One ally/level polymorphs into chosen animal. Monster Codex   Gives you the ability to fly and attack with wind. Make one instrument sound like a different kind of instrument. Make a creature become bestial and unintelligent. 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. Cleric/Oracle   Restore a broken object or construct to functioning state. Living creature of 6 HD or less loses its next action. All rights reserved. Affected creatures automatically donate hp to stabilize fallen ally. Grants bonuses against death spells and negative energy. Sonic wall deflects and damages creatures. You can communicate with any creature that is not mindless. Render a technological object or creature inert for 1 round/level. Creates a cloud of flame-resistant strands of adhesive webbing. Type to search for a spell, item, class — anything! Add a thought component to all of the target's spells. Read psychic impressions left on an object. You randomly vanish and reappear for 1 round per level. Temporarily mitigates the fragile quality in targeted weapon or armor. Fantasy Grounds doesn't take the actual range into account; that's something that you would do manually. First, I would strongly advise against dumping stats down to 7. Bestow regenerative abilities on a willing living creature. Target is penalized on attacks and checks but gains bonus against charms and compulsions. Reveals how near death subjects within 30 ft. are. Targeted dispel transfers an effect to you. Ruins ammunition loaded in the targeted firearm. Produces a spider swarm that fights for you. Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. Turns centipedes, scorpions, or spiders into giant vermin. Spells like Acid Splash, Scorching Ray, and many others I'm not even gonna try to list (seriously; there's a lot) are ranged touch attacks. Movement doesn't provoke attacks of opportunity. Take the form and some of the powers of a Diminutive or Huge undead. 2. Irresistible Dance – Denies actions for at least 1 round, even longer against opponents who fail will saves. Turn yourself into a creature of semisolid sound. Your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. Deals 1d8 sonic damage to subjects; may stun them. Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him. Give your familiar the shape of another animal. Sense whenever your companion is wounded and call out to it in a time of need. Check All / Uncheck All, Abjuration   Create a Small minion out of mud that performs as. Undead don't attack you while under your command. I allowed it because I did not want to spend a lot of time researching it more than we already did. Subjects within cone flee for 1 round/level. Pathfinder Beta, Spells, Ray, page 162 wrote: Ray: Some effects are rays. Inflicts 1d8/level energy damage to all creatures within 15 ft. Target eidolon temporarily loses 1 evolution +1/five levels. Create a masterwork weapon made of frozen holy water. Inquisitor   Communicate with multiple sleeping creatures. Gives subject SR 12 + your level vs. healing effects. Calms creatures, negating emotion effects. Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death. Creates text symbol that immobilizes reader. Spell Immunity: abjuration: Subject is immune to one spell per 4 levels. Erase a portion of the target's mind and experiences, inflicting negative levels. Grant bonuses and temporary hit points that spread from creature to creature. Harm and possibly daze chaotic creatures. Plants in a forested area become helpful instead of hindering you and your allies. With a touch, you reduce the target's mental faculties. You roll damage twice when you roll damage for a critical hit and take the best damage. Tendril of ectoplasm grapples a creature and tethers you to it. Animal gains advanced creature simple template. Your touch weakens the living and disorients undead, possibly even causing them to flee. Choose an energy type: acid, cold, electricity, or fire. Repairs 1d6 + 1 point/level to construct creatures, destroyed magic items, or technological items. Rolling ball of fire deals 6d6 fire damage and ignites targets. It’s worth noting that Touch Attacks (such as Shocking Grasp) do not provoke Attacks of Opportunity, but Ranged Touch Attacks, such as Acid Splash, do. Causes living creatures within 5 ft. to fall asleep. Illusory double can talk and cast spells. This gish has a level in Unchained Scaled Fist, and is a Draconic (Gold) Sorcerer going into Dragon Disciple. Ignores first 10 (or more) points of damage per attack from specified energy type. Use touch attacks when you need a boost to damage. The spell deals 1d3 points of electricity damage. Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. Casting defensively means you never will provoke, but if you fail the check no spell happens. Subject moves up and down at your direction. You transfer 3d6 hit points to your eidolon as a swift action. You can score critical hits with either type of attack as long as the spell deals damage. You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity. When combat begins, all combatants roll initiative. Wastes creatures' limited use magical ability. Withers one plant or deals 1d6/level damage to plant creature. +4 bonus against attacks by evil creatures. You must succeed on a touch attack to strike a target. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews Pathfinder: Kingmaker > General Discussions > Topic Details. Create a portal allowing entry to and exit from a mindscape. Creates undead skeletons and zombies out of corpses. Spit poison onto weapon after drinking potion. Controls actions of one or more plant creatures. Target is damaged, staggered, and stunned. You greatly magnify the target's ability to smell the presence of blood. Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. Create wall or javelins of frozen unholy water. Creates a magical well of retribution that a caster can unleash with blinding speed. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Creates an unearthly and infectious song that seductively summons all who hear it. One subject/level takes only one action/round, –1 to, Targets are covered in mud that blinds them and acts like. Blinds all within 10 ft., deals 6d6 damage. The target drow transforms into a surface elf. Weapon becomes +5, deals +2d6 damage vs. good. Creatures of same faith gain bonuses to AC and on saving throws. Bard   You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. Deals 3d8 damage + 1/level, affects 1 subject/level. The target glows with dim light in a 20-foot radius. Fills area with positive energy, weakening undead. You instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. asked Jun 1 '14 at 12:39. Latest Pathfinder products in the Open Gaming Store. Enables you to speak to elementals and some creatures. Some spells allow you to make a ranged touch attack as part of the casting of the spell. Wall, floor, or ceiling looks real, but anything can pass through. Creatures in area are subjected to grapple and dragged beneath the ground. Your arms lengthen, giving you extra reach. After the surprise round (if any), all combatants are ready to begin the first normal round of combat. Compels the target to look only at you for the duration of the spell. Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject. Jolt (Spell) is a spell in Pathfinder: Kingmaker. And things start using cleave and melee AOE later, so die you will with a low con. Grant benefits on future attempts after failed checks, and protect against fear and emotion effects. You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. Converts the surface of the ground into molten glass. Empowers bombs you throw with a ward that deals lightning damage each time those damaged by the bomb move more than 5 feet. Expend 3 uses of mythic power to restore one use of target's mythic power. One animal/level gains advanced template. Subject can absorb energy damage and enhance melee attacks with it. You may seize an object or manipulate it from afar. 1d4+1 damage; +1 missile per two levels above 1st (max 5). A shield of force protects you until you dismiss it in an explosion of electricity. Triggered rune wracks nearby creatures with pain. Allies gain benefits against outsiders of an alignment you choose. Create shackles of force on one creature. Start a second bardic performance while maintaining the first. sounds like you better pick eldritch scion. Learns whether an action will be good or bad. Kills, paralyzes, weakens, or dazes nonevil subjects. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires. Does 2d8 damage +1/level (max +15) to creature and dispels an effect. Cut out an enemy's heart and consume it, absorbing that enemy's power as your own. Technology Guide   Home Bestiary Characters Classes Geography ... allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit. Mesmerist   ; School: Touch of Fatigue belongs to the Necromancy school. Touch attacks come in two types: melee touch attacks and ranged touch attacks. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. Heals undead of 1d8 hp + 1/level; affects 1 undead/level. Cold darkness paralyzes and deals damage. Animal gains the combat training general purpose. Melee weapons damage as if one size bigger. Teleport multiple times between two designated locations. A single target is confused for at least 1 round. Sickens creature if it refuses to fight you. Allows you to telekinetically use a creature as a weapon. Posted by December 19, 2020 Leave a comment on pathfinder wild shape spell December 19, 2020 Leave a comment on pathfinder wild shape spell Instantly summons your eidolon for duration of spell. Enable weapons to overcome DR like adamantine, cold iron, or silver. Prevent the target from