Wizard/Sorcerer spells

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Debuff cheat sheet is here for convenience. You may find detailed information in the main article on conditions.

Effect
Asleep =Helpless
Blinded Can't see. -2 AC, no DEX bonus to AC. 50% miss chance.
Confused Randomly acts normally, does nothing, harms self, attacks random target
Dazed Can't take actions
Dazzled -1 attack rolls
Fatigued -2 STR, -2 DEX
Frightened =Shaken + flees
Grappled Can't move. -4 DEX. -2 attack rolls and CMB/CMD. Can't make OOPs
Helpless Can't take actions. DEX=0. +4 attack against helpless targets
Nauseated Can't take actions except move (as a standard action)
Paralyzed =Helpless + STR=0
Prone -4 attack rolls, -4 AC (melee), +4 AC (ranged)
Shaken -2 attack rolls, saves, skill and ability checks
Sickened -2 attack rolls,damage saves, skill and ability checks
Staggered Can't take both move and standard actions in one round, can't perform full-round actions
Stunned Can't take actions. - 2 AC, no DEX bonus to AC

This table is work in progress. Feel free to add any missing spell information.

Lvl Spell School Spell description Damage Buff Debuff Target Check Rnds
0 Acid Splash Conjuration 1d3 damage on a ranged touch attack. Can hit swarms Acid: 1d3 Enemy, Close R. touch
0 Daze Enchamtment Humanoid target with 4 or fewer HD is dazed. That means it can take no action. Afterwards the target is immune to daze for 1 min Dazed Enemy, Close Will negates 1
0 Disrupt Undead Necromancy 1d6 positive energy damage on a ranged touch attack Positive energy: 1d6 Enemy, Close R. touch
0 Flare Evocation Target is dazzled. Sightless targets are immune. Dazzled Enemy, Close Fort negates 10
0 Jolt Transmutation 1d3 electric damage on a ranged touch attack Electricity: 1d3 Enemy, Close R. touch
0 Light Evocation 20ft light source on ally Ally, Touch 100 / LVL
0 Ray of Frost Evocation 1d3 cold damage on a ranged touch attack Cold: 1d3 Enemy, Close R. touch
0 Resistance Abjuration Grants a +1 saves (resistance) +1 saves (res) Ally, Touch 10
0 Touch of Fatigue Necromancy Causes fatigue Fatigued Enemy, Touch Touch,

Fort negates

1 / LVL
1 Burning Hands Evocation [Fire] 1d4 fire damage per caster lvl (max. 5d4) Fire: 1d4 / LVL (m. 5d4) Enemies, Cone, 15ft Ref half
1 Cause Fear Necromancy [Mind-affecting] [Fear] [Negative emotion] Frightened for 1d4 rounds (shaken for 1 round on will save). Less than 6HD Frightened or shaken Enemy, Close Will partial 1d4 fear

or 1 shaken

1 Color Spray Illusion [Mind-affecting]

<=2HD: blinded, stunned and knocked prone for 2d4 rounds, then blinded and stunned for 1d4 rounds and blinded for 1 round 3-4HD: blinded and stunned for 1d4 rounds and blinded for 1 round

>=5HD: stunned for 1 round

Stunned, blinded, knocked prone Enemies, Cone, 15ft Will negates 1 to 3d4+1
1 Corrosive Touch Conjuration 1d4 acid damage per level (max 5d4) on a touch Acid: 1d4 / LVL (m. 5d4) Enemy, Touch Touch
1 Ear-piercing Scream Evocation [Sonic] 1d6 of sonic damage per two caster levels, max 5d6. Target dazed (fort negates) Sonic: 1d6 / LVL

(m. 5d6)

Dazed Enemy, Close Fort negates debuff 1
1 Enlarge Person Transmutation Increases target's size by one size, granting a +2 size bonus to strength, +2 size penalty to dexterity, increases weapon base damage and melee weapon range one step, increases CMB and CMD by 1, and decreases attack rolls and AC by 1 +2 STR

