Creatures bow before you as if you were divine. Creatures that pass through the wall are nauseated and might fall prone. Animal gains the combat training general purpose. On a hit, the target takes 2d12 electricity damage. You have honed your touch into a fearsome weapon. They are rare cantrips. You use your unarmed reach to determine whether you can touch the creature. Slashing weapon deals bleed damage to an opponent's head. Imbues ammunition with accuracy against a specific creature type. 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. Surrounds the target with layers of force. Creatures attacking you take fire damage; you're protected from heat or cold. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. Causes the target to ignite in a violent burst of flame. Locks a weapon in place on the target's body. Target takes a –4 penalty against poison. Your arms lengthen, giving you extra reach. Sickens creature if it refuses to fight you. Pathfinder: Kingmaker. Divination   You may seize an object or manipulate it from afar. Target gains a message that can be given only to its intended recipient. The spell deals 1d3 points of electricity damage. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. Spells in all lists are presented in alphabetical order, except when a spell's name begins with "communal," "greater," "lesser," or "mass," in which case it is alphabetized under the base spell name. Provides useful advice for specific proposed actions. You create a fist-sized rock that flies toward one enemy. Cast touch healing spells from a distance. Combat follows this sequence: 1. Gain temporary hp from creatures of the same creature type and at least one subtype as you. Confuse one creature for the duration of your concentration + 1 round. (Only vs. a target in metal armor, but yes.) Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. Elementalist Wizard   Cone deals 1d4 per level and panics creatures. Tread unsteadily on air, with limitations. Target takes a –20 penalty on its next attack roll or check. Huge wave damages and sweeps up all in its path. Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear. Attack Range – look at a weapon stats, at the top of you will find the damage and below it, you will find the range. Prevent a creature from transferring life force to or from others. 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. Swap minds with another creature forever. New Moon The target receives no benefit. Subject can absorb energy damage and enhance melee attacks with it. Subject shines and gets +1/four levels on all saves. Treat vermin as animals for Handle Animal and Ride checks. Target is compelled to kiss or caress another creature. Ranger   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. Use ranged touch attacks like Telekinetic Fist (ability), Snowball (1), Scorching Ray (2), Battering Blast (3), and Hellfire Ray (6) on tougher enemies. You surround yourself with disturbing illusions. Target cannot use hero points for the duration of the spell. Grants a +10-foot bonus to the range increment for any ranged weapon fired. Pathfinder. Lets you ask question of extraplanar entity. You must succeed on a ranged touch attack to hit your target. A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. 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