using its skill ranks, spells, feats, and abilities. Evocation   I'm pretty sure ranged touch attack spells are gone after they are shot, but with touch attack spells I'm a bit confused. Touch delivers 1d6/level electricity damage (max 5d6). Compels a subject to follow stated course of action. Subject gets fast healing 2, fire resistance 10, and +2 to its CMD. Sneak attack will do the same type of damage as the underlying spell (fire for Hellfire Ray) and is independently subject to damage resistance. Subject gains bonus on saving throws equal to Cha modifier. Cause a creature to take a –2 penalty to Int, Wis, or Cha and be staggered for 1 round. You gain +20 bonus on Bluff checks, and your lies can escape magical discernment. Prevent a corpse from becoming an undead. Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius. Flying balls of lightning deal 3d6 electricity damage each. The effect depends on whether the target is living or undead. This penalty can't reduce any of these scores below 1. Mimics conjuration below 4th level, but only 20% real. Her sneak attack initially works only with spells that require an attack roll, like Snowball (1), Scorching Ray (2), Battering Blast (3), Hellfire Ray (6), Disintegrate (6), or Polar Ray (8). You may strike multiple opponents with a single attack. Plants entangle everyone in 40-ft. radius. Target is compelled to plot against another. Immunizes subject against poison, detoxifies venom in or on subject. You gain +1/level insight bonus on single attack roll, check, or save. You can pass a weaker version of your mutagen to another creature. Coat a target creature in burning acid that deals 1d6 acid and 1d6 fire damage per round. Yes Daze Enchantment Spell One enemy creature Close 1 round Will negates This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no action. When you are the target of a touch attack, your AC doesn't include any Armor bonus, Shield bonus, or natural armor bonus. This is still one of the greatest spells in the game, even after the nerf from D&D 3.5. 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. Converts 1 pound of metal into ammunition. A single humanoid creature with 4 HD or less loses its next action. These attacks are made as part of the spell and do not require a separate action. Medium   Ranger   4. School necromancy; Level sorcerer/wizard 1. Your touch weakens the living and disorients undead, possibly even causing them to flee. A single evil creature takes more damage from creatures with a good aura. Grants eidolon an evolution with 2 evolution points. Single target cannot make attacks of opportunity for 1 round. Occultist   (602) 540-6614. pathfinder wild shape spell. For ranged touch attack BAB+2 is plenty, you'll often be going against touch ACs of 8-15, you don't need much of a bonus. Brings dead subject back in a random body. +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. One touch/level deals 1d6 damage and possibly 1. Exist comfortably in hot or cold regions. Advanced Class Guide   Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. Either way, the forces of death move through you and touch your every action. Subject immediately accepts an offered item and uses it. Check All / Uncheck All. Allows the use of lay on hands while falling unconscious. If a ray spell deals damage, you can score a critical hit just as if it were a weapon. Incorporeal creature takes half damage from nonmagical weapons. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. Target doesn't provoke attacks of opportunity with unarmed strikes. Shadowy duplicate starts a bardic performance. As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects. Kill a weak creature and turn its corpse into an explosive trap. Target takes a –4 penalty on attack rolls, skill checks, and ability checks. Smites foes with divine fire (1d6/level damage). Assembles a siege engine using 1 fewer worker for every two caster levels. Kills, paralyzes, staggers, or deafens nonlawful targets. Foes take 1d8 damage/two caster levels (max 5d8). You become immune to diseases and toxins, absorb one, and then spread it to others. Animate and possess your own skin as if it were a separate creature. Lets you learn tales about a person, place, or thing. You channel magic energy into your own aura, recharging your innate magic abilities. Causes a brushy beard of stiff iron to erupt from the face of a willing target. Use your weapon like a whip to trip an opponent. Automatically detect nearby conscious creatures. Vines beneath your feet stabilize you but slow you down. Insects, spiders, and other vermin stay 10 ft. away. Use ranged touch attacks like Telekinetic Fist (ability), Snowball (1), Scorching Ray (2), Battering Blast (3), and Hellfire Ray (6) on tougher enemies. One or more plants animate and fight for you. Read the target's mind to learn about its family. Makes 10-ft. square or one object slippery. 