+1 CMB/CMD

+1 weapon size

-2 DEX

-1 AC

-1 attack

Ally, Touch 10 / LVL
1 Expeditious Retreat Transmutation Grants a +30 enhancement bonus to movement speed +30ft speed (enh) Self 10 / LVL
1 Flare Burst Evocation Targets dazzled Dazzled Enemies, Close, 10ft aoe Fort negates 10
1 Grease Conjuration Targets fall prone (reflex negates). Save every round, while in the area of effect. Not affected by spell resistance Knocked prone All, Close, 10ft Ref negates 10 / LVL
1 Hurricane Bow Transmutation Missiles from bow or crossbow do damage as if one size larger +1 weapon size Self 10 / LVL
1 Hypnotism Enchantment [Mind-affecting] [Compulsion] Enemies stop and stare blankly at you in dazed condition. Roll 2d4 to see how many total HD of creatures are affected. Lasts 2d4 rounds Dazed Enemies, Close, 30ft aoe Will negates 2d4
1 Mage Armor Conjuration Grants a +4 AC (armor). Applies to incorporeal touch attacks +4 AC (armor) Ally, Touch 600 / LVL
1 Magic Missile Evocation Missile of magical energy causing 1d4+1 points of force damage that always hits the target, plus one more missile per two levels above 1, max 5 missiles at level 9 Force: 1d4+1 / 2LVL (m. 5d4+5) Enemy, Medium
1 Protection from Alignment Abjuration Choose an alignment. Grants a +2 AC (deflection) and +2 saves (resistance) from characters of the chosen alignment +2 AC (defl)

+2 saves (res)

Ally, Touch 10 / LVL
1 Ray of Enfeeblement Necromancy Reduce STR by 1d6 +1 per 2 levels (max 1d6+5) on a ranged touch. STR can't go below 1. Does not stack STR: -1d6+1 / 2LVL (m. 1d6+5) Enemy, Close R.touch,

Fort halves

1 / LVL
1 Ray of Sickening Necromancy Causes sickened for the spells duration Sickened Enemy, Close Fort negates 10 / LVL
1 Reduce Person Transmutation Reduces target's size by one size, granting a -2 size penalty to strength, +2 size bonus to dexterity, reduces weapon base damage one step, reduces CMB and CMD by 1, and increases attack rolls and AC by 1 +2 DEX

+1 AC

+1 attack

-2 STR

-1 CMB/CMD

-1 weapon size

Ally, Touch 10 / LVL
1 Shield Abjuration Grants a +4 AC (shield). Makes target immune to magic missile +4 AC (shld)

Magic missile immunity

Self 10 / LVL
1 Shocking Grasp Evocation [Electricity] 1d6 of electricity damage per level (max 5d6) on a touch Electricity: 1d6 / LVL (m. 5d6) Enemy, Touch Touch
1 Sleep Enchantment [Mind-affecting] [Compulsion] [Sleep] Causes sleep on up to 4HD of creatures Asleep Enemies, Medium, 10ft aoe Will negates 10 / LVL
1 Snowball Conjuration [Cold] 1d6 cold damage per level (max 5d6) on a ranged touch. Target is staggered for 1 round if fortitude save does not succeed. Not affected by spell resistance Cold: 1d6 / LVL

(m. 5d6)

Staggered Enemy, Close R.touch,

Fort negates debuff

1
1 Stone Fist Transmutation Hand attacks don't provoke attacks of opportunity and deal 1d6 bludgeoning damage (1d4 for small) 1d6 bludge hand attack Self 10 / LVL
1 Stunning Barrier Abjuration Field grants +1 AC (deflection), +1 saves (resistance). Field will stun attacker (will negates) and discharge +1 AC (defl)

+1 saves (res)

Stunned Self Will negates 1 / LVL
1 Summon Monster I Conjuration Summons an extraplanar dog Close 1 / LVL
1 True Strike Divination Grants a +20 insight bonus to the next attack roll. This attack ignores concealment +20 attack (insight) Self 1
1 Touch of Gracelessness Transmutation Dexterity penalty: 1d6 +1 per two caster lvls (max 1d6+5). And target movement is slowed. Duration: 1 round per lvl. Fortitude save halves dex penalty and negates the slow DEX: -1d6+1 / 2LVL (m. 1d6+5) Enemy, Touch Fort partial 1 / LVL
1 Vanish Illusion +20 bonus on stealth checks for 1 round per lvl or until subject attacks +20 stealth checks: Ally, Touch 1 / LVL
2 Acid Arrow Conjuration [Acid] 2d4 acid damage in each round on a ranged touch. Lasts an additional round for every 3 caster levels you possess (max = 7 total rounds at lvl 18). Not affected by spell resistance Acid: 2d4/round Enemy, Long R.touch 1 +1 / 3LVL
2 Bear's Endurance Transmutation Grants a +4 enhancement to constitution +4 CON (ench) Ally, Touch 10 / LVL
2 Blindness Necromancy [Curse] Renders target blind Blinded Enemy, Medium Fort negates Permanent
2 Blur Illusion Grants a 20% miss chance Concealment Ally, Touch 10 / LVL
2 Boneshaker Necromancy Living creature with skeleton takes 3d6 damage plus 1d6 per 2 levels Damage:

