Library / Spells / Wizard Spells

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.

Evocation

As wall of force, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per caster level.

Class Levels:
Wizard 4 Sorcerer 4
Necromancy

You make a conduit between the targeted master and her familiar, allowing you to target the master or the familiar with your spells in order to affect the other.

Class Levels:
Witch 5 Shaman 5 Wizard 5 Sorcerer 5
Abjuration

You gain a +4 bonus on saving throws against enchantment effects.

Class Levels:
Witch 4 Cleric 4 Wizard 4 Psychic 4 Sorcerer 4 Alchemist 4 Mesmerist 3 Warpriest 4 Inquisitor 4 Investigator 4
Divination

Your irises take on a purplish tinge and you can see whether creatures within 60 feet of you are affected by an enchantment effect.

Class Levels:
Bard 2 Witch 2 Cleric 2 Medium 2 Wizard 2 Paladin 2 Psychic 2 Sorcerer 2 Alchemist 2 Mesmerist 2 Occultist 2 Inquisitor 2 Spiritualist 2
Transmutation

This spell slows the metabolism and other bodily functions of a creature for a short amount of time.

Class Levels:
Druid 1 Witch 1 Hunter 1 Shaman 1 Wizard 1 Arcanist 1 Sorcerer 1
Abjuration

Exist comfortably in hot or cold regions.

Class Levels:
Adept 1 Druid 1 Cleric 1 Hunter 1 Oracle 1 Ranger 1 Shaman 1 Wizard 1 Paladin 1 Psychic 1 Arcanist 1 Sorcerer 1 Summoner 1 Alchemist 1 Warpriest 1 Bloodrager 1 Investigator 1 Spiritualist 1
Abjuration

As endure elements, but you may divide the duration among creatures touched.

Class Levels:
Druid 2 Cleric 2 Hunter 2 Oracle 2 Ranger 2 Wizard 2 Paladin 2 Arcanist 2 Sorcerer 2 Alchemist 3 Warpriest 2 Investigator 3
Transmutation

Allows you to telekinetically use a creature as a weapon.

Class Levels:
Wizard 6 Psychic 6 Arcanist 6 Sorcerer 6 Spiritualist 6
Necromancy

Subject gains 2d4 negative levels.

Class Levels:
Cleric 9 Oracle 9 Shaman 9 Wizard 9 Arcanist 9 Sorcerer 9
Transmutation

Triggered by energy damage, converts energy type and descriptor of future elemental abilities.

Class Levels:
Wizard 4 Sorcerer 4
Transmutation

A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.

Class Levels:
Wizard 5 Arcanist 5 Sorcerer 5 Summoner 5
Transmutation

As energy siege shot, but you can affect any size siege engine.

Class Levels:
Wizard 6 Arcanist 6 Sorcerer 6 Summoner 6
Necromancy

Subject gains 1d4 negative levels.

Class Levels:
Witch 4 Wizard 4 Arcanist 4 Sorcerer 4 Mesmerist 4 Bloodrager 4 Spiritualist 4
Transmutation

Humanoid creature doubles in size.

Class Levels:
Magus 1 Witch 1 Medium 1 Wizard 1 Psychic 1 Arcanist 1 Sorcerer 1 Summoner 1 Alchemist 1 Bloodrager 1 Investigator 1
Transmutation

1 humanoid creature/level doubles in size.

Class Levels:
Magus 4 Wizard 4 Psychic 4 Arcanist 4 Sorcerer 4 Summoner 3 Bloodrager 4
Transmutation

When attacking with your tail or tail weapons, you gain 5 feet of reach, a +1 bonus on attack rolls, and a +2 bonus on damage rolls.

Class Levels:
Druid 1 Magus 1 Witch 1 Wizard 1 Sorcerer 1 Summoner 1 Alchemist 1 Antipaladin 1
Transmutation

Transfers your consciousness to an object bearing your likeness.

Class Levels:
Bard 2 Skald 2 Cleric 3 Medium 3 Oracle 3 Wizard 3 Psychic 3 Arcanist 3 Sorcerer 3 Mesmerist 2 Warpriest 3
Enchantment

A targeted creature that fails its saving throw is filled with a deep desire to protect and care for you, fawning over your needs and ensuring your comfort.

Class Levels:
Bard 3 Witch 4 Wizard 4 Sorcerer 4
Transmutation

You designate an aboveground area and send it deep within the earth.

Class Levels:
Druid 8 Shaman 8 Wizard 8 Arcanist 8 Sorcerer 8
Enchantment Compulsion

Targets steal from or disarm others.

Class Levels:
Bard 4 Skald 4 Wizard 6 Psychic 6 Arcanist 6 Sorcerer 6 Mesmerist 4
Necromancy

Infect a subject with a highly contagious disease.

Class Levels:
Druid 6 Witch 6 Cleric 6 Hunter 6 Oracle 6 Wizard 7 Arcanist 7 Sorcerer 7 Warpriest 6
Transmutation

Mundane or magical writing vanishes.

Class Levels:
Bard 1 Skald 1 Wizard 1 Psychic 1 Arcanist 1 Sorcerer 1
Transmutation

Your spell slowly begins to eat away at the defenses of your target.

Class Levels:
Magus 2 Witch 3 Wizard 3 Sorcerer 3
Transmutation

You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to a maximum of three rays at 11th level).

Class Levels:
Druid 2 Cleric 2 Wizard 2 Sorcerer 2
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