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Results, click title for more info
84 results for 'G'
School: Conjuration
- Teleportation
You teleport a target to a random, safe location up to 100 feet distant and visible to you
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School: Transmutation
Subject becomes insubstantial and can fly slowly.
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its ...
School: Conjuration
- Creation or Calling
Connects two planes for travel or summoning.
Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowi...
School: Conjuration
- Summoning
This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.
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School: Abjuration
Subject has a 50% chance to avoid gaze attacks.
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School: Enchantment
- Compulsion
Commands subject of 7 HD or less.
A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you...
School: Enchantment
- Compulsion
As geas, lesser, plus it affects any creature.
A geas/quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you....
School: Necromancy
Subject takes ?4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components.
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School: Evocation
Converts five gems into bombs that deal 1d8 force damage/two levels.
Converts a gem into a bomb that deal 1d8/two levels (max 5d8) force damage.
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School: Conjuration
- Teleportation
Teleport to the location of a specially prepared gem.
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School: Necromancy
Increases your maximum HD of controlled undead by your caster level.
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School: Conjuration
- Creation
Create a demi-plane.
This spell creates an immobile, finite plane with limited access?a demi-plane.
Demiplanes created by this power are very small, minor planes. A...
School: Necromancy
Preserves one corpse.
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the d...
School: Enchantment
Causes pursuers to go astray 50% of the time.
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School: Evocation
Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.
Creates a line of water that deals 1d6 nonlethal damage +1d6/two levels (max +8d6).
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School: Transmutation
Metallic creature or object becomes strongly magnetic.
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School: Conjuration
- Creation
A visible force that does not harm, but distracts.
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School: Necromancy
An eerie green torch light causes creatures to become shaken.
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School: Transmutation
Causes an instrument to float above the ground and play itself.
Causes an instrument to float above the ground and play itself. If used with your bardic music ability, grants a +2 competence bonus on your Perform check.
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School: Illusion
- Figment
Figment sounds.
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost s...
School: Necromancy
Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.
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School: Transmutation
Armor works normally against incorporeal attacks.
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School: Transmutation
Weapon works normally against incorporeal creatures.
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School: Abjuration
Incorporeal creatures turn corporeal.
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School: Transmutation
You become incorporeal.
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School: Divination
Object records, plays a song at your command.
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School: Transmutation
Automatically pulls crossbow string into catch.
Automatically pulls string of a hand crossbow or light crossbow into place 1/level (max 10 times) or a heavy crossbow 1/2 levels (max 5 times).
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School: Evocation
Your tail of force can be used to take advantage of an attack of opportunity.
Use your tail of force to make attacks of opportunity; melee touch attack, dealing 2d6 points of damage.
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School: Necromancy
Convert victim to a ghoul under your control.
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School: Necromancy
Ray paralyzes target.
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School: Necromancy
Glyph wards area, paralyzes victims.
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School: Necromancy
Light provides turn resistance.
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School: Necromancy
Paralyzes one subject, which exudes stench.
Paralyze one subject, which exudes stench that sickens (Fort neg) all except you witin 10'.
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee tou...
School: Transmutation
You may grow up to Huge, Gargantuan, or Colossal size.
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School: Transmutation
Turns centipedes, scorpions, or spiders into giant vermin.
You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be ...
School: Transmutation
Thrown pebble turns into boulder dealing 2d6 + 1/2 caster levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 + 2d6 fire at 13th, and critical becomes x3 at 17th.
Thrown pebble becomes boulder dealing 2d6 +1/two levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 +2d6 fire at 13th, critical is x3 at 17th.
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School: Transmutation
Subject gains one additional pair of arms.
Subject gains an additional pair of arms and claws on all hands, allowing four claw attacks, each dealing 1d4 damage. If two claws hit, rend for additional 2d4 + 1-1/2 Str modifier.
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School: Abjuration
Stops 1st- through 3rd-level fire spell effects and provides concealment.
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School: Abjuration
Subject gains SR 18 against fire spells and effects.