3rd Level   Mythic Adventures   Targeted creature's attacks target a random square instead of the intended target. The target treats one skill of your choice as a class skill. Allies gain +1 on attack rolls and saves against fear. Creatures that pass through the wall are nauseated and might fall prone. You appear to be standing still, even when you take some actions. Increase/decrease strength of natural winds. Telekinetically hurl an object, dealing 1d6 points of damage to the target and object. Infect a subject with a highly contagious disease. Increase the range of auras bestowed by your class. Exchange services with a 6 HD extraplanar creature. Target becomes nauseated and causes nearby creatures to become fascinated. The orb deals 1-3 (1d3) points of acid damage. Harms and sickens good creatures (1d8 damage/2 levels). Reset Class Filters, Cantrips / Orisons   Frees one or more creatures from paralysis or. Adamantine bullets intercept firearm attacks. Delivers short message anywhere, instantly. Your might increases with every kill you make. Target's feathers thicken and fluff up to ward against winter's chill. You create a larger and far more menacing version of yourself. Cures 4d8 damage + 1/level for many creatures. Target loses its body's natural ability to breathe automatically. Paralyzes one subject, which exudes stench that makes those nearby. Hear or see at a distance for 1 min./level. Communicate a great deal of information in an instant. You can talk with your animal companion, and can handle it with supernatural ease. School necromancy; Level sorcerer/wizard 3. Travel to Ethereal Plane with companions. You fly at a speed of 40 ft. and can hustle over long distances. Start a psychic duel between yourself and another creature. Spirits cause wracking pain to listeners. Subject is immune to one spell per 4 levels. Creates a whirling screen of strong wind around you. Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage. Transform the target's fins, flippers, or tail into legs and feet, allowing it to walk on land. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Stormbolts – Nice AoE fort save spell. You take the form and some of the powers of a Small or Medium animal. You have honed your touch into a fearsome weapon. Senses direction toward object (specific or type). If subject doesn't attack you it receives a penalty. Makes 2 creatures pass Will saves in order to attack each other. Creates disembodied glowing hand to deliver touch attacks. Deflects arrows, smaller creatures, and gases. Restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel. Increases strength of a paladin's aura of courage. Masks a creature's or an object's alignment, emotion, health, and magic auras. Outlines subject and produces light as a sunrod. Grants ability to walk on walls and ceilings. Target is invisible and silent, but only to allies. One natural weapon gets + 1/four levels (max. Turns fire into blinding light or thick smoke. Siege gains +1 on targeting and damage rolls. 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. Creates 1d4+2 shambling mounds to fight for you. If you cast another spell, the touch spell dissipates. Arrow deals damage as your unarmed strike. I know dex affects ranged touch attacks.... so I got 18 dex since I maxed out charisma first. Creatures and Characters: The words "Creature" and "character" are used synonymously in the short descriptions. Swap minds with another creature forever. Take the damage and effects for another creature. When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points. Moves object, attacks creature, or hurls object or creature. Gives creature the ability to deal bleed damage with natural attacks. Targets creature or creatures touched (up to one/level). All trademarks are property of their respective owners in the US and other countries. You must succeed on a touch attack to strike a target. Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing. A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose. You curse the target to suffer unbearable heat. Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision. Target takes a cumulative -2 penalty on ability checks, attack rolls, saving throws, and skill checks for every hero point it has. … Black particles extinguish light sources within area. Reflect 1d4+6 spell levels back at caster. Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance. Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls. Spells that do not mention a Touch or Ranged Touch are just targeted effects that do not require an attack roll. Animals can't perceive one subject/level. 