source: Pathfinder Core Rulebook (Second Edition)

Found 1515 matches

Undead

The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different. Spell List divine (page 309)

Bloodline Skills Intimidation, Religion

Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: wail of the banshee

Bloodline Spells initial: touch of undeath; advanced: drain life; greater: grasping grave

Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).

Counterspell
Level 1 Sorcerer Abjuration

Trigger: A creature casts a spell that you have in your repertoire.

When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).

Dangerous Sorcery
Level 1 Sorcerer

Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.

Familiar
Level 1 Sorcerer

An animal serves you and assists your spellcasting. You gain a familiar (rules for familiars are found on page 217).

Reach Spell
Level 1 Metamagic Concentrate Sorcerer

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Widen Spell
Level 1 Metamagic Manipulate Sorcerer

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Cantrip Explosion
Level 2 Sorcerer

You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repertoire.

Enhanced Familiar
Level 2 Sorcerer

Prerequisites: a familiar

You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Arcane Evolution
Level 2 Sorcerer Arcane

Prerequisites: bloodline that grants arcane spells

Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.

During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.

Bespell Weapon
Level 2 Sorcerer

You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
  • Necromancy negative damage