3d6 + 1d6 / 2LVL

Enemy, Medium Fort halves
2 Bull's Stength Transmutation Grants a +4 enhancement to strength +4 STR (ench) Ally, Touch 10 / LVL
2 Burning Arc Evocation [Fire] Burn target for 1d6 fire damage per level (up to 10d6). Burn one more enemy within 15ft for every 3 levels for half damage (rounded down). Reflex halves damages for any target Fire: 1d6 / LVL

(m. 10d6) + half to next target

Enemy, Close Ref half
2 Cat's Grace Transmutation Grants a +4 enhancement to dexterity +4 DEX (ench) Ally, Touch 10 / LVL
2 Create Pit Conjuration Create 10ft pit per 2 levels (up to 30ft). Targets will take falling damage (1d6 bludgeoning per 10ft) (reflex save negates). Targets coming near the pit have to make reflex save (at +2 bonus) to avoid falling. Target pushed to the pit falls automatically. Target needs to make athletics or mobility check of DC25 to climb out of the pit before spell ends. Not affected by spell resistance Bludgeoning: 1d6 per 10ft (m. 3d6) All, Close, 10ft aoe Ref negates 1 + 1 / LVL
2 Eagle's Splendor Transmutation Grants a +4 enhancement to charisma +4 CHA (ench) Ally, Touch 10 / LVL
2 False Life Necromancy Gives 1d10+level temporary hit points (10 maximum) Temp. HP:

1d10 +1 / LVL (m. 10)

Self 600 / LVL
2 Fox's Cunning Transmutation Grants a +4 enhancement to intelligence +4 INT (ench) Ally, Touch 10 / LVL
2 Frigid Touch Evocation [Cold] 4d6 cold damage and target staggered for 1 round on a touch attack. Target is staggered for 10 rounds on crit Cold: 4d6 Staggered Enemy, Touch Touch 1 or 10 (on crit)
2 Glitterdust Conjuration All affected creatures suffer -40 to stealth checks and blinded (will negates). Not affected by spell resistance -40 stealth checks

Blinded

All, Medium, 10ft aoe Will negates debuff 1 / LVL
2 Hideous Laughter Enchantment [Mind-affecting] [Compulsion] Target falls prone and can't take actions. May roll save each round. Creatures with INT<=2 are unaffected Knocked prone, no actions Enemy, Close Will negates 1 / LVL

(save each round)

2 Invisibility Illusion Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. Invisibility Ally, Touch 10 / LVL
2 Mirror Image Illusion Create 1d4 +1 per 3 levels images (up to 8). Attack has a random chance to hit your or your images. An image is destroyed by hit, by near miss (when attack misses by 5 or less) or by a touch spell. Other spells affect you normally 1d4+1 / 3LVL mirror images (m. 8) Self 10 / LVL
2 Molten Orb Evocation [Fire] Initial target takes 2d6 fire damage, every other creature in aoe takes 1d6 (reflex halves). Each then take 1d6 fire damage next 1d3 rounds Fire:

2d6 + 1d6 splash + 1d6 for 1d3 rounds

All, Close, 5ft aoe Ref halves splash 1d3
2 Owl's Wisdom Transmutation Grants a +4 enhancement to wisdom +4 WIS (ench) Ally, Touch 10 / LVL
2 Pernicious Poison Necromancy [Poison] Target gets -4 on saves against poison. -4 on attempts to cure the target. No save! -4 saves against poison Enemy, Touch No save 100 / LVL
2 Protection from Arrows Abjuration Subject gains DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage DR10/magic from ranged Ally, Touch 600 / LVL
2 Protection from Alignment, Communal Abjuration +2 AC (deflection), +2 all saves (resistance). Against specific alignment +2 AC (defl)

+2 saves (res)

