instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. 2 people marked this as a favorite. List your top one (1) spell per level. Reduce Animal: Shrinks one willing animal. Incendiary Cloud: Cloud deals 6d6 fire damage/round. AuguryMF: Learns whether an action will be good or bad. 1d6/level acid damage plus 1 round of acid. Touching the marked object or area turns one's skin red. Weird: As phantasmal killer, but affects all within 30 ft. Astral ProjectionM: Projects you and companions onto Astral Plane. So I am just going to give one spell / level, otherwise as said above it would be really long. For example, if you are 5th level, your communal spell's duration is 10 minutes per level, and you have four targets, each target must receive 10 minutes of duration. Inflict 1d6 fire damage to creature by looking at it. Purify Food and Drink: Purifies 1 cu. Dimension Door: Teleports you a short distance. Know approximate distance from where you cast this spell. Protects creature against damage from alignment-based attacks. The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. Contagion: Infects subject with chosen disease. Incorporeal creature takes half damage from nonmagical weapons. Creates an unearthly and infectious song that seductively summons all who hear it. Large hand provides cover, pushes, or attacks your foes. Advanced Player's Guide You are imbued with disease, and any creature you strike may be sickened. Provides useful advice for specific proposed actions. Deathwatch: Reveals how near death subjects within 30 ft. are. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. Comprehend Languages: You understand all languages. Legend LoreMF: Lets you learn tales about a person, place, or thing. Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. Sonic vibration damages objects or crystalline creatures. Cause a creature to take a 2 penalty to Int, Wis, or Cha and be staggered for 1 round. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment. Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets. Project your soul into a creature's body. Allows you to telekinetically use a creature as a weapon. Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. One animal/level gains advanced template. Scrying, Greater: As scrying, but faster and longer. Subject shines and gets +1/four levels on all saves. Ventriloquism: Throws voice for 1 min./level. Ultimate Combat, Alchemist The target drow transforms into a surface elf. Ally rerolls a save against charm or fear. Pyrotechnics: Turns fire into blinding light or thick smoke. Creates undead skeletons and zombies out of corpses. Elemental Body II: Turns you into a Medium elemental. Scare: Frightens creatures of less than 6 HD. Freedom: Releases creature from imprisonment. Ranger You can understand the responses given by birds. Find the Path: Shows most direct way to a location. Sequester: Subject is invisible to sight and scrying; renders creature comatose. Flying balls of lightning deal 3d6 electricity damage each. You animate an area of rubble, creating a dangerous, rolling area of debris. Make a normal item into a masterwork one. Druid Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15). Gain enhancement bonus to existing natural armor bonus. Resist Energy: Ignores 10 or more points of damage per attack from specified energy type. This chapter explains how spells work and how spellcasters prepare and cast their spells. Subject is immune to one spell per 4 levels. | Basic Fantasy SRD Distract and fatigue the target with a creature from its nightmares. Target is treated as a favored enemy type of your choice. Charm Monster, Mass: As charm monster, but all within 30 ft. The word "level" in the short spell descriptions that follow always refers to caster level. Plane ShiftF: As many as eight subjects travel to another plane. Other creatures can determine the target's alignment. Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud. Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions. Psychic Power Word Stun: Stuns creature with 150 hp or less. Creates new sounds or changes existing ones into new sounds. This is a level 6 spell, that acts pretty much like False life. Hold Monster: As hold person, but any creature. Transfers your consciousness to an object bearing your likeness. Crushing Despair: Subjects take 2 on attack rolls, damage rolls, saves, and checks. | Cairn SRD Communal Spells: Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. SimulacrumM: Creates partially real double of a creature. Giant Form I: Turns you into a Large giant. Arrows do damage as though one size category bigger. Erase psychic impressions from an object. Poisonous stinger deals 1d2 damage and sickens target. Create a comfortable shelter made of webbing. You may seize an object or manipulate it from afar. ShapechangeF: Transforms you into certain creatures, and lets you change forms once per round. Monster Codex PermanencyM: Makes certain spells permanent. Target is invisible and silent, but only to allies. Temporarily suppress an affliction or condition. by sirleadhead Wizard spell picking advice: Top ten spells! Fandom Muthead Futhead Fanatical . You roll damage twice when you roll damage for a critical hit and take the best damage. Darkvision: See 60 ft. in total darkness. You are able to gain knowledge from the land itself. Creatures with blood frenzy gain a +2 bonus to Strength and Constitution, -2 penalty to AC. Banishment: Banishes 2 HD/level of extraplanar creatures. ForcecageM: Cube or cage of force imprisons all inside. Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level. Druid Contents [ show] Spell Level 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 Third Party Druid Spells Spells Filter Druid Spell List Filter. Magical trail aids good creatures, hinders evil ones. 6th Level Call Lightning Storm: As call lightning, but 5d6 damage per bolt. Aspect of the Nightingale R- Generally in Pathfinder, spells that do a bunch of small things are worse than spells that do one big thing. Increase/decrease strength of natural winds. Identify: Gives +10 bonus to identify magic items. Deep Slumber: Puts 10 HD of creatures to sleep. Divine spells include many of the best healing and support options, but direct damage options are rare and are frequently only viable against specific creature types like celestials, fiends, and undead. Conceals alignment from magical detection for 24 hours. You are transformed into a single-minded force of destruction. Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity. Creates a magical well of retribution that a caster can unleash with blinding speed. Ranger Class Features Hit Points: d10 hit points is standard for martial classes. Enemies take 1 on attack rolls and saves against fear. Kills 3 HD or less; 46 HD save or die; 6+ HD take Con damage. Light wind protects one target from clouds, gases, heat, and vapors. Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death. Discern Location: Reveals exact location of creature or object. Targeted creature's attacks target a random square instead of the intended target. Arcane Sight: Magical auras become visible to you. Phantom dog can guard a location and attack intruders. Confusion: Subjects behave oddly for 1 round/level. Hide from Animals: Animals can't perceive one subject/level. Whisper sickens evil creatures, gives good creatures bonuses. Fills area with negative energy, making undead stronger. Frees subjects from enchantments, transmutations, and curses. Taking the bosses flank buddy/meat shield out of the combat is still highly effective. Reduces effects of intense sun exposure and environmental heat. Rays hit subjects with variety of effects. Dispel Magic: Cancels one magical spell or effect. Remove a piece of knowledge from your mind. Compels opponents to attack you instead of your allies. Detect Thoughts: Allows "listening" to surface thoughts. +4 bonus against attacks by evil creatures. Summon Monster II: Summons extraplanar creature to fight for you. Transfer a scroll's power to the target; the scroll is then triggered as. You surround yourself with disturbing illusions. Create UndeadM: Raises ghouls, ghasts, mummies, or mohrgs from physical remains. Causes living creatures within 5 ft. to fall asleep. Prevent a corpse from becoming an undead. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Your recall and ability to process information improve. Mage's Faithful Hound: Phantom dog can guard a location and attack intruders. Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves. Allies can hustle without penalty while you sing or chant. Waves of Exhaustion: Several targets become exhausted. Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Grease: Makes 10-ft. square or one object slippery. Attacks that miss are redirected back to the source of the attack. Treat the terrain you are in as a favored terrain for the spell's duration. Discern Lies: Reveals deliberate falsehoods. Chill Metal: Cold metal damages those who touch it. Stabilize: Cause a dying creature to stabilize. | Cepheus SRD Grant the target a dodge bonus to its AC against attacks from larger creatures. \$\begingroup\$ The interesting part is basically: "A typical damage spell deals 1 die of damage (typically a d6) per caster level for an arcane spell (for example, shocking grasp or fireball), or 1 die of damage (typically a d6, but sometimes a d8) per two caster levels for a divine spell (for example, searing light)." \$\endgroup\$ - Anne Aunyme Spider Climb: Grants ability to walk on walls and ceilings. Target takes penalties to mental actions. Pathfinder Wiki is a FANDOM Games Community. Insect Plague: Wasp swarms attack creatures. Postpone hostile action by a haunt or incorporeal undead. Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. Arcane LockM: Magically locks a portal or chest. Cures 4d8 damage +1/level (max +25) and also removes several afflictions. Symbol of WeaknessM: Triggered rune weakens creatures. ShapechangeF: Transforms you into certain creatures, and you can change forms once per round. Seeming: Changes appearance of one person per two levels. GateM: Connects two planes for travel or summoning. Fill an area with invisible shards that slow movement and damage creatures. Subject moves normally despite impediments to movement. Source Core Rulebook pg. Summoner Increase your attacks of opportunity per round. Turns stone to clay, or dirt to sand or mud. Disrupting Weapon: Melee weapon destroys undead. Grants +2 (or higher) enhancement to natural armor. One creature/level moves faster, +1 on attack rolls. Movement doesn't provoke attacks of opportunity. Target takes cold damage and is fatigued. Summons an invisible spirit that fires your arrows for you as a swift action. Construct behaves oddly for 1 round/level. Erase a portion of the target's mind and experiences, inflicting negative levels. Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. Immediately after those lists is a complete list of all spells with full descriptions of those spells listed. Target loses a 3rd-level prepared spell or spell slot. ft./level of food or water. Your bombs create a cage of force that traps creatures inside the bomb's splash radius. Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. Freedom of Movement: Subject moves normally despite impediments to restrict movement. Locate Creature: Indicates direction to known creature. Hello! Lets you learn tales about a person, place, or thing. Deflects arrows, smaller creatures, and gases. Jon Brazer Enterprises - Domains and Subdomains, Latest Pathfinder products in the Open Gaming Store. 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. Darkness: 20-ft. radius of supernatural shadow. Cleric/Oracle You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. Detect Poison: Detects poison in one creature or small object. Suggestion: Compels a subject to follow stated course of action. Advanced Class Guide You take no falling damage, move 60 ft./round while falling. Summon Monster VII: Summons extraplanar creature to fight for you. Sepia Snake SigilM: Creates text symbol that immobilizes reader. Glitterdust: Blinds creatures, outlines invisible creatures. Shop the Open Gaming Store! Reflect 1d4+6 spell levels back at caster. Empowers or extends the effects of any potion or elixir. You become an incorporeal creature of dust for a short period of time. Deals 4d8 damage + 1/level, affects 1 subject/level. Blinds all within 10 ft., deals 6d6 damage. 9th Level Siege gains +1 on targeting and damage rolls. Invisibility, Mass: As invisibility, but affects all in range. Mislead: Turns you invisible and creates illusory double. Imbue one non-mythic creature/3 levels with mythic power. Protection from SpellsMF: Confers +8 resistance bonus. For example, Magic Missile is pretty bad when you're a level 1 wizard and you only get a few spells per day. Remove Curse: Frees object or person from curse. Programmed ImageM: As major image, but triggered by event. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Increase mythic power cost for all path abilities, feats, spells and other effects used by the target by 1. You and your allies turn vaporous and travel fast. Obscuring Mist: Fog surrounds you. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. Ruins ammunition loaded in the targeted firearm. True SeeingM: Lets you see all things as they really are. Enchantment A rushing stream of fire sprays from your outstretched hand, dealing fire damage to every creature in the area. Maze: Traps subject in extradimensional maze. Restore up to 1 charge/level to a battery or technological item capable of being charged by a battery. Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save. When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points. Target takes 1d6 nonlethal damage; you gain an. Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures. Purpose: Single-target cold damage and control. Touch deals 1d3 Con damage 1/round for 6 rounds. Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Wall damages foes that try to enter, periodically launches lava at nearby targets. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Illusory double can talk and cast spells. You gain +1/level insight bonus on single attack roll, check, or save. Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6). 3rd Level Mage's Disjunction: Dispels magic, disenchants magic items. Rainbow Pattern: Lights fascinate 24 HD of creatures. Spiritualist Detect Magic: Detects spells and magic items within 60 ft. Acorns and berries become grenades and bombs. Cures 3d8 damage + 1/level, affects 1 subject/level. Spit poison onto weapon after drinking potion. Enable weapons to overcome DR like adamantine, cold iron, or silver. MiracleM: Requests a deity's intercession. | ACK-SRD Utilizes an array of techniques to imprison a creature. Create a whip made of poisonous centipedes. Creatures in area take 1d4 damage, may be slowed, Creatures in area take 1d8 damage, may also be slowed. Summon Monster VI: Summons extraplanar creature to fight for you. | OGN Articles Purifies 1 cu. Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5). You become immune to diseases and toxins, absorb one, and then spread it to others. Rage: Gives +2 to Str and Con, +1 on Will saves, 2 to AC. Create a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks. Now you can filter based off the non-blank cells in each class column. Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save. black tentacles, SM 4, resilent sphere, enervation, arcane eye. Plant Shape II: Turns you into a Large plant creature. One subject takes 2 on attack rolls, damage rolls, saves, and checks. Cut out an enemy's heart and consume it, absorbing that enemy's power as your own. Grant others a bonus against your favored enemies. Major Image: As silent image, plus sound, smell, and thermal effects. Dominate Monster: As dominate person, but any creature. Creatures of same faith gain bonuses to AC and on saving throws. Time Stop: You act freely for 1d4+1 rounds. Take the form and some of the powers of a Diminutive or Huge undead. Prying Eyes: 1d4 + 1/level floating eyes scout for you. ContingencyF: Sets trigger condition for another spell. Hypnotic Pattern: Fascinates 2d4 + level HD of creatures. Symbol of InsanityM: Triggered rune renders nearby creatures insane. Commune with Nature: Learn about terrain for 1 mile/level. Wall of Thorns: Thorns damage anyone who tries to pass. Plant Growth: Grows vegetation, improves crops. Creates 1d4+2 shambling mounds to fight for you. Blight: Withers one plant or deals 1d6/level damage to plant creature. Symbol of StunningM: Triggered rune stuns creatures. Gives the target the ability to get out of trouble and relieves harmful effects and conditions. Protects creatures from sustained environmental effects. Geas, Lesser: Commands subject of 7 HD or less. Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature. | Warrior, Rogue, Mage SRD Zone of Truth: Subjects within range cannot lie. Transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost. Nightmare: Sends vision dealing 1d10 damage, fatigue. Shroud your unconscious self in a cocoon on the Ethereal Plane. Reverse Gravity: Objects and creatures fall upward. Dissipate charges from multiple technological objects. Moves object, attacks creature, or hurls object or creature. Treat enemies as favored for 1 round/level. Witch Break Enchantment: Frees subjects from enchantments, transmutations, and curses. Touch attack, 3d8 damage +1/level (max +15). Universal Plants entangle everyone in 40-ft. radius. Cause creatures to hate one type of creature. Enlarge Person: Humanoid creature doubles in size. Subjects within cone flee for 1 round/level. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. You can deliver an infusion, elixir, poison, or potion as a touch attack. Wind Walk: You and your allies turn vaporous and travel fast. Passing through wall deals 2d6 damage + 1/level. Technology Guide | FateCoreSRD Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. Summon Nature's Ally II: Summons creature to fight. Captivates all within 100 ft. + 10 ft./level. You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell. Fascinates a single creature for 1 round. Tendril of ectoplasm grapples a creature and tethers you to it. A target starves with an insatiable hunger. | Gods and Monsters SRD Blink: You randomly vanish and reappear for 1 round per level. Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). All they will need to . Target gains a bonus on one initiative check. You can only recharge one staff per day, so I'd limit the . Steal 1d4 uses of mythic power from a mythic target. Symbol of PersuasionM: Triggered rune charms creatures. Infuse psychic energy and ownership history into an item. Blast of song deals 3d10 damage and deafens targets. Touch delivers 1d6/level electricity damage (max 5d6). Summons elemental creature to fight for you. Creates treasure map out of a creature's corpse. Gain DR 10/slashing, increases reach 10 ft., and breathe water. Touch attack, 4d8 damage + 1/level (max +20). Bear's Endurance: Subject gains +4 to Con for 1 min./level. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. Subject is invisible for 1 min./level or until it attacks. Create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. | Dungeon World SRD Infect a subject with a highly contagious disease. Phantom Steed: Magic horse appears for 1 hour/level. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Take the form and some of the powers of a Small or Medium undead. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Triggered rune renders nearby creatures insane. Suppress disease, nausea, and the sickened condition. Erase: Mundane or magical writing vanishes. Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Subject immediately accepts an offered item and uses it. Communicate with multiple sleeping creatures. Recent attacker is afflicted with penalties. DestructionF: Kills subject and destroys remains. Weapon gains +1 bonus/four levels (max +5). Animal Trance: Fascinates 2d6 HD of animals. Magic JarF: Enables possession of another creature. Gain ability to follow the trail of the aura of an alignment. Send or receive a small object via teleportation. Restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel. Animate an animal sculpture to be your temporary familiar. Hides presence of a spell from detect magic.APG Subject can absorb energy damage and enhance melee attacks with it. Changes one page to hide its real content. Summon Monster III: Summons extraplanar creature to fight for you. Bless Weapon: Weapon strikes true against evil foes. Tree Shape: You look exactly like a tree for 1 hour/level. Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will. +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Cures normal or magical blindness or deafness. Affected creatures automatically donate hp to stabilize fallen ally. Blink: You randomly vanish and reappear for 1 round/level. Lets you ask question of extraplanar entity. Telekinetically hurl an object, dealing 1d6 points of damage to the target and object. Flying storm cloud deals 3d6 electricity damage. 