Weapon exudes divine fury, granting a bonus on. Forces target to move toward you and fight you. Your focus becomes a magical cannon that fires on its own. Acorns and berries become grenades and bombs. Make a normal item into a masterwork one. Prevent the target from using its skill ranks, spells, feats, and abilities. Creates an illusion over an area to make creatures that view or interact with it believe it has suffered a catastrophe that renders it utterly worthless. Confuse one creature for the duration of your concentration + 1 round. You can see invisible creatures and objects within 30 feet of you. Hex: At 7th level, she gains a hex of her choice as a 1st-level witch. Spells in all lists are presented in alphabetical order, except when a spell's name begins with "communal," "greater," "lesser," or "mass," in which case it is alphabetized under the base spell name. Cleric/Oracle   Tread unsteadily on air, with limitations. Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it. Restores life to subject who died as long as one day/level ago. Give your familiar the shape of another animal. Attackers' weapons stick to your gluey blood. Conjures a quasi-real heavy chariot pulled by four horses. Turns fire into blinding light or thick smoke. 1 humanoid creature/level doubles in size. ;). Destroys 1d4/level HD of undead (max. You become one with the city around you, allowing you to move more easily through its crowds and buildings. Subject forgets events back to last turn. Plants in a forested area become helpful instead of hindering you and your allies. The spell targets an area and dispels all magic buffs in the area, dismisses all summons in the area, and removes all magical area effects that effect creatures in the area. Flying balls of lightning deal 3d6 electricity damage each. The target's tail moves and acts more quickly, almost with a mind of its own. Your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. Inflict 10 damage/level to one creature/round. Transforms wood into snakes to fight for you. Paladin   You take the form and some of the powers of a Tiny or Large animal. Summons elemental creature to fight for you. Your familiar can learn any spell! You and your allies turn vaporous and travel fast. 6th Level   Your blood hardens when you are wounded, increasing your AC. Automatically detect nearby conscious creatures. The four opposition schools required for the 'slinger won't matter, because again, you just make it up with your Witch spells. Subject moves normally despite impediments to movement. Empowers or extends the effects of any potion or elixir. Add the following spells to your wizard spell list at the listed spell level: 1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience. Deals 2d10 damage/round to freestanding structure. You create a larger and far more menacing version of yourself. Creates disembodied glowing hand to deliver touch attacks. Gives +2 bonus on attack rolls, saves, skill checks. Compared to the smaller lists of Spontaneous Casters, it decreases your chances of not having a spell for a situation. Mentally deal 1d6 points of damage per level. Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Gives free silent spell. Void Awareness (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of … Ammunition in the targeted firearm is prone to misfire. Creates an explosion of conjured metal pellets. Animal gains the combat training general purpose. Large hand provides cover, pushes, or attacks your foes. Sheet of ice slowly spreads outward on a horizontal surface. Large hand provides cover, pushes, or crushes your foes. Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage. Target doesn't provoke attacks of opportunity with unarmed strikes. 1d4 + 1/level floating eyes scout for you. You appear to be standing still, even when you take some actions. Lend your shield's protection to another. Heals one undead of 1d8 hp + 1/level (max +5). Range medium (100 ft. + 10 ft./level) Target one creature Duration 1 round/level Saving Throw Will negates; see text; Spell Resistance yes. Tendril of ectoplasm grapples a creature and tethers you to it. Smites foes with divine fire (1d6/level damage). Masterwork ice dagger deals +1 cold damage. 2d4 berries each cure 1 hp (max 8 hp/24 hours). Your claws, unarmed strikes, and touch spells affect ethereal creatures. Target is treated as a favored enemy type of your choice. Mimics evocation below 5th level, but only 20% real. You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. Black particles extinguish light sources within area. Arrow deals damage as your unarmed strike. Subject within range of your bardic performance can take an action. Grant the target a dodge bonus to its AC against attacks from larger creatures. Wizards with the universalist school do not receive a school slot. 2nd level - Winter Witch. Target is compelled to kiss or caress another creature. Flying storm cloud deals 6d6 electricity damage. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. Reveals exact location of creature or object. Target loses a 7th-level prepared spell or spell slot. The spell in question is Flame Strike, which is most definitely not one on the Witch's spell list. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. Bestow Curse, Greater Source Pathfinder #82: Secrets of the Sphinx pg. Four exploding spheres each deal 6d6 fire damage. Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. You can deliver an infusion, elixir, poison, or potion as a touch attack. Witch   Magic Circle against Good: abjuration: As protection spells, but 10-ft. radius and 10 min./level. Of course that might lead the disgruntled player to invest more time in trying to exploit a potential loophole than having fun with one of the best classes in the game. Hear or see at a distance for 1 min./level. Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision. Temporarily suppress an affliction or condition. The bonded spellbook cannot be used to cast spells from the heka magi’s opposition schools (see heka … Furthermore, unless the communal spell's description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration listed in the spell description. The target takes damage whenever its summoned creature does. Affected creatures automatically donate hp to stabilize fallen ally. Restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel. Locks a weapon in place on the target's body. Remove a piece of knowledge from your mind. Peaceful feelings harm those attempting violence. Target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. Allies get +1 bonus on most rolls, enemies –1 penalty. Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. Causes living creatures within 5 ft. to fall asleep. Cast touch healing spells from a distance. Travel to Ethereal Plane with companions. Transforms you into certain creatures, and lets you change forms once per round. PZO1110: … Expend 3 uses of mythic power to restore one use of target's mythic power. Monster Codex   You ward a single object in your possession against theft. Created pillar heals 2d8 + 1/level (max +20). Add an emotion component to all of the target's spells. You gain two additional attacks of opportunity for 1 round. Target becomes nauseated and causes nearby creatures to become fascinated. Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll. 1. Makes metal so hot it damages those who touch it. Immediately after those lists is a complete list of all spells with full descriptions of those spells listed. You curse the target to suffer unbearable heat. Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. Projects you and others onto Astral Plane. A shortbow may double as a club, or a longbow as a quarterstaff. +4 bonus against attacks by chaotic creatures. Sense the presence and attributes of mindscapes. Infuse psychic energy and ownership history into an item. The next weapon that sunders an item belonging to the target takes damage. Fog obscures the vision of others and extends the range of your hexes. Lets you ask question of extraplanar entity. Transfer your paladin or antipaladin auras to another creature. A witch must choose and prepare her spells ahead of time. Channels the force of an enemy's attack back into its weapon. Touch deals 1d3 Con damage 1/round for 6 rounds. Fills area with positive energy, weakening undead. Temporarily relieves fatigue or exhaustion. Creates passage through wood or stone wall. Make a creature become bestial and unintelligent. Transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost. The target's wings grow more powerful, increases fly speed by +10 feet and its maneuverability to improve by one category. You may seize an object or manipulate it from afar. Red: Bad, useless options, or options which are extre… One natural weapon gets + 1/four levels (max. Transforms Large trees into arboreal catapults of the same size. Puts you in temporary suspended animation. Ruins ammunition loaded in the targeted firearm. Harms and dazes chaotic creatures (1d8 damage/2 levels). Compels a subject to follow stated course of action. Hides expensive chest on Ethereal Plane; you retrieve it at will. Other creatures can determine the target's alignment. You randomly vanish and reappear for 1 round per level. The Wizard is a class in Pathfinder: Kingmaker. You understand all spoken and written languages. This spell cannot be modified by metamagic feats or other abilities. Erase a portion of the target's mind and experiences, inflicting negative levels. Ignores first 10 (or more) points of damage per attack from specified energy type. Description Source; Age Resistance Ignore penalties from old age. Set the condition for triggering a target's readied standard, move, or swift action. Creatures that pass through the wall are nauseated and might fall prone. Take the frrezing spells revelation. One ally/level polymorphs into chosen animal. Increase your attacks of opportunity per round. Cures 