Allies, 30ft aoe on caster 10
2 Resist Energy Abjuration Resistance 10 (20 at lvl 7, 30 at lvl 11) against selected energy type. 10 minutes/lvl ER 10/20/30 Ally, Touch 100 / LVL
2 Scare Necromancy [Mind-affecting] [Fear] [Negative emotion] All living targets of less than 6HD are frightened for 1 round per level (shaken for 1 round on will save). Dispels remove fear Frightened or shaken Enemies, Medium, 30ft aoe Will partial 1 / LVL fear or 1 shaken
2 Scorching Ray Evocation [Fire] Fire up to 3 rays of 4d6 fire damage (1 +1 every 3 LVLs beyond 3rd, up to 11th LVL). Each ray requires ranged touch to hit Fire:

4d6 + 4d6 / 3LVL (m. 3x4d6)

Enemy, Close R.touch
2 See Invisibility Divination: See invisible See invisible Self 100 / LVL
2 Sense Vitals Divination: Allows 1d6 sneak attack + 1d6 per 3 LVL beyond 3rd (max 5d6 at 15LVL). Stacks with other precision damage +1d6 sneak attack (m. 5d6) Self 1 / LVL
2 Stone Call Conjuration 2d6 bludgeoning damage to all targets. Area becomes difficult terrain. Not affected by spell resistance Bludgeoning: 2d6 All, Medium, 40ft aoe 1 / LVL
2 Summon Small Elemental Conjuration Small elemental Location, Close 1 / LVL
2 Summon Monster II Conjuration Summons extraplanar wolf or 1d3 extraplanar dogs Location, Close 1 / LVL
2 Web Transmutation Creatures in the web become grappled. Web area becomes difficult terrain. Breaking free of the grappled state is possible with a check on Combat Maneuver, Athletics or Mobility. As long as a creature is inside the web area it can become grappled again. Not affected by spell resistance Grappled All, Long, 20ft aoe Reflex partial 10 / LVL
3 Battering Blast Evocation Throw balls of force. 1d6 of force damage per 2 levels (up to 5d6) per ball. One ball per 5 levels. Struck target is subject to bull rush attempt with CMB = your caster level + your WIS or INT or CHA mod (whichever is higher) + 10 for each additional ball, that hit the target. If bull rush succeeds, target is pushed away. It should make a reflex save or fall prone Force: (1d6 / LVL (m.5d6)) * 1 / 5LVL Knocked prone Enemy, Close R. touch,

Ref partial

3 Beast Shape I Transmutation Become medium wolf. +2 STR size bonus, +2 AC (natural armor), +20 speed, 1d6 bite attack, Tripping bite (auto attempt trip on sucessfull bite) +2 STR

+2 AC (natural)

+20 speed

1d6 bite attack

Self 10 / LVL
3 Deep Slumber Enchantment [Mind-affecting] [Compulsion] [Sleep] Causes sleep on up to 10HD of creatures Asleep Enemy, Close, 10ft aoe Will negates 10 / LVL
3 Dispel Magic Abjuration Dispel one spell from the target. Not affected by spell resistance Any, Touch No save
3 Displacement Illusion Grants total concealment (50% miss chance) Total concealment Ally, Touch 1 / LVL
3 Fireball Evocation [Fire] Deal 1d6 fire damage per level (up to 10d6) to all targets (ref save for half damage) Fire: 1d6 / LVL (m. 10d6) All, Long, 20ft aoe Ref half
3 Haste Transmutation Targets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow Extra attack

+1 AC (dodge)

+1 refl save

+30 speed

Ally, Close, 30ft 1 / LVL
3 Heroism Enchantment Grants a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks +2 attack (morale)

+2 saves (morale)

+2 skill checks (morale)

+2 ability checks (morale)

Ally, Touch 100 / LVL
3 Hold Person Enchantment [Mind-affecting] [Compulsion] Renders target humanoid paralyzed. Target can attempt a new saving throw each round Paralyzed Enemy, Medium Will negates 1 / LVL (save each round)
3 Lightning Bolt Evocation [Electricity] Deal 1d6 electricity damage per level (up to 10d6) to all targets (ref save for half damage) Electricity: 1d6 / LVL (m. 10d6) All, 120ft line Ref half
3 Protection from Arrows, Communal Abjuration Targets gain DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage DR10/magic from ranged Allies, Touch, 30ft aoe 600
3 Protection From Energy Abjuration Immunity to selected energy type. Up to 12 damage per level (max. 120) Absorb 12 energy damage / LVL (m. 120) Ally, Touch 100 / LVL
3 Rage Enchantment Targets gain +2 STR(morale), +2 CON(morale), +1 will saves(morale) and -2 AC. Targets can't cast spells +2 STR (morale)

