Permanently transforms two 10-ft. cubes/level of mud or quicksand into soft stone.
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.
Permanently transforms two 10-ft. cubes/level of natural stone into mud.
You transform one bottle of fine wine into 1 pint of animal blood, sufficient for a creature with the blood drain ability to feed upon as if it came from a Medium animal with 1 Hit Die.
This spell allows you to add a creature's stolen face to or remove such a face that you've already applied from your own.
Imprisons subject within gem.
The protection provided by this spell comes into play whenever the caster is subjected to the effects of a magical trap.
If you don't have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level.
Teleports targets while intentionally sending passengers off-course into mishaps or hostile sites.
Objects on cloth become embroidered.
Creates a localized tremor that attempts to trip all creatures in the burst area.
The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round.
This spell functions as audiovisual hallucination, except that this spell's phantasm has no apparent effect until a specific condition occurs.
This spell functions as suggestion, except you can use it only to specify a condition that triggers a special activity, and the subject does not remember that you made the suggestion.
You animate a rope, vine, or similar object so that it attempts to trip any creature that comes near.
Removes polymorph effects.
Lets you see all things as they really are.
When faced with an important situation, you grant yourself a magical edge to ensure your success.
+20 on your next attack roll.
You can communicate with any creature that is not mindless.
Huge wave damages and sweeps up all in its path.
You create a gray haze that obscures sight (as fog cloud) and causes the illumination level within it to drop one step (as darkness).
Floating knife attacks with you.
As simulacrum, except you can only duplicate yourself, and the duplicate is created from cloth and twine rather than ice and snow.
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures.