You create a discordant blast of energy that disrupts the target’s available magic and transfers knowledge of that magic to you. Concentration checks only apply to spells and spell-like abilities, because concentration checks do not specifically note that spell-like abilities are exempt from the concentration. (Not administered by or affiliated with Paizo Publishing® in any way), Press J to jump to the feed. You cast this spell as you draw out a consumable alchemical item to use. Make it seem like another is also responsible for your attacks. Rolling ball of fire deals 3d6 fire damage. The target automatically misses with attacks against creatures that are not of the opposite alignment of it. Cause divinations of the future to reveal the result you choose. You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. Create a phantasm with auditory and visual effects. Subject can absorb energy damage and enhance melee attacks with it. Target loses a 3rd-level prepared spell or spell slot. Curse target with a distracting, unbearable itch. You focus your mind on blocking out pain, allowing your body to endure punishments that would be otherwise unbearable. The target’s bones (or exoskeleton) splinter. You alter your perceptions to become convinced the target is an illusion. You siphon half of all magical healing that the targeted creature receives. Bludgeoning weapons deal half damage and are treated as slashing weapons. Hail deals 5d6 damage in cylinder 40 ft. across. You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. Disturb a creature’s rest with dark dreams. Order of Presentation: The spells (or formulae) are listed in alphabetical order by name, except when a spell’s name begins with “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name. Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures. ... You just don't have enough concentration at that level to not trigger attack of opportunity when using touch spell attack. Target is compelled to avoid another creature. Cause a creature to perform a suggested action while asleep. This reduces damage of the selected type the creature deals with spells. You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. Object or location attracts certain creatures. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. If you don’t have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level. Incomplete Spells . Curse your target with a withering aura that degrades its armor and shield (if any). This spell functions as claim identity, except it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration. Give creatures bite attacks and a hunger for their own kind’s flesh. Pathfinder Spells. Up to one touched object per level weighing up to 5 lbs. You enhance a single aspect of your mind, nurturing and empowering it. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make. Benefit: An extended spell lasts twice as long as normal. One creature of 5 HD or less flees for 1d4 rounds. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it—although radiation can seep into such barriers, causing them to become radioactive (and thus visible to the spell) in time. Pathfinder - How to Play - Concentration "Concentration" and "Concentrating on a Spell" are two different things. Your voice can be heard across great distances. Transport yourself and willing creatures to a random planar destination. To cast a spell, you must concentrate. As scripted hallucination, but permanent. Living creature of 6 HD or less loses its next action. These spikes act like +1 armor spikes. Unfortunately, the lesson that arcane casters learned early on in ver 3.5 was that spells were learned … Curse an area with six dangerous hazards. With my DM's hat on, I'm not sure I'd grant that..."Concentrate on a spell" doesn't describe an observable effect, and informally concentration is a purely mental activity (maybe if someone was super focused and using all 3 actions to Concentrate, and was Seen, I'd rule they had a visible "tell") so that doesn't seem like an obvious trigger condition to me. Read the target’s mind to learn about its family. Flying storm cloud deals 6d6 electricity damage. This means that any ability labeled as extraordinary or supernatural does not follow the concentration rules. column denotes a focus or material component not normally included in a spell component pouch. Target takes acid damage each round, and its attackers take acid damage. Makes 10-ft. square or one object slippery. Sonic energy damages objects or crystalline creatures. You may target one creature for every four of your caster levels. Communicate mentally with creatures within 100 ft. None. When the wearer of a suit of armor warded by revenant armor is brought below 0 hp or becomes unconscious in combat, the armor animates allowing the unconscious wearer to move about under the constructs control. Trick creatures into thinking their flesh is rotting. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. Targeted creature’s attacks target a random square instead of the intended target. People believe your ridiculous speech as long as you keep talking. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. Concentration Another drop-down beastie that will roll your Concentration Check(based on Spells tab of the Pathfinder Sheet) and prompt for which situation you're rolling against, level of the spell you're casting, and display the appropriate DC to beat. Force a creature to see the negative side of things. While under the effects of this spell, whenever you trigger a trap by rolling poorly on a Disable Device check, you may roll a second Disable Device check. Attempt to gain a glimpse of some specific event from the Akashic Record. Creates passage through wood or stone wall. The thing about Concentration is that it is a resource that is increasingly expensive as you level - the more Concentration spells you have access to, the more valuable the Concentration slot is. For one round attacks made with a held melee weapon are melee touch attacks that ignore all armor. Subject forgets events back to last turn. Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. 