The EverQuest 2 (EQ2) Wizard Spell List

 

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Wizard Spell List

 


Level

Ability

Description

1
Ice Spears
Deals cold damage over time and decreases target's elemental resistance
1
Solar Flare
Deals instant heat damage to the targeted enemy
2
Magma Chamber
Stuns the wizard's target briefly and deals instant heat damage
3
Incinerate
  Deals heat damage over time to an enemy
4
Magi's Shielding
An augmentation spell that benefits the caster by increasing avoidance, maximum Health, and decreasing the chance of
interruption
5
Shackle
Roots the wizard's target in place, preventing them from movement. Every hostile spell or damage
received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
5
Bind Sight
  An augmentation that grants the mage the
ability to see through the eyes of the target ally
6
Cure Arcane
Cures magic, mental, and divine impairments on target ally
6
Solar Flare II
  Deals instant magic damage to the targeted enemy
7
Fortify Elements
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold
8
Storm of Lightning
Deals magic damage over time for a short duration to target enemy and surrounding encounter members
9
Dispel Magic
Dispels beneficial magic spells from the mage's target
9
See Invisibility
An augmentation that allows a mage's ally to see invisible enemies
10
Immolation
Deals heat damage over a short time to the target
10
Incinerate II
Deals heat damage over time to an enemy
10
Cease
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage. This spell is cast very quickly and at a small power cost
11
Ro's Blade
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack
12
Solar Flare III
Deals instant heat damage to the targeted enemy
12
Tyrant's Pact
A group augmentation that increases the strength and intelligence of the wizard's group
13
Ice Spears II
Deals cold damage over time and decreases target's elemental resistance
13
Vital Transfer
Converts some of the wizard's health into power
14
Firestorm
  Deals great amounts of heat damage to all enemies surrounding the wizard
15
Concussive
Places a concussive augmentation on the sorcerer's next offensive spell that reduces the target's hate towards the sorcerer
15
Summon Shadows
Summons shadows around a single ally, granting them invisibility while reducing
their movement speed. You can only maintain the spell on a single ally. This spell can not be interrupted or fizzled
16
Magma Chamber II
  Stuns the wizard's target briefly and deals instant heat damage
17
Incinerate
III
Deals heat damage over time to an enemy
18
Converge
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power when they are hit in melee combat
19
Shackle II
  Root's the wizard's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect
20
Glacial Wind
Deals cold damage over-time to the target and surrounding encounter members.
20
Iceshield
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times
20
Solar Flare IV
Deals instant heat damage to the targeted enemy.
21
Fortify Elements II
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold.
22
Storm of Lightning II
Deals magic damage over time for a short duration to target enemy and surrounding encounter members.
23
Ball of Fire
Launches a ball of fire towards the enemy, dealing instant heat damage
23
Snow-Filled Steps
A group augmentation that grants underwater vision and allows the wizard's allies to see invisible enemies.
24
Cease II
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage. This spell has no cast time and a very small power cost.
24
Immolation II
Deals heat damage over a short time to the target.
24
Portal
Teleports the wizard to the nearest designated safe spot in the current adventuring area.
25
Aurora
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. While this spell is maintained, the wizard is stunned, but the wizard can choose to not maintain the spell before the full duration expires. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect
25
Ro's Blade II
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack
26
Tyrant's Pact II
A group augmentation that increases the strength and intelligence of the wizard's group.
27
Vital Transfer II
Converts some of the wizard's health into power.
27
Ice Spears III
Deals cold damage over time and decreases target's elemental resistance.
28
Harvest Mana
Allows the wizard to harvest health over time into power, stunning the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early
28
Firestorm II
Deals great amounts of heat damage to all enemies surrounding the wizard.
29
Solar Flare V
Deals instant heat damage to the targeted enemy.
30
Magma Chamber III
Stuns the wizard's target briefly and deals instant heat damage.
31
Incinerate IV
Deals heat damage over time to an enemy
32
Surge of Ro
For a short time, the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy. This consumes a small amount of power every time it triggers
33
Converge II
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally
33
Mana Intromission
Replenishes power to target ally, at the cost of the wizard's health
33
Shackle III
Roots the wizard's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
34
Glacial Wind II
Deals cold damage over-time to the target and surrounding encounter members.
35
Iceshield II
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times
35
Frigid Gift
A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration
35 Flames of Velious Deals instant cold and heat damage and greatly slows
movement speed for a short time
35
Fortify Elements III
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold.
36
Storm of Lightning III
Deals magic damage over time for a short duration to target enemy and surrounding encounter members.
37
Ball of Fire II
Launches a ball of fire towards the enemy, dealing instant heat damage
38
Depart
Teleports the wizard and all nearby group members to the nearest designated safe spot in the current adventuring area.
38
Cease III
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage. This spell has no cast time and a very small power cost.
38
Immolation III
Deals heat damage over a short time to the target.
39
Aurora II
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. While this spell is maintained, the wizard is stunned, but the wizard can choose to not maintain the spell before the full duration expires. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect
39
Ro's Blade III
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack
