Spellbook
Showing spells 457–468 of 1401.
target creature's intelligence and charisma scores each drop to 1. the affected creature is unable to use intelligence- or charisma-based skills, cast spells, understand language, or communicate coher...
- Arcanist 5
- Sorcerer 5
- Witch 5
- Wizard 5
you create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. for example, arrows and bolts fired at the targe...
- Arcanist 5
- Cleric 5
- Druid 5
- Hunter 3
- Oracle 5
- Ranger 3
- Sorcerer 5
- Warpriest 5
- Wizard 5
this spell transforms your body into living flame. you and your equipment are immune to fire damage. in fact, every time you would normally take damage from fire, you are instead healed of damage at a...
- Arcanist 9
- Elementalist Wizard 9
- Sorcerer 9
- Wizard 9
you call forth two fiery projectiles resembling shuriken, plus one more for every two caster levels beyond 3rd (to a maximum of eight shuriken at 15th level), which hover in front of you. when these s...
- Arcanist 2
- Sorcerer 2
- Wizard 2
the recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. the locale can be outdoors or underground, a...
- Bard 6
- Cleric 6
- Druid 6
- Hunter 6
- Inquisitor 6
- Oracle 6
- Shaman 6
- Skald 6
- Warpriest 6
- Witch 6
you gain intuitive insight into the workings of traps. you gain an insight bonus equal to 1/2 your caster level (maximum +10) on perception checks made to find traps while the spell is in effect. you ...
- Cleric 2
- Inquisitor 2
- Oracle 2
- Warpriest 2
- Witch 2
this spell instantly delivers 10 points of damage per caster level. if the target's fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. the subject might...
- Arcanist 7
- Druid 8
- Sorcerer 7
- Wizard 7
you transform the target's fins, flippers, or tail into legs and feet, allowing it to walk on land. the target loses its swim speed but gains a base speed appropriate for a humanoid of its size (speed...
- Arcanist 3
- Druid 3
- Hunter 3
- Shaman 3
- Sorcerer 3
- Witch 3
- Wizard 3
up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action. the first cone deals 4d6 points of fire damage to every creature in the area. the second cone of fla...
- Alchemist 2
- Arcanist 2
- Bloodrager 2
- Elementalist Wizard 2
- Investigator 2
- Magus 2
- Sorcerer 2
- Wizard 2