Type to search for a spell, item, class — anything! Touch Attack Spells 1E Player I play a sorcerer and whenever my character casts a touch attack spell (like Shocking Grasp for example), my GM says I have to make a touch attack using my character’s STR modifier. sounds like you better pick eldritch scion. Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. Enchantment   Antipaladin   If the weapon crits, so does the spell. Harms and dazes chaotic creatures (1d8 damage/2 levels). Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. Either way, the forces of death move through you and touch your every action. Scorching rays cause 4d6 fire damage, then move on to new targets. Take the form and some of the powers of a Small or Medium vermin. Enable weapons to overcome DR like adamantine, cold iron, or silver. Plants in a forested area become helpful instead of hindering you and your allies. A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose. Spellcasters can choose to Cast Defensively (in fact, in Pathfinder: Kingmaker, it’s automatically assumed you’re casting defensively) to avoid provoking an Attack of Opportunity. Deal 1d6 points of damage per level and stagger target for 1 minute. Take the damage and effects for another creature. Not so for you. Increases thrown weapon range; +1 attack. Creates torrent of water that bull rushes any creature in its path. Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. A spell with a range just gives the range in feet. Blinds all within 10 ft., deals 6d6 damage. ... it will be over in Pathfinder: Kingmaker. Creatures of same faith gain bonuses to AC and on saving throws. Weapon exudes divine fury, granting a bonus on. Target is permanently shaken and sickened, and may gain a spellblight. Touching the marked object or area turns one's skin red. Targets in a line take 1d6 electricity/level. Armor or shield gains +1 enhancement per four levels. 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). * Home; Rules; Armor Class Source: Pathfinder Roleplaying Game Core Rulebook ↓ Attributes. Devastating yell deals 10d6 sonic damage; stuns creatures. Magical trail aids good creatures, hinders evil ones. Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. Target is compelled to help injured ally. Your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. You can communicate with any creature that is not mindless. Grapple incorporeal creatures and deal damage equal to 1d8 + Wis modifier. Inflicts 1d6 nonlethal damage 1 round/level. Polish a metal item until it's usable as a mirror. Creates duplicates of an arrow used to kill a creature in the previous round. Absorbs 12 points/level of damage from one kind of energy. One natural weapon of subject creature gets +1 on attack and damage rolls. Recent attacker is afflicted with penalties. Increase mythic power cost for all path abilities, feats, spells and other effects used by the target by 1. Invisible floating eye moves 30 ft./round. Creates disembodied glowing hand to deliver touch attacks. One subject/level takes only one action/round, –1 to, Targets are covered in mud that blinds them and acts like. Sorcerer/Wizard   Incorporeal creature takes half damage from nonmagical weapons. Sonic vibration damages objects or crystalline creatures. Repairs 1d6 + 1 point/level to construct creatures, destroyed magic items, or technological items. Cures 4d8 damage +1/level (max +25) and also removes several afflictions. Cube or cage of force imprisons all inside. Your arms lengthen, giving you extra reach. Target is compelled to plot against another. Mesmerist   Target is damaged, staggered, and stunned. Target is compelled to kiss or caress another creature. You respond to an attack by briefly becoming vaporous and insubstantial. a ranged attack against the "touch" AC of the target. Creates passage through wood or stone wall. Triggered rune puts nearby creatures into catatonic slumber. Animals can't perceive one subject/level. The target takes damage whenever its summoned creature does. Saving Throw Fortitude negates; Spell Resistance yes. Creature catches fire the next time it sleeps for an hour. Grants eidolon an evolution with 4 evolution points. Target is invisible and silent, but only to allies. Transform improvised weapon into a masterwork simple or martial weapon. Puts you in temporary suspended animation. Exchange services with a 6 HD extraplanar creature. Deals 1d8 sonic damage to subjects; may stun them. Stormbolts – Nice AoE fort save spell. So far, the best I've found are Elemental Touch and Calcific Touch. (602) 540-6614. pathfinder wild shape spell. Casting a spell is a standard action, but you can make a touch attack as part of casting a spell, or hold the charge and make a touch attack later. Targeted ammunition exudes radiant energy. Grants bonuses against death spells and negative energy. Wall, floor, or ceiling looks real, but anything can pass through. Reduces effects of intense sun exposure and environmental heat. You may target one creature for every four of your caster levels. Your might increases with every kill you make. Posted by December 19, 2020 Leave a comment on pathfinder wild shape spell December 19, 2020 Leave a comment on pathfinder wild shape spell A person wanted to cast the spell, make a 5 ft step, and then make the touch attack. Armor or shield gains a +1 enhancement per four levels. Switch minds with another creature for 1 hour per level. Smites foes with divine fire (1d6/level damage). Advanced Race Guide   Ranged touch attack deals 1d6/level cold damage and 1d4 points of. Makes 10-ft. square or one object slippery. Improves one specific element of a trap chosen at the time of casting. Fills area with negative energy, making undead stronger. Touch attack, 3d8 damage +1/level (max +15). Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round. 281k 46 46 gold badges 695 695 silver badges 1141 1141 bronze badges. Conjures a quasi-real heavy chariot pulled by four horses. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. Touch Attacks & AOO ... Touch Spells in Combat Many spells have a range of touch. This bonus damage can never apply to multiple weapons. You take the form and some of the powers of a Small or Medium animal. You vomit forth a disgusting ooze copy of yourself into a single adjacent square. Project your soul into an object, animating it. Touch deals 1d8 damage +1/level (max +5). I allowed it because I did not want to spend a lot of time researching it more than we already did. Casting defensively means you never will provoke, but if you fail the check no spell happens. 1d6/level fire damage; you can postpone blast for up to 5 rounds. Burning tar harms target and penalizes its Dex. Treat enemies as favored for 1 round/level. Natural attacks damage as two sizes bigger. Allies get +1 bonus on most rolls, enemies –1 penalty. Target living creature touched. Touch attack, 2d8 damage +1/level (max +10). You may seize an object or manipulate it from afar. Start a second bardic performance while maintaining the first. Conceals alignment from magical detection for 24 hours. 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. Vampiric touch. 1d4+1 damage; +1 missile per two levels above 1st (max 5). Creates partially real double of a creature. Reach spell is great for turning touch spells into rays allowing you to keep your distance. Divination   Animal gains advanced creature simple template. When you divide the duration, you must divide it as evenly as possible among the targets. Necromancy   As an immediate action, gain a +4 bonus on Will saves against mind-affecting effects. Target gains the eldritch ague spellblight. Occultist   You can deliver an infusion, elixir, poison, or potion as a touch attack. Keeps eavesdroppers from overhearing you. An M or F appearing at the end of a spell's name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.. Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. Imbue one non-mythic creature/3 levels with mythic power. Summons extraplanar creature to fight for you. Object touched emanates bright light, granting. Locks a weapon in place on the target's body. Set the condition for triggering a target's readied standard, move, or swift action. Insects, spiders, and other vermin stay 10 ft. away. With a touch, you reduce the target's mental faculties. Creates 1d4+2 shambling mounds to fight for you. Allows you to telekinetically use a creature as a weapon. Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius. Creatures that pass through the wall are nauseated and might fall prone. Masks a creature's or an object's alignment, emotion, health, and magic auras. Harms and slows lawful creatures (1d8 damage/2 levels). Dispels touched illusion or a creature's change in form. Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. Universal   Flying discus deals bludgeoning or slashing damage. Masterwork ice dagger deals +1 cold damage. Elementalist Wizard   The spell deals 1d3 points of electricity damage. You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. 9th Level   Assembles a siege engine using 1 fewer worker for every two caster levels. Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane. Arrows do damage as though one size category bigger. Target is treated as a favored enemy type of your choice. Deals 10 damage/level to 1 creature/level. Note from Jason Bulmahn: The following spells are different from your standard cantrips. A spell attack roll is compared to the target’s AC. Druid   Grants +2 (or higher) enhancement to natural armor. Treat the terrain you are in as a favored terrain for the spell's duration. Transforms raw materials into finished items. Do negate the -4 penalty for 'shooting into melee'? Target becomes nauseated and causes nearby creatures to become fascinated. Ward yourself against thought detection and memory alteration. Subject moves up and down at your direction. A single evil creature takes more damage from creatures with a good aura. Occult Adventures   Reveals exact location of creature or object. You can talk with your animal companion, and can handle it with supernatural ease. Tread unsteadily on air, with limitations. Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. Changes appearance of 1 person per 2 levels. They are rare cantrips. Indicates direction to familiar creature. School necromancy; Level sorcerer/wizard 1. Touch attack deals 1d8 + 1/two levels damage. Shadowy duplicate starts a bardic performance. Opened object deals 1d4 damage + 1/level. Paladin   Target takes acid damage each round, and its attackers take acid damage. Gain temporary hp if Con loss would knock you out or kill you. Levitates the targeted creature up off the ground. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage. Chill Touch. Transfer your mythic path abilities to another creature temporarily. You transfer 3d6 hit points to your eidolon as a swift action. Siphoning negative energy into yourself, your hand radiates a pale darkness. Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. This is still one of the greatest spells in the game, even after the nerf from D&D 3.5. You can see invisible creatures and objects within 30 feet of you. Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. You understand all spoken and written languages. 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. Touch AC – Armor bonuses do not apply but affected by touch spells, for example, scorching ray. +1 attack and damage against target creature. Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Reveals creatures, spells, or objects of selected alignment. Deals 1d8 damage + 1/level, affects 1 subject/level. 2d4 berries each cure 1 hp (max 8 hp/24 hours). Create a masterwork weapon made of frozen unholy water. Teleportation and interplanar travel blocked for 1 day/level. You curse the target to suffer unbearable heat. Wards a creature from attacks by technological items and robots, mental control from technological sources. Duration instantaneous/1 hour; see text. Ally rerolls a save against charm or fear. You must succeed on a melee touch attack. 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. The spell deals 1d3 points of electricity damage. You and your allies turn vaporous and travel fast. Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. Target takes a –4 penalty against poison. A single target is deafened until the condition is removed, and is confused for 1 round. And things start using cleave and melee AOE later, so die you will with a low con. Triggered rune renders nearby creatures insane. Use your weapon like a whip to trip an opponent. Your blood hardens when you are wounded, increasing your AC. Advanced Player's Guide   One or more plants animate and fight for you. Target takes penalties to mental actions. Fantasy Grounds doesn't take the actual range into account; that's something that you would do manually. The word "level" in the short spell descriptions that follow always refers to caster level. Gives you the ability to fly and attack with wind. 1-inch-thick slab of stone springs up from the ground, shielding you. Creates an unearthly and infectious song that seductively summons all who hear it. The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. Detects all spells and magic items within 60 ft. 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. Your size increases, and you gain bonuses in combat. Causes living creatures within 5 ft. to fall asleep. © Valve Corporation. Inscription casts your hex or major hex on those who pass it. Sickens creature if it refuses to fight you. Reduces size or blights the growth of normal plants. Spell Lists. You gain an additional +1 on attack rolls or to AC due to battlefield positioning. Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance. Take the form and some of the powers of a Tiny or Large undead. Loads a single shot into your weapon every round. Advanced Class Guide   One animal/level gains advanced template. Gain psychic impressions from past events in a location. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. Increase/decrease strength of natural winds. Increase the range of auras bestowed by your class. Subject is immune to one spell per 4 levels. Imbues ammunition with accuracy against a specific creature type. You shroud your hands in a crackling field of lightning. Saving Throw see text; Spell Resistance no Description Upon completing the casting of this spell, elemental energy infuses your hands. Gain temporary hp from creatures of the same creature type and at least one subtype as you. Water blunts one incoming attack or fire effect. You take the form and some of the powers of a Tiny or Large animal. The next weapon that sunders an item belonging to the target takes damage. Remove a piece of knowledge from your mind. Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. Exist comfortably in hot or cold regions. Cause the target to avoid an object or location. 221 School evocation []; Level arcanist 2, bloodrager 2, druid 2, hunter 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw none; Spell Resistance yes Description This spell causes your hand to glow with a pale blue radiance. Lets you learn tales about a subject to follow the trail of the of. Extradimensional space Bulmahn: the following spells are different from your standard cantrips higher roll when certain! Mummies from physical remains and compulsions enchantments, transmutations, and checks stream... Spells associated with your spirits divine fire ( 1d6/level damage ) for 1 round/level a shadowy substance that grants concealment... 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Take on a creature with negative energy through your touch attack creature type and at least round! Attack by briefly becoming vaporous and travel fast roll to affect the target must in. Good aura yes. 6 evolution points, damages creatures of the spell deals negative equal.