Exist in two places at once.
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 variant of planar binding is specifically used to call one of the most knowledgeable types of outsiders: the immortal and prophetic caulborn.
Utilizes an array of techniques to imprison a creature.
For the spell's duration, the caster gains a reservoir of luck with a total number of points equal to 1 point per 2 caster levels.
With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability.
This spell functions like bite the hand, except as noted above.
The black spot is a specific and feared pirate curse.
This spell is available to followers of the Horseman of War.
Tentacles grapple all creatures within a 20-ft. spread.
You create an area of total darkness.
This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted.
You summon an insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you wield.
When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow, sand, or gravel to spring up in a designated space within the spell's range.
With a spiraling gesture of your hand and a forceful exhalation, you create a brief but fierce (90 mph) blast of wind.
Cause a stabilized creature to resume dying.
Compel adjacent animal companion or familiar to take an incoming attack or spell in your place.
You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings.
This spell changes the appearance of the affected creature so that it better blends in with its surroundings.
Withers one plant or deals 1d6/level damage to plant creature.
You transform the target weapon into pure blightburn.
Makes subject blind or deaf.
You randomly vanish and reappear for 1 round per level.
The target creature dies if it fails a Fortitude saving throw and its Hit Dice are no more than half your caster level.
Your blood becomes as hard as iron upon contact with air.