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Results, click title for more info
115 results for 'T'
School: Divination
Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
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School: Evocation
Attack a foe for 1 round/level and knock him back on the first round.
Attack with tail for 1d6 damage/2 levels (max 10d6), requiring a melee touch attack to hit. Push foe back on first attack.
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School: Evocation
Your tail of force can attack a group of foes within 10 ft.
Tail hits all in 10-foot radius, dealing 1d6 damage/level and knocking prone. Reflex save halves damage and avoids knock-down.
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School: Divination
Creates a beam of light between caster and target.
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School: Transmutation
Moves object, attacks creature, or hurls object or creature.
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a ...
School: Evocation
As resilient sphere, but you move sphere telekinetically.
This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained...
School: Divination
You can telepathically communicate to allies within the range. This is a one-way communication.
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School: Divination
Link lets allies communicate.
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creat...
School: Divination
Link lets allies communicate across planes.
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School: Divination
As telepathic bond, but you and one other creature.
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. ...
School: Abjuration
Blocks all telepathic communication within 80-ft. radius.
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School: Divination
Overhear creatures' telepathic communications.
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School: Conjuration
- Teleportation
Instantly transports you as far as 100 miles/level.
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not poss...
School: Abjuration
Teleportation spells fail when the destination or the origin is within the area.
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School: Divination
Teach somebody else a familiar location so the location is familiar to them, or improve the quaility of a location to familiar learned by a divination spell.
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School: Conjuration
- Teleportation
As teleport, but affects a touched object.
This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.
If desired,...
School: Evocation
Any teleportation subtype spell with an origin within the area directs the subjects to a destination of your choice.
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School: Evocation
Learn the destination of the most recent teleportation spell within the area.
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School: Conjuration
- Teleportation
As teleport, but no range limit and no off-target arrival.
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have s...
School: Conjuration
- Teleportation
As teleport, but more weight and you don't have to go.
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School: Conjuration
- Teleportation
Circle teleports any creature inside to designated spot.
You create a circle on the floor or other horizontal surface that teleports, as teleport, greater, any creature who stands on it to a designated spot....
School: Transmutation
Puts subject into suspended animation.
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its con...
School: Conjuration
- Teleportation
An item is temporarily soul bound to the subject.
The item gains a temporary mark of Soulbinding (This is different from the Permenant binding mark.) and the item will disintigrate and appear near or ...
School: Conjuration
- Teleportation
As Temporary Soul Binding, except 2 days/level and does not get discharged.
As Temporary Soul Binding, except 2 days/level and does not get discharged....
School: Conjuration
- Teleportation
As Temporary Soul Binding, except 4 hours/level.
As Temporary Soul Binding, except 4 hours/level....
School: Conjuration
- Teleportation
As Temporary Soul Binding, except 1 hour/level.
As Temporary Soul Binding, except 1 hour/level....
School: Conjuration
- Teleportation
As Temporary Soul Binding, duration is shorter.
As Temporary Soul Binding, duration is shorter....
School: Conjuration
- Teleportation
As Temporary Soul Binding, except the duration is longer.
As Temporary Soul Binding, except the duration is longer....
School: Conjuration
- Teleportation
As Temporary Soul Binding, except 2 days/level.
As Temporary Soul Binding, except 2 days/level....
School: Conjuration
- Teleportation
As Temporary Soul Binding, except 1 day/level.
As Temporary Soul Binding, except 1 day/level....
School: Conjuration
- Teleportation
As Temporary Soul Binding, except 8 hours/level.
As Temporary Soul Binding, except 8 hours/level....
School: Transmutation
Subject can travel overland 50% longer without fatigue.
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School: Transmutation
As terra cotta warrior, but the spell animates a statuette of a foo lion.
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School: Transmutation
This spell turns an statuette into a full-sized warrior.
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School: Necromancy
Turns blood to seawater, dealing 1d6/level damage.
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School: Transmutation
Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice.
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School: Transmutation
Creates short-lived wands of 1 charge from a staff.
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School: Evocation
Blast of force pushes away creatures surrounding you as though via a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (max 25).
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School: Abjuration
All Hide and Move Silently checks suffer a -10 penalty.
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School: Necromancy
Creatures suffer from altitude sickness.
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School: Transmutation
Unarmed strikes are lethal and deal an additional 1d6 piercing damage. Creatures that strike you take 5 points of piercing damage.
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School: Conjuration
- Creation
Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks.
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School: Necromancy
Creata a shadowy area that hinders the living and helps the dead
Create an shadowy area that halves healing, increases damage by half again, and regenerates the dead.
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School: Evocation
Small lightning bolts deal 1d6 electricity damage/round.
Small lightning bolts deal 1d6 electricity damage/round. Each bolt requires a successful Reflex save to negate.
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School: Evocation
Lance of force deals 1d6 damage, plus can dispel force effects.
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School: Evocation
Roar deals 1d6 sonic damage/2 levels, deafens.
Roar deals 1d6 sonic damage/2 levels (max 5d6), Fortitude halves. Reflex or knocked prone.
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School: Evocation
Wave of water deals 1d8/two levels damage and bull rushes.
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School: Transmutation
One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift).
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School: Transmutation
You act freely for 1d4+1 rounds.
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they a...
School: Evocation
Creates shelter for ten creatures.
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemis...
School: Divination
Gain all-around vision.
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School: Transmutation
Entraps and harms evil extraplanar creatures.