+2 CON (morale)

+1 will saves (morale)

-2 AC

Can't cast spells

Ally, Medium, 30ft aoe 1 / LVL
3 Resist Energy, Communal Abjuration Mass resistance 10 (20 at lvl 7, 30 at lvl 11) against selected energy type ER 10/20/30 Allies, 25ft aoe 600
3 See Invisibility, Communal Divination All targets can see invisible See invisible Allies, 25ft aoe 100 / LVL
3 Slow Transmutation Targets are staggered, get -1 attack rolls, AC and reflex saves, move at half speed Staggered

-1 attack

-1 AC

-1 reflex saves

Speed: 50%

Enemies, Close, 30ft aoe Will negates 1 / LVL
3 Spiked pit Conjuration Create 10ft pit per 2 levels (up to 50ft). Targets will take falling damage (1d6 bludgeoning per 10ft) + 2d6 piercing from spikes (reflex save negates). Targets coming near the pit have to make reflex save (at +2 bonus) to avoid falling. Target pushed to the pit falls automatically. Target needs to make athletics or mobility check of DC25 to climb out of the pit before spell ends. Not affected by spell resistance Bludgeoning: 1d6 per 10ft (m. 5d6)

Piercing: 2d6

All, Medium, 10ft aoe Ref negates 1 + 1 / LVL
3 Stinking Cloud Conjuration [Poison] All targets are nauseated (fort save negates, have to roll save every round in the cloud). Targets stay nauseated for 1d4+1 after leaving the cloud. Not affected by spell resistance Nauseated All, Medium, 20ft aoe Fort negates 1 / LVL
3 Summon Monster III Conjuration Summons extraplanar monitor lizard or 1d3 extraplanar wolves or 1d4+1 extraplanar dogs Location, Close 1 / LVL
3 Vampiric Touch Necromancy Drain 1d6 damage per 2 levels (up to 10d6) from target as temporary hit points. Temporary hit points will disappear in 1 hour Damage: 1d6 / 2LVL (m. 10d6) Enemy, Touch Touch 600
4 Stoneskin Abjuration The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). [dmg type] [effect] [target] [check against]
4 Protection from Energy, Communal Abjuration Grants temporary immunity specified energy (acid, cold, electricity, fire, or sonic). Absorbs 12 points of energy damage per caster level (max 120 points). [dmg type] [effect] [target] [check against]
4 Remove Curse Abjuration Removes all curses on an object or a creature. Caster level check (1d20 + caster level) against the DC of each curse is made if the target is a creature. [dmg type] [effect] [target] [check against]
4 Summon Monster IV Conjuration Summons 1d3 extraplanar monitor lizards, 1d4+1 extraplanar wolves or an extraplanar dire wolf slash? bite? [effect] [target] [check against]
4 Dimension Door Conjuration Instantly transfer self to spot within range. May bring friendly creatures within a 10-foot radius. [dmg type] [effect] [target] [check against]
4 Touch of Slime Conjuration [Poison][Disease] Living target receives 1d3 CON damage per round after successful touch attack (fort negates). Can be removed by remove disease, burning or freezing. Stat damage: 1d3 CON / round Enemy, Touch Touch, Fort negates
4 Summon Medium Elemental Conjuration Summons medium fire, water, air, or earth elemental. [dmg type] [effect] [target] [check against]
4 Crushing Despair Enchantment Cone inflicts -2 penalty on attack rolls, saving throws, ability checks, skill checks, and damage rolls to affected creatures. Counters and dispels good hope. [dmg type] [effect] [target] [check against]
4 Overwhelming Grief Enchantment Single target can take no actions, takes a –2 penalty to Armor Class, and loses Dexterity bonus. They can attempt a new save each round. [dmg type] [effect] [target] [check against]
4 Confusion Enchantment Roll d100 for effect. 01–25: Acts normally. 26–50: No action. 51–75: Deals 1d8 + Str modifier of damage to self. 76–100: Attacks nearest creature (familiar excluded). [dmg type] [effect] [target] [check against]
4 Controlled Fireball Evocation Like fireball except that it deals minimum damage to allies. [dmg type] [effect] [target] [check against]
4 Dragon's Breath Evocation Deals 1d6 points of energy damage per caster level (maximum of 12d6) to creatures in affected area. Reflex save for half damage. Effect (60-foot line or 30-foot cone) and energy type (acid, electricity, fire or cold) depend on the type of dragon. [dmg type] [effect] [target] [check against]
4 Ice Storm Evocation Deals 3d6 points of bludgeoning and 2d6 points of cold damage once to creatures in the area. –4 penalty to Perception skill and difficult terrain in area for the remaining duration. [dmg type] [effect] [target] [check against]
4 Shout Evocation [Description] [dmg type] [effect] [target] [check against]
4 Volcanic Storm Evocation [Description] [dmg type] [effect] [target] [check against]
4 Greater Invisibility Illusion [Description] [dmg type] [effect] [target] [check against]
4 Phantasmal Killer Illusion You 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 spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. [dmg type] [effect] [target] [check against]