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School: Abjuration
Area around you provides SR 25 against fi re spells and effects.
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School: Conjuration
- Creation
Conjures glaciers that attack your enemies.
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School: Transmutation
Turns subject into glass.
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School: Conjuration
- Creation
Jams locks with snow and ice, raising Open Lock DC by 10 and lock's hardness by 5.
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School: Transmutation
You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Gain +30 to Bluff for lying, not feinting or diversion. Detect lies spell must succeed on d20+detector's CL vs DC 15+your CL.
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus ...
School: Enchantment
- Compulsion
Target takes 1d6 nonlethal damage/level and is confused.
Target takes 1d6 nonlethal damage/level (max 15d6) and is confused.
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School: Illusion
- Phantasm
A flash of horror causes the target to become shaken.
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School: Divination
Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.
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School: Divination
You get an answer to a yes-or-no question.
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School: Conjuration
- Creation
Blinds creatures, outlines invisible creatures.
Blinds creatures, outlines invisible creatures, imposes -40 penalty to Hide checks.
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for...
School: Abjuration
As globe of invulnerability, lesser, plus 4th-level spell effects.
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spel...
School: Abjuration
Stops 1st- through 3rd-level spell effects.
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spel...
School: Abjuration
Wearer gains +1 sacred bonus to AC per five caster levels and damage reduction 5/evil.
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School: Abjuration
As shield other, but affecting multiple creatures, and healing them if you die.
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School: Evocation
Cone-shaped shriek distracts smart foes, makes concentrating difficult.
You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence...
School: Evocation
Creates permanent magical light; you control brightness.
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School: Abjuration
Inscription harms those who pass it.
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a por...
School: Abjuration
As glyph of warding, but up to 10d8 damage or 6th-level spell.
This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a...
School: Conjuration
- Creation
Cloud of itchy debilitating pollen sickens living creatures.
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School: Conjuration
- Creation
Your mount gets force armor.
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School: Conjuration
- Creation
You create a suit of shining golden +1 mithral full plate around your body.
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School: Transmutation
Grants a construct the magic immunity special quality of a particular golem.
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School: Divination
Swift. You can sneak attack constructs for 1 round.
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School: Enchantment
- Compulsion
Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skil...
School: Transmutation
2d4 berries each cure 1 hp (max 8 hp/24 hours).
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can imme...
School: Transmutation
Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.
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School: Evocation
Large hand provides cover, pushes, or grapples.
This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack p...
School: Conjuration
- Creation
Wall sprouts hands that entangle enemies, help allies climb.
Wall sprouts hands that entangle enemies, allies gain +10 to Climb check on wall.
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School: Divination
Swift. You can sneak attack undead for 1 round.
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School: Necromancy
Target is prevented from regaining hit points by any means.
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School: Transmutation
Your hand flies from you to make grapple artacks.
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School: Conjuration
- Creation
Makes 10-ft. square or one object slippery.
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex s...
School: Evocation
Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.
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School: Evocation
Each creature in area takes 2d6 acid damage +1/level.
Each creature in area takes 2d6 acid damage +1/level (max +10).
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School: Necromancy
Tears hand from target, dealing 6d6 damage, then hand attacks target.
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School: Transmutation
Prevents smoke from rising from a small fire.
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School: Abjuration
Array of magic effects protect area.
This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as...
School: Divination
+1 on one attack roll, saving throw, or skill check.
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill...
School: Divination
Provides +20 bonus to a skill check.
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School: Divination
Swift. You ignore distance penalties with your ranged attacks for 1 round.
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School: Evocation
+2 on ranged attacks against creatures in illuminated area.
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School: Enchantment
- Compulsion
A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
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School: Evocation
Blows away or knocks down smaller creatures.
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
A Tiny or smalle...
School: Transmutation
15-ft tentacle grows from your stomach and attacks your enemies.
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School: Necromancy
Kills subject and gives you 4d6 temporary hit points and +4 Strength.
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