Scorching rays cause 4d6 fire damage, then move on to new targets.
Wizard Spells
A wizard casts arcane spells drawn from the wizard spell list, choosing and preparing spells in advance. Learn more about the Wizard class.
This spell functions as per suggestion, except the target can pass on the enchantment to other targets.
+2 morale bonus on attacks and damage, 1d6 temp HP, +4 vs fear; spreads to allies on hit.
Sets trigger condition for another spell.
The target gains an extra action that becomes available when a condition which you dictate is met.
You transfer the power of a scroll to the target so that it comes into effect under some condition you dictate.
This spell functions as languid venom, but you can stipulate a specific condition or circumstance that will end the poison's onset time and cause it to take effect.
Makes a permanent, heatless light.
Take control of a construct.
Direct a summoned monster as if you had summoned it.
Undead don't attack you while under your command.
Designate allies to influence and ride vermin as if they were animals with animal-level intelligence.
Raises or lowers bodies of water.
Changes weather in local area.
This spell functions as fireball except you can cause the bead of fire to originate from anywhere you can see within range.
This spell functions as whispering wind, except it can carry responses and doesn't end after delivering its first message.
When you cast this spell, you draw the remains of nearby destroyed undead together and fuse them into a mass of flesh and bone you can then hurl at any foes within range.
This spell functions as dancing lights, except it summons up to four spheres of light, each of which glows a sickly pale green.
Acidic patch damages an opponent.
Touch attack deals 1d4 acid/level.
You fling a ray of deadly cosmic energy at the target creature.
Extra eyes give all-around vision.
Duplicates beneficial 3rd-level or lower spells cast nearby, granting their benefits to you.
You curse the target with insatiable greed, causing it to attempt to steal any item worth 100 gp or more that it can see, each time it enters a new room or area.