Learn about a creature with its blood.
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.
The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
The temperature of the target creature's blood (or other similar body fluid) begins to rise over the next 3 rounds during the caster's turn.
You cast blood money just before casting another spell.
The targets of this spell become angrier as they fight, the pain of their wounds fueling their strength.
You greatly magnify the target's ability to smell the presence of blood.
After casting this spell, you pour a few drops of your blood and saliva into the mouth of the animal sculpture material component, temporarily giving it life.
You smear a handful of your own blood across your chest, causing one writhing tentacle per caster level to burst forth.
Learn a spell from the target's blood.
As part of the casting of this spell, you must deal 1 point of piercing or slashing damage to yourself to release your blood.
Cause yourself and enemies to bleed.
Whenever this spell's target hits a creature with a ranged weapon that successfully deals piercing or slashing damage, the struck creature takes 1 point of bleed damage.
Your eyes turn black and weep blood, and your teeth become jagged fangs.
This spell reduces all types of writing and other recognizable symbols found on any sort of surface within range into illegible smears.
Attacks miss subject 20% of the time.
This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement.
If you take electricity damage while this spell is active, some of the energy is stored on your skin, as with holding the charge on a touch spell.
Upon casting this spell, choose a primary target and a secondary target, both of which must be within range.
Targets take fire damage; orcs get +2 Strength.
The bones of your targets' joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees.
Choose a creature that you can see.
Momentarily control a living or undead creature's skeleton.
Splinters target's bones for 1d6/level damage (max 15d6) and exhausts it for 1 min./level.
As protection from energy, except as noted above and that the spell only protects against acid and fire damage.