4 Rainbow Pattern Illusion A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. [dmg type] [effect] [target] [check against]
4 Animate Dead Necromancy [Description] [dmg type] [effect] [target] [check against]
4 Bestow Curse Necromancy [Description] [dmg type] [effect] [target] [check against]
4 Boneshatter Necromancy [Description] [dmg type] [effect] [target] [check against]
4 Contagion Necromancy [Description] [dmg type] [effect] [target] [check against]
4 Enervation Necromancy [Description] [dmg type] [effect] [target] [check against]
4 False Life, Greater Necromancy [Description] [dmg type] [effect] [target] [check against]
4 Fear Necromancy [Description] [dmg type] [effect] [target] [check against]
4 Beast Shape II Transmutation [Description] [dmg type] slash? bite? [target] [check against]
4 Elemental Body I Transmutation [Description] [dmg type] Elemental [target] [check against]
4 Enlarge Person, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
4 Reduce Person, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
4 Obsidian Flow Transmutation [Description] [dmg type] [effect] [target] [check against]
5 Dismissal Abjuration [Description] [dmg type] [effect] [target] [check against]
5 Stoneskin, Communal Abjuration [Description] [dmg type] [effect] [target] [check against]
5 Break Enchantment Abjuration [Description] [dmg type] [effect] [target] [check against]
5 Cloudkill Conjuration [Description] [dmg type] [effect] [target] [check against]
5 Summon Large Elemental Conjuration [Description] [dmg type] [effect] [target] [check against]
5 Summon Monster V Conjuration [Description] [dmg type] summon [target] [check against]
5 Acidic Spray Conjuration [Description] [dmg type] [effect] [target] [check against]
5 Constricting Coils Enchantment [Description] [dmg type] [effect] [target] [check against]
5 Dominate Person Enchantment [Description] [dmg type] [effect] [target] [check against]
5 Hold Monster Enchantment [Description] [dmg type] [effect] [target] [check against]
5 Feeblemind Enchantment [Description] [dmg type] [effect] [target] [check against]
5 Mind Fog Enchantment [Description] [dmg type] [effect] [target] [check against]
5 Cone of Cold Evocation [Description] [dmg type] Cold [target] [check against]
5 Fire Snake Evocation [Description] [dmg type] [effect] [target] [check against]
5 Phantasmal Web Illusion You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web are treated as if in a web spell, but must also make a Fortitude save at the beginning of each turn or become nauseated for that round by the phantasmal spiders. [dmg type] [effect] [target] [check against]
5 Shadow Evocation Illusion [Description] [dmg type] [effect] [target] [check against]
5 Vampiric Shadow Shield Necromancy Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage. When an attacker takes damage from the spell, you heal a number of hit points equal to 25% of the damage the spell dealt. [dmg type] [effect] [target] [check against]
5 Waves of Fatigue Necromancy [Description] [dmg type] [effect] [target] [check against]
5 Angelic Aspect Transmutation [Description] [dmg type] [effect] [target] [check against]
5 Animal Growth Transmutation [Description] [dmg type] [effect] [target] [check against]
5 Baleful Polymorph Transmutation [Description] [dmg type] [effect] [target] [check against]
5 Beast Shape III Transmutation [Description] [dmg type] slash? bite? [target] [check against]
5 Caustic Blood Transmutation [Description] [dmg type] [effect] [target] [check against]
5 Echolocation Transmutation [Description] [dmg type] [effect] [target] [check against]
5 Geniekind Transmutation [Description] [dmg type] [effect] [target] [check against]
5 Elemental Body II Transmutation [Description] [dmg type] Elemental [target] [check against]
5 Polymorph Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Dispel Magic, Greater Abjuration [Description] [dmg type] [effect] [target] [check against]
6 Acid Fog Conjuration [Description] [dmg type] Acid [target] [check against]
6 Chains of Light Conjuration A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. [dmg type] [effect] [target] [check against]
6 Summon Huge Elemental Conjuration [Description] [dmg type] Elemental [target] [check against]
6 Summon Monster VI Conjuration [Description] [dmg type] summon [target] [check against]
6 True Seeing Divination: The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions. [dmg type] [effect] [target] [check against]
6 Chain Lightning Evocation [Description] [dmg type] Electricity [target] [check against]
6 Elemental Assessor Evocation [Description] [dmg type] [effect] [target] [check against]
6 Sirocco Evocation A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone.

Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell).

[dmg type] [effect] [target] [check against]
6 Hellfire Ray Evocation A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit and deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by fire resistance. [dmg type] [effect] [target] [check against]
6 Cold Ice Strike Evocation [Description] [dmg type] [effect] [target] [check against]
6 Cloak of Dreams Enchantment You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded. [dmg type] [effect] [target] [check against]
6 Serenity Enchantment [Description] [dmg type] [effect] [target] [check against]
6 Phantasmal Putrefaction Illusion You 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 halfliquid mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4 points of Wisdom damage. This damage occurs only once. Each round at the beginning of its turn, an affected target receives another Will save to disbelieve the effect, and targets that fail must succeed at a Fortitude save or faint, falling asleep as per sleep (except that it isn’t a magical sleep effect). Waking up doesn’t end the spell for a target; it must continue to attempt Will saves to disbelieve and Fortitude saves to avoid fainting each round until the spell ends or the target successfully disbelieves. [dmg type] [effect] [target] [check against]
6 Banshee Blast Necromancy [Description] [dmg type] [effect] [target] [check against]
6 Circle of Death Necromancy Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted. [dmg type] [effect] [target] [check against]
6 Evil Gaze Necromancy [Description] [dmg type] [effect] [target] [check against]
6 Undeath to Death Necromancy This spell functions like circle of death, except that it destroys undead creatures. [dmg type] [effect] [target] [check against]
6 Eyebite Necromancy [Description] [dmg type] [effect] [target] [check against]
6 Bull's Strength, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Cat's Grace, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Owl's Wisdom, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Fox's Cunning, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Eagle's Splendor, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Bear's Endurance, Mass Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Beast Shape IV Transmutation [Description] [dmg type] slash? bite? [target] [check against]
6 Disintegrate Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Dragonkind I Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Elemental Body III Transmutation [Description] [dmg type] Elemental [target] [check against]
6 Heroism, Greater Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Tar Pool Transmutation [Description] [dmg type] [effect] [target] [check against]
6 Transformation Transmutation [Description] [dmg type] [effect] [target] [check against]
7 Banishment Abjuration [Description] [dmg type] [effect] [target] [check against]
7 Insanity Enchantment [Description] [dmg type] [effect] [target] [check against]
7 Power Word Blind Enchantment [Description] [dmg type] [effect] [target] [check against]
7 Waves of Ecstasy Enchantment [Description] [dmg type] [effect] [target] [check against]
7 Caustic Eruption Evocation [Description] [dmg type] [effect] [target] [check against]
7 Ki Shout Evocation [Description] [dmg type] [effect] [target] [check against]
7 Prismatic Spray Evocation [Description] [dmg type] [effect] [target] [check against]
7 Summon Greater Elemental Conjuration [Description] [dmg type] Elemental [target] [check against]
7 Joyful Rapture Conjuration [Description] [dmg type] [effect] [target] [check against]
7 Summon Monster VII Conjuration [Description] [dmg type] summon [target] [check against]
7 Invisibility, Mass Illusion [Description] [dmg type] [effect] [target] [check against]
7 Create Undead Necromancy [Description] [dmg type] [effect] [target] [check against]
7 Finger of Death Necromancy [Description] [dmg type] [effect] [target] [check against]
7 Plague Storm Necromancy [Description] [dmg type] [effect] [target] [check against]
7 Umbral Strike Necromancy [Description] [dmg type] [effect] [target] [check against]
7 Waves of Exhaustion Necromancy [Description] [dmg type] [effect] [target] [check against]
7 Dragonkind II Transmutation [Description] [dmg type] [effect] [target] [check against]
7 Elemental Body IV Transmutation [Description] [dmg type] Elemental [target] [check against]
7 Firebrand Transmutation [Description] [dmg type] [effect] [target] [check against]
