Winds block vision and deal 3d6 damage per round.
Wizard Level 7 Spells
A wizard casts arcane spells drawn from the wizard spell list, choosing and preparing spells in advance. Learn more about the Wizard class.
As scrying, but faster and longer.
Functions as seeds of influence, attempting to dispel target's magical mental protections.
Subject is invisible to sight and scrying; renders creature comatose.
Turn your body into a living shadow.
As shadow conjuration, but up to 6th level and 60% real.
Bestows polymorph enhancements of animal, elemental, fey, or monstrous form upon willing target.
You teleport up to one ally per five caster levels to your location.
Creates partially real double of a creature.
Transfers incorporeal undead, trapped souls, or petitioners into a new receptacle.
A whip of cracking magical might appears in your hand, allowing you lash spells from the mind of enemy spellcasters.
Reflect 1d4+6 spell levels back at caster.
Subject can become a statue at will.
For the duration of the spell, you can fire three rays of steam once per round as a standard action (and you also fire three such rays as part of casting the spell).
Choose one object, creature, or force you can see within long range (400 ft.
When this spell is cast upon a vessel, the ship is surrounded by a protective bubble of constantly replenishing, breathable air and sinks beneath the waves.
Summons an extraplanar creature from the 7th-level list (or 1d3 from 6th-level list).
Triggered rune stuns creatures.
Triggered rune weakens creatures.
As teleport, but affects a touched object.
Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting.
As teleport, but no range limit and no off-target arrival.
This spell allows you to witness two divergent decisions and choose which to pursue.
Bring a creature to life for 24 hours.