1d4+1 ghouls and 1 ghast fight for you and explode when killed to deal damage. Your blood hardens when you are wounded, increasing your AC. The amount of information revealed depends on how long you study a particular subject. Forces a creature to return to its native plane. Levitates the targeted creature up off the ground. You charge a weapon with a magic rune of fire. | 13th Age SRD Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down. You 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. Enchant a target so it is nearly impossible to detect by both magical and mundane means, granting it multiple benefits. Inflict 1d6 fire damage to creature by looking at it. Changes one page to hide its real content. | d20 Anime SRD Object or location affected by spell repels certain creatures. Inscribes a personal rune on an object or creature (visible or. Winds sweep area clear of anything of Small or smaller size, and after act as, Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures. Bizarre cacophony fascinates eldritch creatures. | Swords and Wizardry SRD 1d6/level acid damage plus 1 round of acid. Launch flaming, forceful phlegm at your enemies. 2d6 points of fire damage in a 20-ft. line, that can change each round. Erupting flames burn a target several times. "Concentrating on a Spell" with a duration of Concentration is a Standard action, and you can't cast other spells while concentrating on a spell. 1/rnd wielder of target touched melee weapon can reroll a failed attack roll. You may seize an object or manipulate it from afar. Grant a target the effects of an improved planar infusion. I was building an NPC Cleric as a mini-boss (Lv6), who'd be at the back buffing minions, and maybe wade into combat at the end. Reduce one humanoid’s size by one size category (if it is larger than you) and you grow one size category. Lets you learn tales about a person, place, or thing. You create one non-magical weapon, shield, or set of armor but it might be. Unearthly and infectious song that seductively summons up to 24 HD of creatures and. | d20PFSRD Deafens all within cone and deals 5d6 sonic damage. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require. You fill your targets with the sudden fear of failure. Wall, floor, or ceiling looks real, but anything can pass through. Deals 10 damage/level to 1 creature/level. Occult 10th-Level Spells Alter Reality (div): Warp reality to duplicate occult spells. Your weapon becomes shiny, gaining bonuses to several combat maneuvers. Creates a small pocket of air around your head or an object. The targets gain a. You cause the target to become invisible and silent, but only to his allies. You create an aura around the target weapon that weakens a foe’s spell resistance with each successful attack. Both targets remain visible and audible, and can see and hear other creatures, but cannot physically interact with any creature save one another. You cast this spell immediately before taking an action that requires a d20 roll, granting you an ability to change your action if it would fail on a roll of 9 or less on the roll. ... A school of magic is a group of related Spells that work in similar ways. Make one instrument sound like a different kind of instrument. Targets’ physical forms undergo a bizarre transformation, becoming composed of countless particles that separate and reconnect to remain whole. I don't know if this is different from PF1 but coming from 5e it opens up some interesting new possibilities. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. the Disruptive level 10 fighter feat would, but that's halfway through the game. Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically. Sell at the Open Gaming Store! Grants a weapon the returning special weapon quality. This spell slows the metabolism and other bodily functions of a creature for a short amount of time. Weaken a creature’s resistance to one type of energy. Imbues a projectile weapon to give its ammunition the ability to ricochet. Unleash a tremor that creates difficult terrain and can knock foes down and damage them. When you cast this spell, you create up to four motes that shed light or darkness in a 20-foot-radius, increasing or decreasing the illumination level by up to two categories. You create an illusory duplicate of yourself that opponents might waste an attack of opportunity on. Flying balls of lightning deal 3d6 electricity damage each. Weapon gains +1 bonus/four levels (max +5). Create a vertical wall of skeletal arms that attaches itself to any solid surface. At end of charge, alter time and return to your original position before you charged. As scripted hallucination, but it only appears when triggered. Concentration Checks and Casting Spells. Target’s attitude worsens by two categories. Protect a target from being blown away by wind of less than windstorm force. Transform improvised weapon into a masterwork simple or martial weapon. You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell. Character Sheets This new roll uses the same modifiers as the first roll. Target is compelled to help injured ally. An unattended, non-magical object you touch emanates a shimmering aura that protects humans in the area. The target object is enhanced to function as a masterwork item. Ask eldritch entities to find and converse with you. Anytime a harmless spell of 3rd level or lower is cast within the area of effect, you may choose to gain the benefit of that spell as if it had also targeted you. Surrounds the target with layers of force. Exist comfortably in hot or cold regions. Detects all spells and magic items within 60 ft. Cause one of your ears to tear itself free of your body and transform into a fly-like magical creature you control. If something interrupts your concentration while you’re casting, you must make a concentration check or lose the spell: 1. d20 + caster level + ability modifier used for casting. Create a light wind that blows against target from direction of your choice. An immobile, crystalline, globe provides you with improved cover but does not block line of sight or line of effect. Compel targets to commit criminal actions. If your familiar takes hp damage while within range of this spell, it immediately teleports to your space after the damage is applied. Protects creature from sustained environmental effects. You detect radiation in the surrounding area. Rays hit subjects with variety of effects. You are able to transport yourself a short distance by taking the form of a furious, sizzling bolt of elemental electricity. Level on a. Construct behaves oddly for 1 round/level other effects depending on how many within 15.. 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