Sets trigger condition for another spell. Irresistible Dance – Denies actions for at least 1 round, even longer against opponents who fail will saves. share | improve this question | follow | edited Dec 16 '14 at 18:44. Inflict 10 damage/level to one creature/round. 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. Reflect 1d4+6 spell levels back at caster. Purifies 1 cu. Make one instrument sound like a different kind of instrument. Calls forth several fiery projectiles ready to be flung at opponents. The extra 10 minute duration can go to one of the four targets or it is wasted. +2 enhancement bonus to Dex and Int, and are treated as if you possess any one feat for which you meet the prerequisites. With a touch, you reduce the target's mental faculties. Devastating yell deals 10d6 sonic damage; stuns creatures. Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. Animate and possess your own skin as if it were a separate creature. Target is compelled to kiss or caress another creature. Stormbolts – Nice AoE fort save spell. Dazzles one creature (–1 on attack rolls). Mask any flaws of or damage to a creature or object. You instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. Armor or shield gains +1 enhancement per four levels. Some spells require you to succeed at a spell attack roll to affect the target. Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear. Pathfinder. Prevent the target from communicating and cause it to act randomly. These attacks are made as part of the spell and do not require a separate action. Rolling ball of fire deals 3d6 fire damage. Touch attacks come in two types: melee touch attacks and ranged touch attacks. Store electricity attacks used against you and release the energy as a touch attack. Wield a javelin that sickens opponents when it strikes. Otherwise you'll die when someone sneezes at you. And do spells like Snowball also benefit or not? Restore up to 1 charge/level to a battery or technological item capable of being charged by a battery. See 60 ft. in darkness, including magical darkness. Read psychic impressions left on an object. Opponents cannot attack a pathetic creature. Your ability to smite evil also entangles your foe. You surround yourself with a veil of positive energy, making it harder for evil outsiders to harm you. Blows away or knocks down smaller creatures. Most liches rarely use their touch attack, instead preferring to rely upon their powerful spells. Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. Subject ignores adverse movement effects in difficult terrain. Cause the target to perceive itself as being covered in creeping, crawling, stinging bugs. +5). Kill a weak creature and turn its corpse into an explosive trap. Converts the top layer of the ground into hot tar. Not so for you. Hides expensive chest on Ethereal Plane; you retrieve it at will. You gain +1/level insight bonus on single attack roll, check, or save. Exchange services with a 6 HD extraplanar creature. Scorching rays cause 4d6 fire damage, then move on to new targets. Spell Study (Wizard ACF 2, 6, 11, 16) 1/day Cast a bard, druid and cleric spells as a Wizard spell using Int for DC and effect. Restore a broken object or construct to functioning state. You are viewing the legacy Pathfinder Reference Document website. A shortbow may double as a club, or a longbow as a quarterstaff. As many as eight creatures hide in an extradimensional space. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Deal 1d6 points of damage per level and stagger target for 1 minute. Rapidly recall everything you know about a subject. *Pathfinder & Starfinder . Make the spirit of one creature manifest. 1d6/level damage, 1 secondary bolt/level. Treat vermin as animals for Handle Animal and Ride checks. Posted by December 19, 2020 Leave a comment on pathfinder wild shape spell December 19, 2020 Leave a comment on pathfinder wild shape spell Create wall or javelins of frozen unholy water. Instantly switch places with a single ally. Inflict touch spell upon creature that attacks you. You must succeed on a touch attack to strike a target. Misleads divinations for 1 creature or object. Gain DR 10/slashing, increases reach 10 ft., and breathe water. Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him. Target gains a bonus on one initiative check. Divination   Attacks that miss are redirected back to the source of the attack. Creates an illusion over an area to make creatures that view or interact with it believe it has suffered a catastrophe that renders it utterly worthless. Shadowy duplicate starts a bardic performance. Check All / Uncheck All. Creates a magical well of retribution that a caster can unleash with blinding speed. Dispels touched illusion or a creature's change in form. Allows you to telekinetically use a creature as a weapon. Ultimate Combat, Alchemist   Whisper sickens evil creatures, gives good creatures bonuses. Channels the force of an enemy's attack back into its weapon. Screaming pain limits the target's actions. To use these spells, you cast the spell and then touch the subject. The act of casting a spell, however, does provoke an attack of opportunity. Incorporeal creatures stay 10 ft. away from you. Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save. Roll twice and take the higher roll when using certain mental skills. Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. My sorcerer has a -1 STR modifier, so against most enemies I to roll super high to even have a chance of hitting. +1 on damage rolls with each hit (max +5). The target glows with dim light in a 20-foot radius. Flying balls of lightning deal 3d6 electricity damage each. Deliver a touch spell using an unarmed attack or natural attack that would normally provoke an AoO. A single humanoid creature with 4 HD or less loses its next action. Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Creature catches fire the next time it sleeps for an hour. Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. Target takes acid damage each round, and its attackers take acid damage. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). Gain a climb speed and a swim speed of 10 ft. for a time. a ranged attack against the "touch" AC of the target. 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. Frees subjects from enchantments, transmutations, and curses. One subject/level takes only one action/round, –1 to, Targets are covered in mud that blinds them and acts like. Automatically detect nearby conscious creatures. Creates new sounds or changes existing ones into new sounds. Tread unsteadily on air, with limitations. Earth or water moves you across distances and damages things not of the natural world. Enemies take –1 on attack rolls and saves against fear. You channel negative energy through your touch, fatiguing the target. You can score critical hits with either type of attack as long as the spell deals damage. Paralyzes one humanoid for 1 round/level. Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. Subjects within cone flee for 1 round/level. 1d6/level fire damage; you can postpone blast for up to 5 rounds. As many as eight subjects travel to another plane. Target doesn't provoke attacks of opportunity with unarmed strikes. +1 on one attack roll, saving throw, or skill check. Creatures of same faith gain bonuses to AC and on saving throws. Psychic   In these cases, the attacker makes a touch Attack Roll (either ranged or melee). Shaman   All rights reserved. You gain an additional effect while a judgment is active. School necromancy; Level sorcerer/wizard 3. Sickens creature if it refuses to fight you. Saving Throw none; Spell Resistance Yes Description You cause a spark of electricity to strike the target with a successful ranged touch attack. Cures 2d8 damage + 1/level, affects 1 subject/level. Removes the broken condition from the targeted object. Creates duplicates of an arrow used to kill a creature in the previous round. You take the form and some of the powers of a Tiny or Large animal. i'd suggest you check the magus class considering it revolves heavily around touch attacks and melee damage. As many as eight creatures hide in extradimensional space. Paladin   To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. You create a coating of slime on your hand. Repairs 1d6 + 1 point/level to construct creatures, destroyed magic items, or technological items. Lets you see all things as they really are. You shroud your hands in a crackling field of lightning. You may strike multiple opponents with a single attack. Passing through wall deals 2d6 damage + 1/level. Subject gets fast healing 2, fire resistance 10, and +2 to its CMD. Gain a +2 circumstance bonus on grapples and Escape Artist checks, and a bonus to CMD against grapples, and reduce falling damage by 20 feet. Masterwork ice dagger deals +1 cold damage. Give yourself privacy by muffling sound leaving the area. To do so to an opponent, you must make a successful melee touch attack. One creature/level moves faster, +1 on attack rolls. Extract doesn't come into effect until you want it to. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. 1d4 + 1/level floating eyes scout for you. Use ranged touch attacks like Telekinetic Fist (ability), Snowball (1), Scorching Ray (2), Battering Blast (3), and Hellfire Ray (6) on tougher enemies. Effect [edit | edit source]. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. Imbue one non-mythic creature/3 levels with mythic power. Peaceful feelings harm those attempting violence. +2 AC against attacks of opportunity and increases speed. Transmutation   School necromancy; Level sorcerer/wizard 1. The target drow transforms into a surface elf. Take the form and some of the powers of a Tiny or Large monstrous humanoid. In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You create a dimensional link with a targeted creature, and switch spots with it. Cyclone deals damage and can pick up creatures. Eidolon cured 1d10 damage +1/level (max +5). Remove a piece of knowledge from your mind. Targeted creature may not positively influence anyone. The target's wings grow more powerful, increases fly speed by +10 feet and its maneuverability to improve by one category. Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world. A rushing stream of fire sprays from your outstretched hand, dealing fire damage to every creature in the area. Creates torrent of water that bull rushes any creature in its path. Object sheds supernatural shadow in 60-ft. radius. Subject is protected from mental/emotional magic and. Touch attack makes a construct helpless for 1 round/level. Allies gain benefits against outsiders of an alignment you choose. Immediately after those lists is a complete list of all spells with full descriptions of those spells listed. (602) 540-6614. pathfinder wild shape spell. 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures. Grants eidolon an evolution with 4 evolution points. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Advanced Class Guide   Connects two planes for travel or summoning. Gives the target the ability to get out of trouble and relieves harmful effects and conditions. When you are the target of a touch attack, your AC doesn't include any Armor bonus, Shield bonus, or natural armor bonus. Create a portal allowing entry to and exit from a mindscape. Compels opponents to attack you instead of your allies. 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. You are imbued with disease, and any creature you strike may be sickened. Melee weapons damage as if one size bigger. Rays hit subjects with variety of effects. Your recall and ability to process information improve. Gain bonuses on identifying and resisting spells associated with your spirits. 9th Level   Targeted dispel transfers an effect to you. Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance. Creates shadows, wraiths, spectres, or devourers. Occult Adventures   Touch attack, 2d8 damage +1/level (max +10). Preferably more. The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. Illusory hellscape makes creatures shaken. Switch minds with another creature for 1 hour per level. Subject can absorb energy damage and enhance melee attacks with it. Grant the target a dodge bonus to its AC against attacks from larger creatures. Know approximate distance from where you cast this spell. Allows the target to cause the ground to rise up beneath him. 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. This is still one of the greatest spells in the game, even after the nerf from D&D 3.5. Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage. Subject is invisible for 1 min./level or until it attacks. Gives creature the ability to deal bleed damage with natural attacks. Makes 2 creatures pass Will saves in order to attack each other. ; School: Touch of Fatigue belongs to the Necromancy school. Subject moves up and down at your direction. You may target one creature for every four of your caster levels. Remove all ongoing radiation effects on a single target, restore Constitution and Strength drain caused by radiation. Spiritualist   His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. Instill false psychic impressions into an object. Acorns and berries become grenades and bombs. Heals one undead of 1d8 hp + 1/level (max +5). The spell deals 1d3 points of electricity damage. Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6). KRyan. wraithstrike : Mar 24, 2012, 11:33 pm: We saw that part, but we disagree on what it means due to a dev saying it was part of a rules change. All other modifiers, such as your size modifier, Dexterity modifier, and Deflection bonus (if … A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll. Either way, the forces of death move through you and touch your every action. 2. Restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel. Make a normal item into a masterwork one. Place a trap on an object to mentally damage a creature that touches it. The subject is immediately fatigued for the spell’s duration. Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will. Duration instantaneous/1 hour; see text. Heals undead of 1d8 hp + 1/level; affects 1 undead/level. Teleports you and select creatures to predetermined location. Have a read of the spell descriptions and see if it mentions something like it being a "ranged attack" or a "ranged touch attack" or the like. Okay thanks then for the help. Treat enemies as favored for 1 round/level. Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. Creatures that pass through a translucent wall are blinded or deafened. Furthermore, unless the communal spell's description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration listed in the spell description. Touching the marked object or area turns one's skin red. Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime (Core Rulebook 416), dealing 1d3 points of Constitution damage per round. 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Int, and switch spots with it to speak to elementals and some of the ground, shielding.! To cover the target must make a successful melee touch attack causing 1d6 points of damage per round move or!