40
Tyrant's Pact III
A group augmentation that increases the strength and intelligence of the wizard's group.
40
Mail of Frost
Augmentation that wards the wizard. If the wizard is attacked while this ward is active, it will reduce hate towards the wizard and reduce the movement speed of the attacker
40
Ring of Ice
Freezes movement on the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect
41
Ice Spears IV
Deals cold damage over time and decreases target's elemental resistance.
41
Vital Transfer III
Converts some of the wizard's health into power.
42 Firestorm III Deals great amounts of heat damage to all enemies surrounding the wizard.
42
Harvest Mana II
Allows the wizard to harvest health over time into power, stunning the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early
43
Solar Flare VI
Deals instant heat damage to the targeted enemy.
44
Magma Chamber IV
Stuns the wizard's target briefly and deals instant heat damage.
45
Incinerate V
Deals heat damage over time to an enemy
46
Surge of Ro II
For a short time, the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy. This consumes a small amount of power every time it triggers
47
Mana Intromission II
Replenishes power to target ally, at the cost of the wizard's health
47
Converge III
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally
47
Shackle IV
Roots the wizard's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
48
Glacial Wind III
Deals cold damage over-time to the target and surrounding encounter members.
48
Protoflame
Summons a fiery minion that attacks an enemy until the spell expires. If the pet is killed before expiration, it will explode and do instant heat damage to the enemy who slew it and surrounding encounter members
49
Fortify Elements IV
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold.
49
Frigid Gift II
A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration
50
Iceshield III
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times
50
Ice Comet
Deal significant Cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player
50
Storm of Lightning IV
Deals magic damage over time for a short duration to target enemy and surrounding encounter members.
51
Ball of Fire III
Launches a ball of fire towards the enemy, dealing instant heat damage
52
Immolation IV
Deals heat damage over a short time to the target.
52
Cease IV
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage. This spell has no cast time and a very small power cost.
52
Numbing Cold
Reduces movement speed of up to six targets around the Wizard. Also a chance of immobilizing the target when they attempt a melee attack.
53
Ro's Blade IV
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack
53 Flames of Velious II Deals instant cold and heat damage and greatly slows
movement speed for a short time
53
Aurora III
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. While this spell is maintained, the wizard is stunned, but the wizard can choose to not maintain the spell before the full duration expires. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect
54
Tyrant's Pact IV
  A group augmentation that increases the strength and intelligence of the wizard's group
54
Ring of Ice II
Freezes movement on the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect
55
Ice Spears V
Deals cold damage over time and decreases target's elemental resistance.
55
Furnace of Ro
Summons flames near the caster. Anyone near these flames will continually take Heat damage until they leave the area.
55
Vital Transfer IV
Converts some of the wizard's health into power.
56 Firestorm IV Deals great amounts of heat damage to all enemies surrounding the wizard.
56
Harvest Mana III
Allows the wizard to harvest health over time into power, stunning the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early
57
Solar Flare VII
Deals instant heat damage to the targeted enemy.
58
Magma Chamber V
Stuns the wizard's target briefly and deals instant heat damage.
58
Storming Tempest
Deals significant amounts of damage to the target over time and knocks them down for a short duration. This spell has a recurrent power cost.
59
Incinerate VI
Deals Heat damage over time to an enemy
60
Surge of Ro III
For a short time, the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy. This consumes a small amount of power every time it triggers
61
Converge IV
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power when they are hit in melee combat
61
Mana Intromission III
Replenishes power to target ally, at the cost of the wizard's health.
61
Shackle V
Roots the wizard's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root expires, the target's movement speed is reduced for a short duration
62
Glacial Wind IV
Deals cold damage over time to the target and surrounding encounter members
62
Protoflame II
Summons a fiery minion that attacks an enemy until the spell expires
63
Fortify Elements V
  An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold
63
Frigid Gift III
  A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration
64
Storm of Lightning V
Deals magic damage over time for a short duration to target enemy and surrounding encounter members
64
Iceshield IV
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage.
65
Ball of Fire IV
Launches a ball of fire towards the enemy, dealing instant heat damage
65
Fusion
The wizard gathers a powerful ball of energy, releasing it into a single powerful burst that deals extreme cold damage up to 3 enemies in a shot 60 degree cone in front of the wizard
66
Cease V
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage
66
Immolation V
Deals heat damage over a short time to the target
67
Ro's Blade V
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack
67
Aurora IV
  An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. While this spell is maintained, the wizard is stunned, but the wizard can choose to not maintain the spell before the full duration expires
68
Tyrant's Pact V
A group augmentation that increases the strength and intelligence of the wizard's group
68
Ring of Ice III
Freezes movement on the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect
69
Ice Spears VI
Deals cold damage over time and decreases target's elemental resistance
69
Vital Transfer V
  Converts some of the wizard's health into power
70
Ice Comet II
Deals massive cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player
70
Harvest Mana IV
