The act of casting a spell, however, does provoke an attack of opportunity. Grieving target can take no actions and is denied its Dex bonus. Smited creature takes damage when it attacks. Inflicts 1d6 nonlethal damage 1 round/level. Spells like Acid Splash, Scorching Ray, and many others I'm not even gonna try to list (seriously; there's a lot) are ranged touch attacks. Withers one plant or deals 1d6/level damage to plant creature. ft./level of food or water. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Ranged Touch Attack 1d3 Acid One enemy creature Close You fire a small orb of acid at the target. Yes Daze Enchantment Spell One enemy creature Close 1 round Will negates This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no action. You are bound even tighter to your eidolon than normal, and may share hit points with it through your life link ability. Enable weapons to overcome DR like adamantine, cold iron, or silver. You instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. You are viewing the legacy Pathfinder Reference Document website. Turn yourself into a creature of semisolid sound. Touch deals 1d8 damage +1/level (max +5). 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. 221 School evocation ; Level arcanist 2, bloodrager 2, druid 2, hunter 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw none; Spell Resistance yes Description This spell causes your hand to glow with a pale blue radiance. Ultimate Combat, Alchemist Divination Neutralize the rage effects of those who have attacked you. 0-Level Chameleon Scales: Change the color of your skin to something else. Frees subjects from enchantments, transmutations, and curses. Target is compelled to stay near another. Calms creatures, negating emotion effects. Empowers bombs you throw to summon poisonous biting vipers that bite those hit or splashed by the bomb. Psychic Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. Allies gain +1 on attack rolls and saves against fear. Deflects arrows, smaller creatures, and gases. Dissipate charges from one technological object. You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity. Grants +2 (or higher) enhancement to natural armor. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. Most liches rarely use their touch attack, instead preferring to rely upon their powerful spells. Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him. Learn more. This is still one of the greatest spells in the game, even after the nerf from D&D 3.5. Target obeys command to not do something. Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. Paralyzes one subject, which exudes stench that makes those nearby. Transfer your paladin or antipaladin auras to another creature. Puts you in temporary suspended animation. A single target is confused for at least 1 round. Touch deals 1d3 Con damage 1/round for 6 rounds. You create a coating of slime on your hand. Creates new sounds or changes existing ones into new sounds. Increase/decrease strength of natural winds. Creatures bow before you as if you were divine. Dispel Law: +4 against attacks by lawful creatures. Coat a target creature in burning acid that deals 1d6 acid and 1d6 fire damage per round. Druid Prevent a corpse from becoming an undead. +1 attack and damage against target creature. a ranged attack against the "touch" AC of the target. Otherwise you'll die when someone sneezes at you. Can be made to not harm allies. Armor or shield gains a +1 enhancement per four levels. Spiritualist Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb. Taking a 7 in Wisdom is asking for trouble, you'll fail some key Will save and be out of a fight for good. Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature's body on the plane where it lies sleeping. Wall damages foes that try to enter, periodically launches lava at nearby targets. Gain bonuses on identifying and resisting spells associated with your spirits. Create a comfortable shelter made of webbing. 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