Target is staggered for 10 rounds on critĪll affected creatures suffer -40 to stealth checks and blinded (will negates). 4d6 cold damage and target staggered for 1 round on a touch attack. Gives 1d10+level temporary hit points (10 maximum) Target needs to make athletics or mobility check of DC25 to climb out of the pit before spell ends. Target pushed to the pit falls automatically. Targets coming near the pit have to make reflex save (at +2 bonus) to avoid falling. Targets will take falling damage (1d6 bludgeoning per 10ft) (reflex save negates). Reflex halves damages for any targetĬreate 10ft pit per 2 levels (up to 30ft). Burn one more enemy within 15ft for every 3 levels for half damage (rounded down). Burn target for 1d6 fire damage per level (up to 10d6). Living creature with skeleton takes 3d6 damage plus 1d6 per 2 levels Lasts an additional round for every 3 caster levels you possess (max = 7 total rounds at lvl 18). 2d4 acid damage in each round on a ranged touch. +20 bonus on stealth checks for 1 round per lvl or until subject attacks Fortitude save halves dex penalty and negates the slow This attack ignores concealmentĭexterity penalty: 1d6 +1 per two caster lvls (max 1d6+5). Grants a +20 insight bonus to the next attack roll. Field will stun attacker (will negates) and discharge Hand attacks don't provoke attacks of opportunity and deal 1d6 bludgeoning damage (1d4 for small)įield grants +1 AC (deflection), +1 saves (resistance). Target is staggered for 1 round if fortitude save does not succeed. 1d6 cold damage per level (max 5d6) on a ranged touch. 1d6 of electricity damage per level (max 5d6) on a touch Reduces target's size by one size, granting a -2 size penalty to strength, +2 size bonus to dexterity, reduces weapon base damage one step, reduces CMB and CMD by 1, and increases attack rolls and AC by 1 Reduce STR by 1d6 +1 per 2 levels (max 1d6+5) on a ranged touch. Grants a +2 AC (deflection) and +2 saves (resistance) from characters of the chosen alignment Missile of magical energy causing 1d4+1 points of force damage that always hits the target, plus one more missile per two levels above 1, max 5 missiles at level 9Ĭhoose an alignment. Roll 2d4 to see how many total HD of creatures are affected. Enemies stop and stare blankly at you in dazed condition. Missiles from bow or crossbow do damage as if one size larger Save every round, while in the area of effect. Grants a +30 enhancement bonus to movement speed Increases target's size by one size, granting a +2 size bonus to strength, +2 size penalty to dexterity, increases weapon base damage and melee weapon range one step, increases CMB and CMD by 1, and decreases attack rolls and AC by 1 1d6 of sonic damage per two caster levels, max 5d6. Less than 6HDġd4 acid damage per level (max 5d4) on a touch Frightened for 1d4 rounds (shaken for 1 round on will save). Sightless targets are immune.ġd3 electric damage on a ranged touch attack Afterwards the target is immune to daze for 1 minġd6 positive energy damage on a ranged touch attack Humanoid target with 4 or fewer HD is dazed. Feel free to add any missing spell information.ġd3 damage on a ranged touch attack. 2 attack rolls,damage saves, skill and ability checksĬan't take both move and standard actions in one round, can't perform full-round actionsĬan't take actions. 2 attack rolls, saves, skill and ability checks 4 attack rolls, -4 AC (melee), +4 AC (ranged) +4 attack against helpless targetsĬan't take actions except move (as a standard action) Randomly acts normally, does nothing, harms self, attacks random targetĬan't move. You may find detailed information in the main article on conditions.Ĭan't see. Spells that can be cast by a wizard, a sorcerer or an eldritch scoundrel.ĭebuff cheat sheet is here for convenience. You can help Pathfinder: Kingmaker Wiki by expanding it.
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