7 Legendary Proportions Transmutation [Description] [dmg type] [effect] [target] [check against]
7 Polymorph, Greater Transmutation [Description] [dmg type] [effect] [target] [check against]
7 Resonating Word Transmutation [Description] [dmg type] [effect] [target] [check against]
8 Mind Blank Abjuration [Description] [dmg type] [effect] [target] [check against]
8 Protection from Spells Abjuration [Description] [dmg type] [effect] [target] [check against]
8 Summon Elder Elemental Conjuration [Description] [dmg type] [effect] [target] [check against]
8 Euphoric Luck Conjuration [Description] [dmg type] [effect] [target] [check against]
8 Seamantle Conjuration [Description] [dmg type] [effect] [target] [check against]
8 Summon Monster VIII Conjuration [Description] [dmg type] summon [target] [check against]
8 Prediction of Failure Divination [Description] [dmg type] [effect] [target] [check against]
8 Power Word Stun Enchantment [Description] [dmg type] [effect] [target] [check against]
8 Euphoric Tranquility Enchantment [Description] [dmg type] [effect] [target] [check against]
8 Polar Ray Evocation [Description] [dmg type] [effect] [target] [check against]
8 Shout, Greater Evocation [Description] [dmg type] [effect] [target] [check against]
8 Stormbolts Evocation [Description] [dmg type] [effect] [target] [check against]
8 Sunburst Evocation [Description] [dmg type] [effect] [target] [check against]
8 Shadow Evocation, Greater Illusion [Description] [dmg type] [effect] [target] [check against]
8 Death Clutch Necromancy Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score – 1, whichever is less negative. [dmg type] [effect] [target] [check against]
8 Horrid Wilting Necromancy [Description] [dmg type] [effect] [target] [check against]
8 Angelic Aspect, Greater Transmutation [Description] [dmg type] [effect] [target] [check against]
8 Dragonkind III Transmutation [Description] [dmg type] [effect] [target] [check against]
8 Frightful Aspect Transmutation [Description] [dmg type] [effect] [target] [check against]
9 Mind Blank, Commmunal Abjuration [Description] [dmg type] [effect] [target] [check against]
9 Dominate Monster Enchantment [Description] [dmg type] [effect] [target] [check against]
9 Heroic Invocation Enchantment [Description] [dmg type] [effect] [target] [check against]
9 Overwhelming Presence Enchantment Your 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 considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round. [dmg type] [effect] [target] [check against]
9 Power Word Kill Enchantment You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill. [dmg type] [effect] [target] [check against]
9 Clashing Rocks Conjuration You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment and cover.

A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone. If the target fails a Reflex Saving Throw, it is also buried under the resulting rubble as if by a cave-in.

[dmg type] [effect] [target] [check against]
9 Summon Monster IX Conjuration This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list. [dmg type] summon [target] [check against]
9 Tsunami Conjuration You create a massive wave of water that then moves in a straight line across water or land. Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage).

In addition, the tsunami makes a special CMB check against any creature it strikes-the wave’s CMB is equal to your caster level + your relevant spellcasting ability score modifier (whichever is highest) + 8 (for the wave’s size). If this CMB check defeats a creature’s CMD, the creature is knocked prone and carried along by the wave.

[dmg type] [effect] [target] [check against]
9 Weird Illusion This spell functions like phantasmal killer, except it can affect more than one creature. [dmg type] [effect] [target] [check against]
9 Energy Drain Necromancy This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent. [dmg type] [effect] [target] [check against]
9 Wail of the Banshee Necromancy When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. [dmg type] [effect] [target] [check against]
9 Fiery Body Transmutation This spell transforms your body into living flame. Every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal.

You gain a +6 enhancement bonus to your Dexterity score and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 3d6 points of fire damage, and you are considered armed when making unarmed attacks.

[dmg type] [effect] [target] [check against]

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