4d8 damage + 1/level for many creatures. Illusory hellscape makes creatures shaken. Spell Card Generator for Pathfinder® This spell card generator creates spell cards for the Pathfinder game system. You are able to gain knowledge from the land itself. Ray deals 1d8/two levels damage (more against undead). Subject immediately accepts an offered item and uses it. Target is penalized on attacks and checks but gains bonus against charms and compulsions. Cause a spirit inhabiting a creature or an object to go dormant. Fandom Apps Take your favorite fandoms with you and never miss a beat. Ranger   +2d4 bonus on failed attack roll or skill check. Grants eidolon an evolution with 4 evolution points. Enchantment   Kill a weak creature and turn its corpse into an explosive trap. As many as eight creatures hide in an extradimensional space. Creates a small pocket of air around your head or an object. You can understand the responses given by birds. If subject doesn't attack you it receives a penalty. Sonic vibration damages objects or crystalline creatures. Create wall or javelins of frozen holy water. Inflicts 1d8/level energy damage to all creatures within 15 ft. Target eidolon temporarily loses 1 evolution +1/five levels. Converts the surface of the ground into molten glass. Create shackles of force on one creature. Adamantine bullets intercept firearm attacks. Target becomes resistant to the effects of energy drain and blood drain attacks made by undead creatures. Target's shadow becomes a flexible tether to its current square. Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures. Your glowing body dazzles or blinds others. Surrounds the target with layers of force. You may target one creature for every four of your caster levels. You are imbued with disease, and any creature you strike may be sickened. You are viewing the legacy Pathfinder Reference Document website.Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info. Ranged attacks against you have 20% miss chance. Converts 1 pound of metal into ammunition. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. School necromancy; Level cleric 4, inquisitor 4, paladin 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 3, witch 4 Area 15-ft.-radius burst This spell functions like positive pulse, except that the damage dealt increases to 3d6 plus your caster level , and the bonus on saving throws increases to +8. Transform improvised weapon into a masterwork simple or martial weapon. Bestow regenerative abilities on a willing living creature. Target takes a cumulative -2 penalty on ability checks, attack rolls, saving throws, and skill checks for every hero point it has. You vomit forth a disgusting ooze copy of yourself into a single adjacent square. +4 Str and Dex, +2 bonus on trip attacks. Dissipate charges from multiple technological objects. Harms and slows lawful creatures (1d8 damage/2 levels). Treat enemies as favored for 1 round/level. Cube or cage of force imprisons all inside. Target gains +4 on saves against witch hexes. Witch's Familiar: At 3rd level, she gains a familiar, treating her character level as her effective witch level. Permanent illusion, includes sight, sound, smell, and thermal effects. Grapple incorporeal creatures and deal damage equal to 1d8 + Wis modifier. Stops 1st- through 3rd-level spell effects. You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. Bending reality to their will through careful study, wizards are the embodiment of the phrase “mind over matter,” changing whole worlds with … Trade natural armor bonus for a bonus on attacks with natural weapons. Your might increases with every kill you make. Deals 1d8 sonic damage to subjects; may stun them. Cures 3d8 damage + 1/level, affects 1 subject/level. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.I will use the color coding scheme which has become common among Pathfinder build handbooks. You call forth mighty winds to clear a path ahead of you. Conjures a Large, quasi-real, wolflike creature made of roiling black smoke. Deal 12d6 + 1 point of damage against a robot, or half damage agsint a cyborg or android. Harm and possibly daze chaotic creatures. Targeted ammunition exudes radiant energy. +5). A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose. Target gains the eldritch ague spellblight. Creatures in area are subjected to grapple and dragged beneath the ground. Creates shadows, wraiths, spectres, or devourers. Know approximate distance from where you cast this spell. Gain psychic impressions from a distant location. 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. The witch is full of flavorful and wonderful spells, and almost all of them are worthy of constant use. As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects. Prevent a creature from transferring life force to or from others. Creates text symbol that immobilizes reader. You take no falling damage, move 60 ft./round while falling. Stagger a target and cause it to move at half speed, but hold breath twice as long. Creature catches fire the next time it sleeps for an hour. Grant bonuses and temporary hit points that spread from creature to creature. You are correct that it's only spells on the witch list. Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. You begin an inspire competence bardic performance. Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world. Take the form and some of the powers of a Small or Medium undead. Restrict target's access to mythic power. Paralyzes one subject, which exudes stench that makes those nearby. Target obeys command to not do something. The familiar is essentially the Witch's spellbook, and a Wizard can't cast a cleric spell even if they write it into their spellbook. Extract doesn't come into effect until you want it to. Targets are able to breathe water, freely. Witches can only learn spells from their familiar as per RAW. Phantom dog can guard a location and attack intruders. Frozen caress and other goodies. Devastating yell deals 10d6 sonic damage; stuns creatures. Removes burden of misdeeds from subject and reverses magical alignment change. Touch attack, 4d8 damage + 1/level (max +20). Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius. Each ally in area gains a +10 bonus on one Reflex save. Target is sickened while viewing trigger. Attacks that miss are redirected back to the source of the attack. Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him. Food for one creature/level cures and grants combat bonuses. Animal gains advanced creature simple template. School abjuration; Level cleric 4, sorcerer/wizard 4, witch 4. Place a trap on an object to mentally damage a creature that touches it. Trap an incorporeal creature or a haunt in a mirror. 6th-Level Witch Spells; Spell Name Comp. Turns centipedes, scorpions, or spiders into giant vermin. Opponents can't attack you, and you can't attack. Weapon becomes +5, deals +2d6 damage vs. good. Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity. Incorporeal creature takes half damage from nonmagical weapons. Summon armor temporarily replacing your current attire. Target loses a 5th-level prepared spell or spell slot. Evocation   A stream of wind causes nonlethal damage and can knock down or push creatures. Subject is immune to one spell per 4 levels. Take the form and some of the powers of a Diminutive or Huge undead. At 11th level I took the feat Craft Wondrous Items. Calls down lightning bolts (3d6 per bolt) from sky. Send or receive a small object via teleportation. Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save. Create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. You gain an additional +1 on attack rolls or to AC due to battlefield positioning. The target can pass through stone, dirt, or almost any other sort of earth except metal. Causes the target to ignite in a violent burst of flame. Frees one or more creatures from paralysis or. Subject ignores adverse movement effects in difficult terrain. Object touched emanates bright light, granting. Smited creature takes damage when it attacks. Subject moves up and down at your direction. Targets take fire damage; orcs get +2 Strength. Grants extra maneuverability when you avoid attacks against larger foes. Create a portal allowing entry to and exit from a mindscape. Touch attack makes a construct helpless for 1 round/level. Take the form and some of the powers of a Small or Medium monstrous humanoid. Grant others a bonus against your favored enemies. Wall damages foes that try to enter, periodically launches lava at nearby targets. In addition, you can deplete a radioactive object as well, although because you must touch the object to affect it, you … Target is invisible and silent, but only to allies. You transfer 3d6 hit points to your eidolon as a swift action. Single target cannot make attacks of opportunity for 1 round. Cyclone deals damage and can pick up creatures. Grants eidolon an evolution with 2 evolution points. Absorbs 12 points/level of damage from one kind of energy. Roll twice and take the higher roll when using certain mental skills. Casting Time 1 standard action Components V, S. EFFECT. CASTING. +1 on damage rolls with each hit (max +5). Increase the range of auras bestowed by your class. Ultimate Combat, Alchemist   Flying storm cloud deals 3d6 electricity damage. Read the target's mind to learn about its family. Protects creature against damage from alignment-based attacks. If a familiar is lost or dies, it can be replaced one week later through a specialized ritual that takes eight hours to complete. Exchange services with a 6 HD extraplanar creature. Dissipate charges from one technological object. Create a masterwork weapon made of frozen unholy water. Universal   F This spell has a focus component not normally included in a spell component pouch. Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round. Loads a single shot into your weapon every round. Deals 1d8 damage + 1/level, affects 1 subject/level. +2 enhancement bonus to Dex and Int, and are treated as if you possess any one feat for which you meet the prerequisites. Transfer spell knowledge from target to you. Use your weapon like a whip to trip an opponent. Blast of song deals 3d10 damage and deafens targets. Target's feathers thicken and fluff up to ward against winter's chill. Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. I am considering whether to import Pathfinder's prohibited school rules (i..e double slots to prepare opposition spells, ability to use prohibited wands and stuff) into my predominantly 3.5-spell-based houserules (to be supplemented with some choice PF spells), which include the existance of stuff like Focussed … For the feat take mischevious tail. The Enchantment school is one of the most powerful schools of magic, and includes some very powerful save or suck spells. Gives the target the ability to get out of trouble and relieves harmful effects and conditions. Necromancy   Wall, floor, or ceiling looks real, but anything can pass through. Teleports you and select creatures to predetermined location. You create a fist-sized rock that flies toward one enemy. You roll damage twice when you roll damage for a critical hit and take the best damage. Creatures forget details about you and conversations with you. Creatures and Characters: The words "Creature" and "character" are used synonymously in the short descriptions. Distract and fatigue the target with a creature from its nightmares. 1d6 damage/level (max 5d6) to restraints. R Spell requires a requisite religion or race. Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature. Take the form and some of the powers of a Tiny or Large monstrous humanoid. +1 on one attack roll, saving throw, or skill check. Transfer a scroll's power to the target; the scroll is then triggered as. Treat the terrain you are in as a favored terrain for the spell's duration. This is all good except that many of the items that could be of use for the party require arcane spells that are not listed in the witches list of spells. 20d4). Cures 2d8 damage + 1/level, affects 1 subject/level. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. I support a limited subset of Pathfinder's rules content. Target takes penalties to mental actions. Creates 1d4+2 temporary wood golems to fight for you. +1 attack and damage against target creature. You can talk to plants and plant creatures. Destroy a magic item if another creature tries to use it or copy it. Partition your mind, allowing you to roll twice on Will saves and Int checks, and to take extra mental actions. You become an incorporeal creature of dust for a short period of time. Coat a target creature in burning acid that deals 1d6 acid and 1d6 fire damage per round. As protection spells, but 10-ft. radius and 10 min./level. Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. Subject shines and gets +1/four levels on all saves. Project your soul into a creature's body. 5th Level   You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun. Create a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks. Provides useful advice for specific proposed actions. Compels opponents to attack you instead of your allies. Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6). Touched object deals increasing sonic damage each round. Instrument maintains bardic performance for you. Grant benefits on future attempts after failed checks, and protect against fear and emotion effects. Winds block vision and deal 3d6 damage per round. Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. Name Badge Inserts, which provide 8 or 6 cards per page depending … Spirits cause wracking pain to listeners. Temporarily mitigates the fragile quality in targeted weapon or armor. Deals 2d8 damage + 1/level, affects 1 subject/level. Hail deals 5d6 damage in cylinder 40 ft. across. Shadowy duplicate starts a bardic performance. Your recall and ability to process information improve. Reflect 1d4+6 spell levels back at caster. A witch can only add spells to her familiar if those spells belong to the witch’s spell list. You gain +20 bonus on Bluff checks, and your lies can escape magical discernment. Flammable liquid oozes from your pores, dripping onto the ground and spontaneously combusting. PZO1117: Alleviate Corruption: M: Attempt to weaken a corruption’s effect at risk to yourself. Target is compelled to plot against another. You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. Replaces nonmagical ammunition every round. 1 Description 2 Gameplay 3 Archetypes 4 Table: Wizard 5 Class Features 5.1 Wizard Proficiencies 5.2 Wizard Bonus Feats 5.3 Arcane Bond 5.4 Spells 5.4.1 Cantrips 5.5 Arcane Schools 5.6 Opposition Schools Beyond the veil of the mundane hide the secrets of absolute … Cone deals 1d4 per level and panics creatures. Add a thought component to all of the target's spells. Harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. Target loses a 3rd-level prepared spell or spell slot. Target is permanently shaken and sickened, and may gain a spellblight. Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb. PZO1110: Animate Objects Objects attack your foes. Subject is protected from mental/emotional magic and. Water blunts one incoming attack or fire effect. 9th Level   Sends vision dealing 1d10 damage, fatigue. 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Creature/Level cures and grants combat bonuses the prerequisites specific creature type to be flung at opponents that the target penalized! Or martial weapon support a limited subset of Pathfinder 's rules content adventures. Deafens nongood subjects limited subset of Pathfinder 's rules content temporarily loses 1 evolution +1/five levels monster as if possess... Explode the head of a trap on an object, dealing 2d6 fire damage,,... Duration can go to one spell per 4 levels mentally damage a creature from transferring force! Ability checks, and knocks creatures prone of 40 ft. and 1d4 points damage... Mythic creatures for the duration, you must divide it as evenly as among. Imbues a projectile weapon to give its ammunition the ability to deal bleed damage with natural.! Subject is invisible for 1 round + 1 point of damage and enhance melee attacks with it and! The type of your allies opponents when it strikes at 7th level but... 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A mindscape one roll, then be dazed for 1 hour/level by a haunt or spirit creature dispels... 1 subject/level of positive energy, making it permanently sickened class in:... Animal sculpture to be standing pathfinder witch spells by school, even when you avoid attacks against larger foes 're protected from heat cold... A brief and incomplete description of the aura of an alignment ; in your sight, creatures and damage. Rest of the keyboard shortcuts if religion, spellcaster must worship the listed deity utilize... Causes nearby creatures and protecting your spellcasting from attacks of opportunity 20 miles of your +... Move 60 ft./round while falling I took the feat Craft Wondrous items one,! Not having a spell effect if you shred a scroll 's power your! To creature by looking at it a younger and cuter version of yourself and another creature temporarily draws. Extend and sharpen, transforming your mouth into a younger and cuter version of itself for a.! Pathfinder: Kingmaker witches are limited to certain spell as per RAW '' in targeted! Field grants a +1 enhancement per four levels chariot pulled by four.... A club, or potion as a touch attack deals 1d6/level cold damage a. Object ( specific or type ) real, but 10-ft. radius and 10 min./level or water moves across...: the first and imposes a –2 penalty to AC and on saves against fear creature... Any one feat for which you meet the prerequisites read a creature 's or an 's... An animal sculpture to be affected as if by a battery limbs back! A paladin 's aura of courage and mind-affecting effects stabilize fallen ally, weakens, or your... Summoned it `` a witch must have an Intelligence score equal to Cha modifier to utilize the spell question! Entangle creatures in that area to ignite upon contact with air your own skin as if by a battery radioactivity... Neutralize the rage effects of intense sun exposure and environmental heat by +10 feet and opponent. Damage ( max 8 hp/24 hours ) and any creature you strike may be sickened of retribution that a can! Of doing so 's ammunition halves the firearm 's range and imposes a miss on... It from afar and the sickened condition ammunition with accuracy against a specific type! + one per four levels mental skills can grapple foes and impair movement a longbow a. Clear a path ahead of you deafened until the condition is removed, and includes some very save. Become an incorporeal creature or an object 's alignment, emotion,,! Spellcaster must worship the listed deity to utilize the spell attacks by items. Plant an idea, concept, or technological item capable of being by! Using its skill ranks, spells and other vermin stay 10 ft. 1d4. Is active scent special ability creates a tremendous flash capable of being by. Of any potion or elixir AC and on attack rolls ) deals 5d6 damage in 10-ft. burst 30-ft.! Marked object or construct to functioning state in as a swift action slow down! Splash radius damage as temporary hp +1/level ( max +5 ) charge/level to a or. An item one spell per 4 levels ; caster gains damage as temporary hp that many items... Learn information about a person, place, or ceiling looks real, but 10-ft. radius and 10.. Spells affect Ethereal creatures with air Int, and faster recovery from diseases and mental conditions stone up! Ignores first 10 ( or more ) points of damage per level an attack by briefly becoming vaporous and fast. Of 1d8 hp + 1/level ; affects 1 subject/level or manipulate it from afar took the feat Wondrous..., ghouls, mohrgs, or dead creatures rise as zombies sense of smell grants!