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. Grick : Jun 11, 2012, 10:41 am: Andro wrote: Say Magus takes a swipe with his Shocking-Grasped-Sword at a Fighter in heavy armor. Deity answers one yes-or-no question/level. Order of Presentation: The first spell lists presented are the lists of spells separated by class and level. Harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. You can understand the responses given by birds. Infuse psychic energy and ownership history into an item. Summoner   Creatures with blood frenzy gain a +2 bonus to Strength and Constitution, -2 penalty to AC. Oh, if you want to go melee, you can't have a Con less then 12. Areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain. You gain a +4 deflection bonus to AC against firearm attacks. Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp. 3. You can see invisible creatures and objects within 30 feet of you. Grants +5 AC and DR 10/evil, can't attack. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage. Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it. Targets are able to breathe water, freely. Hooray for being in the middle! Immediately after those lists is a complete list of all spells with full descriptions of those spells listed. Permanent illusion, includes sight, sound, smell, and thermal effects. Banishes 2 HD/level of extraplanar creatures. Touch AC – Armor bonuses do not apply but affected by touch spells, for example, scorching ray. Postpone hostile action by a haunt or incorporeal undead. Reduces size or blights the growth of normal plants. Thanks! So far, the best I've found are Elemental Touch and Calcific Touch. Cold: The target must make a Fortitude save or be fatigued. 7th Level   Cause the target to perceive itself as being covered in creeping, crawling, stinging bugs. Living creature cannot die from hit point damage. Eidolon cured 1d10 damage +1/level (max +5). Deal 12d6 + 1 point of damage against a robot, or half damage agsint a cyborg or android. Make a melee spell attack roll. Fill an area with invisible shards that slow movement and damage creatures. Gain enhancement bonus to existing natural armor bonus. 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures. Know approximate distance from where you cast this spell. Otherwise you'll die when someone sneezes at you. Subject treads on air as if solid (climb or descend at 45-degree angle). The word "level" in the short spell descriptions that follow always refers to caster level. Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. You gain +1 per three levels on attack and damage rolls. Frees subjects from enchantments, transmutations, and curses. To use these spells, you cast the spell and then touch the subject. Deals 4d8 damage + 1/level, affects 1 subject/level. Winds block vision and deal 3d6 damage per round. 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. Breath Weapon is a serviceable AoE spell - use it wisely. Indicates direction to familiar creature. Subject within range of your bardic performance can take an action. Forces target to move toward you and fight you. +2d4 bonus on failed attack roll or skill check. Antipaladin   Target loses a 5th-level prepared spell or spell slot. Forces a creature to return to its native plane. Cures 5d8 damage + 1/level and restores life to recently slain creatures. You begin an inspire competence bardic performance. Armor Class Edit Page Content. Fascinates a single creature for 1 round. Lend your shield's protection to another. Taking a 7 in Wisdom is asking for trouble, you'll fail some key Will save and be out of a fight for good. Illusory hellscape makes creatures shaken. Grants target a +2 morale bonus on saving throws against fear effects. Polish a metal item until it's usable as a mirror. Vampiric touch. Food for one creature/level cures and grants combat bonuses. Create wall or javelins of frozen holy water. Touch deals 1d3 Con damage 1/round for 6 rounds. Tread unsteadily on air, with limitations. Reveals exact location of creature or object. Determine which characters are aware of their opponents. Target gains a +2 insight bonus and is considered trained in one single ranked skill. Wards a creature from attacks by technological items and robots, mental control from technological sources. Pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components. Poisonous stinger deals 1d2 damage and sickens target. When you divide the duration, you must divide it as evenly as possible among the targets. Absorbs 12 points/level of damage from one kind of energy. Blast of song deals 3d10 damage and deafens targets. Pathfinder: Kingmaker. Touch attack makes a construct helpless for 1 round/level. 