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Pathfinder witch
Pathfinder witch













pathfinder witch

Creatures with 6 or more HD are immune t this effect. If the subject succeeds at a Will save, it is shaken for 1 round. The affected creature becomes frightened. A successful save negates the daze effect and halves the damage.Īn invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6).

pathfinder witch

You unleash a powerful scream, inaudible to all but a single target. Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. This spell imbues the subject with a touch of divine guidance. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. This spell has no effect on a creature that is already fatigued. The subject is immediately fatigued for the spell's duration. You must succeed on a touch attack to strike a target. You channel negative energy through your touch, fatiguing the target. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Humanoids of 5 or more hD are not affected. This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions.















Pathfinder witch