1d6/level damage, 1 secondary bolt/level. © Valve Corporation. Your size increases, and you gain bonuses in combat. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Treat the terrain you are in as a favored terrain for the spell's duration. Instill false psychic impressions into an object. Protects creature against damage from alignment-based attacks. Targets creature or creatures touched (up to one/level). Last stand cures good creatures, hurts evil. Check All / Uncheck All. Gain DR 10/slashing, increases reach 10 ft., and breathe water. Reach spell is great for turning touch spells into rays allowing you to keep your distance. Communicate with multiple sleeping creatures. Sense the presence and attributes of mindscapes. 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. When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. Allows the target to cause the ground to rise up beneath him. Some touch spells allow you to touch multiple targets as part of the spell. Improves one specific element of a trap chosen at the time of casting. Inscription casts your hex on those who pass it. Transform improvised weapon into a masterwork simple or martial weapon. You can score critical hits with either type of attack as long as the spell deals damage. Monster Codex   Nerevar Nerevar. You ward a single object in your possession against theft. 1d4 + 1/level floating eyes scout for you. Compels opponents to attack you instead of your allies. Your blood hardens when you are wounded, increasing your AC. Mimics evocation below 5th level, but only 20% real. Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. 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. You may strike multiple opponents with a single attack. Water blunts one incoming attack or fire effect. Creates permanent brand on target creature. Illusory double can talk and cast spells. Take the form and some of the powers of a Tiny or Large undead. You can sense whether a particular creature is within 20 miles of your location. Touch attack deals 1d8 + 1/two levels damage. Keeps eavesdroppers from overhearing you. Cube or cage of force imprisons all inside. 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. Hear or see at a distance for 1 min./level. pathfinder-1e touch-attacks. Frees one or more creatures from paralysis or. Cone of ice slivers deals 1d6 cold/level. Calms creatures, negating emotion effects. Protects creatures from sustained environmental effects. You create a fist-sized rock that flies toward one enemy. Temporarily suppress an affliction or condition. You greatly magnify the target's ability to smell the presence of blood. Inquisitor   Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Touch attack makes a construct helpless for 1 round/level. Increases strength of a paladin's aura of courage. Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. Polish a metal item until it's usable as a mirror. Use ranged touch attacks like Telekinetic Fist (ability), Snowball (1), Scorching Ray (2), Battering Blast (3), and Hellfire Ray (6) on tougher enemies. Gain ability to follow the trail of the aura of an alignment. You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. Masterwork ice dagger deals +1 cold damage. You are imbued with disease, and any creature you strike may be sickened. Sorcerer/Wizard   Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires. It continues to say that casting a ranged touch attack spell will provoke an AoO even if it is cast defensively. Gives +2 bonus on attack rolls, saves, skill checks. Teleportation and interplanar travel blocked for 1 day/level. Tread unsteadily on air, with limitations. As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects. Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Harm and possibly daze chaotic creatures. Immunizes subject against poison, detoxifies venom in or on subject. Casting Time 1 standard action. Transfer a scroll's power to the target; the scroll is then triggered as. But, my Eldritch Scion Magus (NOT the Archer) is triggering attacks of opportunity from auto-casting touch of fatigue (the 0-level starting spell). Occultist   Target answers questions or suffers pain. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. Creates shadows, wraiths, spectres, or devourers. Hides expensive chest on Ethereal Plane; you retrieve it at will. You must succeed on a touch attack to strike a target. For example, if you are 5th level, your communal spell's duration is 10 minutes per level, and you have four targets, each target must receive 10 minutes of duration. The spell deals 1d3 points of electricity damage. The plan is to mix touch spells in with either unarmed flurries or natural attack full attacks to pull damage and nasty effects/more damage. You and an ally gain attack and AC bonuses. All rights reserved. General Strategy: Buff to the best of your ability and go in. Travel to Ethereal Plane with companions. A single evil creature takes more damage from creatures with a good aura. Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. I'm playing a Gish sorcerer in PFS right now, and I'm looking for melee touch attack spells that are absolutely awful. Purifies 1 cu. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. My: A spell that can be increased with mythic power. Dispel Good: +4 against attacks by good creatures. Combat follows this sequence: 1. Converts the surface of the ground into molten glass. Misleads divinations for 1 creature or object. Taking a 7 in Wisdom is asking for trouble, you'll fail some key Will save and be out of a fight for good. Target takes a –4 penalty on attack rolls, skill checks, and ability checks. 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