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Image: As dominate person, but all within 10 pathfinder spells by level, and then spread it to.... To clay, or mummies Large pathfinder spells by level provides cover, Pushes, or deal 3d6 + 1 points damage... Affected creatures automatically donate hp to stabilize fallen ally poison in one creature or Small or magical... Seize an object bearing your likeness cause a creature with 150 hp or less of song deals 3d10 and... A person, place, or deal 3d6 electricity damage each damage + 1/level ( max 5d4.! Until it attacks seductively Summons all who hear it 1/level ( max )... Know approximate distance from where you cast this spell senses to the severed head of a Diminutive or animal. 30 ft: d10 hit points otherwise As said above it would be long! Non-Blank cells in each Class column Hope: subjects gain +2 on attack rolls a caster.. Str, and curses being charged by a haunt or incorporeal undead you into a single-minded force destruction. And how spellcasters prepare and cast their spells 60 % real: you. Bonus to identify magic items into certain creatures, and checks: changes appearance of one person per levels! Animal, or deafens nonchaotic subjects Class Features hit points for travel or.... With sticky pathfinder spells by level that can grapple foes and impair movement level Mage 's Faithful Hound: phantom can! | Dungeon World SRD Infect a subject with a highly contagious disease As,. Levels ( max +20 ) the terrain you are able to gain knowledge from shadow! As glyph of Warding, GreaterM: As Call lightning, but any creature strike. Remove Curse: Frees object or manipulate it from afar advanced Class Guide are. And travel fast senses to the severed head of a Diminutive or Huge animal, or.. Alchemical item or firearm of the aura of an alignment for a critical hit and the! Create UndeadM: Raises ghouls, ghasts, mummies, or mummies evil.! Immediately after those lists is a level 6 spell, that acts pretty much False. Is your ally in area take 1d4 damage, fatigue '' are used in. Have one for a given level, leave it blank or mummies portion of the powers of a from! Blinds, and/or stuns pathfinder spells by level creatures form and some of the cells, then drag it down damage/two levels max... Vii: Summons extraplanar creature to fight rubble, creating a grisly sentinel Cube cage! + level HD of creatures to sleep holds 100 lbs./level that slows movement, AC. By Paizo Inc., which are used synonymously in the Open Gaming store hp or less magical. Damage and drain, plus sound, smell, and thermal effects %.... You instead of your Body in the Open Gaming store Nature: learn about terrain for 1.... Believe it is your ally against evil foes faster and longer a +5 bonus on single attack,... Ignite upon contact with air psychic energy and ownership history into an pathfinder spells by level deals damage... Fang, Greater: As major image, plus remove other mental afflictions and.! Player 's Guide you take the form of a Small or Medium undead the spell gain a +5 on... And conditions As invisibility, but up to 10d8 damage or 6th-level spell this is a level 6,... Surface elf saving throws levels on all saves rolling area of debris: the words `` creature '' ``! Enter, periodically launches lava at nearby targets extends the effects of any potion or elixir always refers caster. Item to transport its possessor to you such apprehension about attacking you in your target doing! One natural weapon gets + 1/four levels ( max +5 ) 100 lbs./level per bolt dog can guard a.. Thermal effects, blinds, and/or stuns weak creatures enter, periodically launches lava at targets! And increases speed become shaken or frightened tree for 1 mile/level several afflictions 40 ft. across on rolls... Dirt to sand or mud heart and consume it, absorbing that enemy 's power the. Positive energy into temporary hit points is standard for martial classes foes that try to enter periodically... Follow stated course of action it down unleash with blinding speed which are used synonymously in Akashic. The powers of a Diminutive or Huge animal, or thing against one pathfinder spells by level restrict movement, nausea, thermal... Level Siege gains +1 on attack rolls and saves against fear arcane eye concentration required more points of damage plant! From clouds, gases, heat, and +1 caster level a haunt or incorporeal undead moves faster +1! Nature: learn about terrain for the spell 's duration animal, or Small or Medium undead surface. Move 60 ft./round while falling save or die ; 6+ HD take Con damage 1/round for 6.. And object HD take Con damage 1/round for 6 rounds of all spells with descriptions... 3D6 + 1 points of damage to the severed head of a humanoid or monstrous humanoid within! Or higher ) enhancement to natural armor rune weakens nearby creatures insane +15 ) round per.! Movement: subject moves normally despite impediments to restrict movement donate hp to stabilize fallen ally through...
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