Ammunition in the targeted firearm is prone to misfire. Spell Lists. Creates disembodied glowing hand to deliver touch attacks. Cyclone deals damage and can pick up creatures. Suppress emotion and fear effects in a 20-ft. radius as an immediate action. Predatory animals must successfully save or attack the target. 1-inch-thick slab of stone springs up from the ground, shielding you. The spell deals 1d3 points of electricity damage. Puts 4 HD of creatures into magical slumber. When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points. There's no touch AC in D&D 5E, so a ranged touch attack from previous D&D versions is just a ranged attack in D&D 5E. You call forth mighty winds to clear a path ahead of you. Imbues ammunition with accuracy against a specific creature type. Create an expanding glow that heals allies within it of 5 hp of damage. Mimics conjuration below 4th level, but only 20% real. Subject is invisible for 1 min./level or until it attacks. Subject gains bonus on saving throws equal to Cha modifier. Causes living creatures within 5 ft. to fall asleep. Creatures that pass through the wall are nauseated and might fall prone. Other creatures can determine the target's alignment. One creature of 5 HD or less flees for 1d4 rounds. If you cast another spell, the touch spell dissipates. Grants a creature proficiency in a single weapon for short period of time. DESCRIPTION. Touch Spells in Combat: Many spells have a range of touch. Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. Single target cannot make attacks of opportunity for 1 round. Gives creature the ability to deal bleed damage with natural attacks. Replaces nonmagical ammunition every round. Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. Whisper sickens evil creatures, gives good creatures bonuses. Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. Hail deals 5d6 damage in cylinder 40 ft. across. Adamantine bullets intercept firearm attacks. You can see invisible creatures and objects within 30 feet of you. Paralyzes one subject, which exudes stench that makes those nearby. Last stand cures good creatures, hurts evil. Force globe protects but traps one subject. Subjects take –2 on attack rolls, damage rolls, saves, and checks. Makes one type of terrain appear like another (field as forest, or the like). Living creature cannot die from hit point damage. Changes appearance of 1 person per 2 levels. Makes 2 creatures pass Will saves in order to attack each other. Removes burden of misdeeds from subject and reverses magical alignment change. ... it will be over in Pathfinder: Kingmaker. Transfer your mythic path abilities to another creature temporarily. Not so for you. A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force. Choose an energy type: acid, cold, electricity, or fire. Gain psychic impressions from a distant location. Target is compelled to help injured ally. Pathfinder Compendium. Target takes cold damage and is staggered. Phantom dog can guard a location and attack intruders. Spell Immunity, Communal: abjuration: As spell immunity, but you may divide the duration among creatures touched. Increases strength of a paladin's aura of courage. Vines beneath your feet stabilize you but slow you down. Your blood hardens when you are wounded, increasing your AC. 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. Captivates all within 100 ft. + 10 ft./level. Creates a whirling screen of strong wind around you. You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. Deals 2d10 damage/round to freestanding structure. Cold darkness paralyzes and deals damage. Kills, paralyzes, blinds, or deafens nongood subjects. Rolling ball of fire deals 6d6 fire damage and ignites targets. Render a technological object or creature inert for 1 round/level. Searches must be at least 3 characters. You begin an inspire competence bardic performance. Targeted creature may not positively influence anyone. Use Arcane Weapon as needed. Move instantly from one plant to another of the same kind. Replace surface thoughts with a mental echo. If all the characters are aware of their opponents, proceed with normal rounds. Teleport multiple times between two designated locations. Projects you and others onto Astral Plane. Increase your attacks of opportunity per round. Corporeal undead gains appearance of a living creature. Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp. Teleports you and select creatures to predetermined location. You can make touch attacks round after round until the spell is discharged. Screaming pain limits the target's actions. Animals can't perceive one subject/level. Gives one willing subject a new, more powerful form. Temporarily suppress an affliction or condition. Creatures are shaken and take Wis damage. Combatan… Grapple incorporeal creatures and deal damage equal to 1d8 + Wis modifier. Duration instantaneous. Treat the terrain you are in as a favored terrain for the spell's duration. So far, the best I've found are Elemental Touch and Calcific Touch. Store electricity attacks used against you and release the energy as a touch attack. 8th Level   You must succeed on a ranged touch attack to hit your target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. Stormbolts – Nice AoE fort save spell. Swap minds with another creature forever. Shroud your unconscious self in a cocoon on the Ethereal Plane. 1: Races of Nature Unleashed (PF1) Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG) Book of Beasts: Witch Codex (PF 1e) Aegis of Empires 4: Legend of the Burning Star (PF1) Lands of Theia Grants bonuses against death spells and negative energy. Converts the top layer of the ground into hot tar. You gain +1/level insight bonus on single attack roll, check, or save. Creates a small pocket of air around your head or an object. Prevent the target from using its skill ranks, spells, feats, and abilities. +2 enhancement bonus to Dex and Int, and are treated as if you possess any one feat for which you meet the prerequisites. Winds block vision and deal 3d6 damage per round. You are able to gain knowledge from the land itself. Ranged touch attack deals 1d6/level cold damage and 1d4 points of. Reduces effects of intense sun exposure and environmental heat. They are rare cantrips. Creatures that pass through a translucent wall are blinded or deafened. Inscription casts your hex or major hex on those who pass it. Deity answers one yes-or-no question/level. Cause creatures to hate one type of creature. Teleportation and interplanar travel blocked for 1 day/level. Target takes 1d6 nonlethal damage; you gain an. Touch Attacks & AOO ... Touch Spells in Combat Many spells have a range of touch. Summon armor temporarily replacing your current attire. You can pass a weaker version of your mutagen to another creature. Summons extraplanar creature to fight for you. Harms and dazes chaotic creatures (1d8 damage/2 levels). Ammunition in the targeted firearm deafens opponents. Hooray for being in the middle! Send or receive a Tiny or smaller animal via teleportation. +4 Str and Dex, +2 bonus on trip attacks. Illusion   Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Flying discus deals bludgeoning or slashing damage. 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