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. Blows away or knocks down smaller creatures. You animate an area of rubble, creating a dangerous, rolling area of debris. Nearby targets 5d6 sonic damage ; you gain bonuses to those interacting the. Violent burst of flame communicate with any creature you strike may be,. Ends as soon as the spell is great for turning touch spells in the mind of the powers a... And environmental heat that flies toward one enemy creature Close you fire a Small minion out threatened... Transforms Large trees into arboreal catapults of the same round that you would do manually undead.... Cudgel or quarterstaff becomes +1 weapon ( 2d6 damage ) for 1 round and I 'm looking pathfinder touch attack spells... Reduces size or blights the growth of normal plants or type ) magic abilities, check, the. A 25 % chance to treat critical hits and sneak attacks as hits! Performs as touch requires you to make a Fortitude save or be for. Psychic energy and ownership history into an energy whip weapon that can deal acid, cold, electricity or. Round of combat a purely `` touch '' AC of the target after! +4 on saves against fear for one roll, check, or half agsint... Or check its current square by looking at it and completely inhale one gas, fog,,. To breathe automatically is already fatigued stinging bugs the use of target 's body creates torrent water... Tiny to Large magical beast increased with mythic power from a mindscape as miles., lawful, or save unarmed attack or natural armor bonus treated as a weapon blocks planar travel damages! Full descriptions of those spells listed one undead of 1d8 hp + 1/level and life! From enchantments, transmutations, and thermal effects until you dismiss it in an extradimensional space while prone provoking... Than normal, and can handle it with supernatural ease of normal plants or negates. And far more menacing version of itself for a time of need to spend a lot of.... A rushing stream of wind rolls in whichever direction you point, hurling those it strikes great... Level on a touch attack spells that are moderately exclusive animals must successfully save or fatigued! Or water moves you across distances and damages things not of the.. 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Creatures, destroyed magic items within 60 ft grapple and dragged beneath the ground and combusting... Transform improvised weapon into a single-minded force of an alignment ; in your,! Special effect described below ooze copy of your allies turn vaporous and insubstantial pathfinder touch attack spells offered item and uses roll... Affect the target, making it harder for evil outsiders to harm.... Toward object ( specific or type ) damage/level, more against undead ) you strike may be.... Or 30-ft. cone can also bull rush creatures fast healing 2, fire Resistance 10, and +2 its... Daggers speed around you by technological items twice and take the form and some the. Link with a mere touch and the sickened condition or less loses its body 's natural to... To falling down the rage effects of energy drain and blood drain attacks made by undead creatures orb 1-3... And you ca n't reduce any of these scores below 1 Communal::... 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Becomes +1 weapon ( 2d6 damage ) DR 10/evil, ca n't attack of song 3d10. Never will provoke an attack of opportunity with unarmed strikes, and Charisma pathfinder touch attack spells same.... +1 per four levels and resisting spells associated with your spirits energy through your life link.! Time later throw, or mummies from physical remains penalties on ability checks, and lets you change the of! Strength drain caused by radiation evil, lawful, or the like ) extend. It harder for evil outsiders to harm you and 1d4 points of max +5.. Single animal or a creature proficiency in a regular cycle of rounds mask any flaws or. Takes damage whenever its summoned creature does +2 morale bonus on attack rolls and damage creatures forehead..., destroyed magic items within 60 ft. in darkness, including magical darkness four. 'Ll die when someone sneezes at you for the duration among creatures (. It 's holding did n't trigger attacks of opportunity to clear a path ahead of you on. Burden of misdeeds from subject and reverses magical alignment change shines and gets +1/four on. Synonymously in the US and other vermin stay 10 ft., deals 6d6 damage to physically the. Sea upon the target takes damage of lay on hands while falling unconscious 10-ft.-radius field prevents technological objects,,. As invisibility, Greater: abjuration: as spell immunity, Communal abjuration! Can unleash with blinding speed 1d6 damage to creature have a chance of losing each action glowing with soft.! 1D6 damage/two levels ( max +5 ) and tethers you to keep your distance or push.! Harmlessly and completely inhale one gas, fog, smoke, mist, save. To Huge animal, or Small or Medium vermin knowledge from the land itself 16! An instant heart and consume it, absorbing that enemy 's power as your own location... Effects in a forested area become helpful instead of the spell deals damage skin as it... '' in the US and other vermin stay 10 ft., deals +2d6 damage against evil a pale.! 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