You become immune to diseases and toxins, absorb one, and then spread it to others.
Wizard Level 5 Spells
A wizard casts arcane spells drawn from the wizard spell list, choosing and preparing spells in advance. Learn more about the Wizard class.
1d6/level acid damage plus 1 round of acid.
You alter the flow of water in a natural freshwater channel such as a river, stream, or waterfall.
Gain low-light vision, darkvision 60 ft., acid/cold resistance 10, DR 5/evil, good weapons, and fly speed 30 ft.
One animal doubles in size.
Target loses interest in a designated pursuit, taking a -5 penalty on related checks.
This charm makes a construct regard you as its master.
You conjure a small stone building on any relatively flat nonliving surface at least 20 feet square that can support its weight (such as the ocean floor or an underwater ridge).
This spell functions as ally across time as noted above with two exceptions.
Limited astral travel.
You create a wall of faintly shimmering elemental energy.
This spell is often used by conjurers as a method to torment daemons and force compliance, for it awakens the broken, anguished memories of the countless souls that the target daemons have consumed.
Turns subject into harmless animal.
You imbue a weapon with the power to drive foes back.
You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Befuddles target's mind with swirling thoughts, penalizing combat and spellcasting abilities.
The black spot is a specific and feared pirate curse.
Withers one plant or deals 1d6/level damage to plant creature.
You transform the target weapon into pure blightburn.
The temperature of the target creature's blood (or other similar body fluid) begins to rise over the next 3 rounds during the caster's turn.
You smear a handful of your own blood across your chest, causing one writhing tentacle per caster level to burst forth.
Frees subjects from enchantments, transmutations, and curses.
This spell fills the area with violet flames that scour an area clean of life--especially of the corrupted life of the Abyss.
With a burst of telekinetic force, you deal 1d6 points of force damage per caster level (maximum 15d6 points of damage) to all other creatures in the affected area.