Create a quasi-real masterwork weapon.
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.
In areas of darkness, the target of shadowfade is invisible to creatures using darkvision to see.
You replace the target's body with mystic shadow material drawn from the Shadow Plane, rendering the target's physical form only quasi-real.
You dim your targets' perceptions of light and shadow, convincing them the space they occupy is dark.
This spell functions like rope trick, except the point of entry is through a 5-foot-square instead of a rope.
Transforms you into certain creatures, and lets you change forms once per round.
You change the target into an animal (as per beast shape I), humanoid (as per alter self), or monstrous humanoid (as per monstrous physique I).
Bestows polymorph enhancements of animal, elemental, fey, or monstrous form upon willing target.
You create an alchemical residue on your hands that allows you to reshape any non-magical, unattended object with hardness 19 or less as though it were clay.
Subject understands chosen language.
Divide 24 hours of language sharing among creatures touched.
Share one memory with the target.
Perceive the world around your familiar.
This spell functions as beast shape II, but you may only assume the form of an animal of a type identical to your animal companion or familiar.
You infuse a dagger with necromantic energy, then plunge it into your own body.
Select one teamwork feat you have.
Sonic energy damages objects or creatures composed of crystal.
You create a dazzling flash of electricity that fills the target area.
Invisible disc gives +4 to AC, blocks magic missiles.
This spell creates a special mystical connection between you and your companion creature-animal companion, bonded mount, eidolon, or familiar-which allows you to transfer its wounds to you.
Functions as shield other, transferring half the damage taken by your companion creature or familiar to you.
You can securely communicate with one creature within range.
This spell functions as shield speech, except all creatures within the dome may communicate with each other as if linked by shield speech.
You cause the target to sound as if it is elsewhere within range, including its movements, speech, and all other sounds.