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School: Transmutation
You can speak Celestial.
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School: Transmutation
You gain +2 bonus on Bluff, Diplomacy, and Gather Information checks.
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School: Transmutation
You can speak Infernal.
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School: Transmutation
You spit out one Tiny viper/4 levels.
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School: Transmutation
You spit out tendrils that grapple.
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School: Divination
Speak any language.
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or ...
School: Evocation
Shadowy tentacle ending in three mouths (each AC 15, hp 10 + your caster level) projects from your hand. The mouths can strike foes within 10 feet of each other independently, dealing 2d6 points of damage each.
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School: Evocation
Similar to dolor but causes greater pain.
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School: Enchantment
- Compulsion
Subject is overwhelmed by thirst.
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School: Transmutation
Creature gains +6 natural armor, +1/three levels above 11th.
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School: Abjuration
Large shell provides cover or shelter.
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School: Transmutation
Repair 10 points/level of damage to a construct.
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School: Transmutation
Weapon gains the properties of an adamantime weapon.
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School: Necromancy
Touch attack fatigues target.
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
The subject is imm...
School: Enchantment
- Compulsion
Subject takes 1d6 points of Int, Wis, and Cha damage.
With a touch, you reduce the targets mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, ...
School: Conjuration
- Healing
Touch heals up to 2 hp/level divided among multiple targets.
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School: Transmutation
Subject turns to green slime in 4 rounds.
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School: Enchantment
Dazes one creature for 1 round/level.
You may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded...
School: Necromancy
Afflicts a creature with mummy rot.
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School: Transmutation
Use your planar touchstone-granted higher-order abilities to fuel damaging rays.
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School: Transmutation
Grants construct +2 (or higher) enhancement to natural armor.
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School: Illusion
- Glamer
You gain a competence bonus of +10 on your Intimidate checks.
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School: Conjuration
- Creation
Coats weapon with poison.
Poison weapon for next successful melee attack, deal 1d10 Con dmg, +1d10 Con dmg 1 min later (2 saves).
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School: Enchantment
- Charm
Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
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School: Transmutation
Temporarily remove one extraordinary or supernatural ability from the target creature.
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School: Abjuration
Safely moves an untriggered magical symbol to another location.
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School: Enchantment
- Compulsion
Medium or smaller targets are paralyzed.
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School: Transmutation
You gain combat bonuses.
You become a virtual fighting machine stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you c...
School: Transmutation
Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
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School: Necromancy
You damage one of a target's ability scores to increase your own.
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School: Transmutation
- Teleportation
You and target switch places and appear as each other.
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School: Transmutation
Metal within 40 ft. becomes wood.
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected ...
School: Transmutation
Transforms two 10-ft. cubes per level.
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
Any creature in the mu...
School: Transmutation
Transmute rock to lava dealing 2d6 points of fire damage or 20d6.
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School: Transmutation
Transforms two 10-ft. cubes per level.
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the...
School: Transmutation
Transforms two 10-ft. cubes per level.
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School: Transmutation
Transforms two 10-ft. cubes per level.
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School: Transmutation
Transforms two 10-ft. cubes per level.
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School: Conjuration
- Teleportation
Move instantly from one plant to another of the same kind.
You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance sepa...
School: Conjuration
- Summoning
Imprisons subject within gem.
Trap the soul forces a creatures life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is brok...
School: Transmutation
Creature moves faster but can't attack.
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School: Transmutation
You gain the Scent ability but only for precious metals and gems.
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School: Conjuration
- Healing
Meld with a tree and heal 5 hp/hour.
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School: Transmutation
You look exactly like a tree for 1 hour/level.
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The c...
School: Conjuration
- Teleportation
Step from one tree to another far away.
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of...
School: Illusion
- Figment
Marks target with an invisible horn, which sounds when near a Watchman's horn.
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School: Evocation
Force casters and skill users to Concentrate as well as knock creatures prone.
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School: Transmutation
Grants tremorsense to a range of 30 feet.
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School: Transmutation
Cast a prepared spell three times.
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School: Transmutation
Plants trip creatures entering area.
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School: Divination
You get a +10 to your next Casting Roll.
Your next single casting roll (if it is made before the end of the next round) gains a +10 insight bonus. Additionally, you are not affected by the mi...
School: Conjuration
- Creation
Create nonmagical, unattended object of any sort of matter.
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or ne...
School: Enchantment
- Compulsion
As dominate person. but save at -4.
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School: Conjuration
- Healing
As resurrection, plus remains aren't needed.
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the su...
School: Divination
Lets you see all things as they really are.
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doo...
School: Divination
As true seeing, but affects multiple creatures.
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School: Divination
+20 on your next attack roll.
+20 on your next attack roll made before the end of the next round.
Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the mis...
School: Conjuration
- Creation
Massive wave deals 1d6 bludgeoning damage/level.
Each round victims caught in massive wave take 1d6 bludgeoning damage/level (max 20d6), Fortitude save for half. Escape requires DC 20 Swim check.
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School: Transmutation
Sword animates and fights for you.
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School: Conjuration
- Creation
Tunnel's peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
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School: Abjuration
Water surrounding you becomes cloudy, granting concealment.
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School: Abjuration
Target gains +1 luck bonus on all saving throws.
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School: Abjuration
Confers a decreasing sacred bonus or penalty on the subject's next four saving throws.
Confers a decreasing sacred bonus or penalty on the subject's next four saving throws, starting at +4 or -4.
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