One creature/level gains ability to fly.
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.
Fog obscures vision.
You can temporarily make copper or silver seem to be an equivalent amount of gold.
You cast this spell on one or more gold pieces, which make those who have them more vulnerable to your magics.
This spell instantly renders you unseen as per invisibility, but creates a visual and auditory display that makes it appear as if you had teleported away.
You conjure an anchor of pure force that immediately skewers your target on a successful ranged touch attack.
Target takes force damage and is pushed away.
You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword.
Cube or cage of force imprisons all inside.
The body of the target creature twists and distorts, reshaping into a grotesque figure.
Target cannot make loud noises.
Hand pushes creatures away.
"Sixth sense" warns of impending danger.
You cast this spell immediately before you would take an action that requires a d20 roll, such as a skill check, attack roll, or ability check.
Acts as the deeper slumber spell, but only affects one creature of 10 Hit Dice or fewer.
Turns you into a Medium dragon.
Turns you into a Large dragon.
Turns you into a Huge dragon.
To cast this spell, you must have a bit of hair, a fingernail clipping, or some other portion of a creature.
You become a Medium esoteric or outer dragon.
This spell functions as per form of the alien dragon I, except it also allows you to assume the form of a Large esoteric or outer dragon.
This spell functions as per form of the alien dragon II, except it also allows you to take the form of a Huge esoteric or outer dragon.
You become a Medium imperial or primal dragon.
This spell functions as per form of the exotic dragon I, except it also allows you to assume the form of a Large imperial or primal dragon.