Allows the wizard to harvest health over time into power, stunning the wizard during the conversion process
70
Firestorm V
Deals great amounts of heat damage to all enemies surrounding the wizard
71
Flame of Velious III
Deals instant cold and heat damage and greatly slows movement speed for a short time
71
Solar Flare VIII
Deals instant heat damage to the targeted enemy
72
Magma Chamber VI
Stuns the wizard's target briefly and deals instant heat damage
72
Incinerate VII
Deals unresistible heat damage over time to an enemy
73
Converge V
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally
73
Shackle VI
Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
73
Surge of Ro IV
For a short time, the wizard deals additional heat damage with every heat spell that strikes an enemy
74
Furnace of Ro II
Summons flames near the caster. Anyone near these flames will continually take heat damage until they leave the area
74
Mana Intromission IV
Replenishes power to target ally, at the cost of the wizard's health
74
Protoflame III
Summons a fiery minion that attacks an enemy until the spell expires
75
Fortify Elements VI
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold
75
Glacial Wind V
Deals cold damage over-time to the target and surrounding encounter members
75
Frigid Gift IV
An group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical, hostile spell that they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration
76
Storm of Lightning VI
Deals magic damage over time for a short duration to target enemy and surrounding encounter members
76
Iceshield V
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times
76
Storming Tempest II
Deals significant amounts of damage to the target over time and knocks them down for a short duration. This spell has a
recurrent power cost
77
Ball of Magma V
Launches a ball of fire towards the enemy, dealing instant heat damage
77
Cease VI
Instantly interrupts and stifles the wizard's target for a brief duration, and lowers the target's hate towards the wizard. This spell is cast very quickly and at a small power cost
77
Immolation VI
Deals heat damage over a short time to the target
78
Fusion II
The wizard gathers a powerful ball of energy, releasing it into a single powerful burst that deals extreme cold damage up to 3 enemies in a short 60 degree cone in front of the wizard. This spell has a very short range, and a long reuse time
78
Aurora V
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage
78
Ring of Ice IV
Freezes movement of the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Any damage received by the target has a chance at breaking the effect
78
Ro's Blade VI
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack
79
Ice Spears VII
Deals cold damage over time and decreases target's elemental resistance
79
Tyrant's Pact VI
A group augmentation that increases the strength and intelligence of the wizard's group
79
Vital Transfer VI
Converts some of the wizard's health into power
80
Ice Comet III
Deal massive cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player
80
Firestorm VI
Deals great amounts of heat damage to all enemies surrounding the wizard
80
Harvest Mana V
Allows the wizard to harvest health over time into power, stifling the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early
80
Rays of Disintegration
In a synchronized spellcast, you and up to 5 nearby mage allies all begin casting Ray of Disintegration against your selected target, inflicting massive heat damage
81
Flame of Velious IV
Deals instant cold and heat damage and greatly slows movement speed for a short time
81
Solar Flare IX
Deals instant heat damage to the targeted enemy
82
Magma Chamber VII
Stuns the wizard's target briefly and deals instant heat damage
82
Incinerate VIII
Deals unresistible heat damage over time to an enemy
83
Converge VI
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally
83
Shackle VII
Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
83
Surge of Ro V
For a short time, the wizard deals additional heat damage with every heat spell that strikes an enemy
84
Furnace of Ro III
Summons flames near the caster. Anyone near these flames will continually take heat damage until they leave the area
84
Mana Intromission V
Replenishes power to target ally, at the cost of the wizard's health
84
Protoflame IV
Summons a fiery minion that attacks an enemy until the spell expires
85
Fortify Elements VII
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold
85
Glacial Wind VI
Deals cold damage over-time to the target and surrounding encounter members
85
Frigid Gift V
An group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical, hostile spell that they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration
86
Storm of Lightning VII
Deals magic damage over time for a short duration to target enemy and surrounding encounter members
86
Iceshield VI
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times
86
Storming Tempest III
Deals significant amounts of damage to the target over time and knocks them down for a short duration. This spell has a
recurrent power cost
87
Ball of Fire VI
Launches a ball of fire towards the enemy, dealing instant heat damage
87
Immolation VII
Deals heat damage over a short time to the target
88
Fusion III
The wizard gathers a powerful ball of energy, releasing it into a single powerful burst that deals extreme cold damage up to 3 enemies in a short 60 degree cone in front of the wizard. This spell has a very short range, and a long reuse time
88
Aurora VI
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage
88
Ring of Ice V
Freezes movement of the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Any damage received by the target has a chance at breaking the effect
88
Ro's Blade VII
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack
89
Ice Spears VIII
Deals cold damage over time and decreases target's elemental resistance
89
Tyrant's Pact VII
A group augmentation that increases the strength and intelligence of the wizard's group
89
Vital Transfer VII
Converts some of the wizard's health into power
90
Ice Comet IV
Deal massive cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player
90
Firestorm VII
Deals great amounts of heat damage to all enemies surrounding the wizard
90
Rays of Disintegration II
In a synchronized spellcast, you and up to 5 nearby mage allies all begin casting Ray of Disintegration against your selected target, inflicting massive heat damage




Training Spells

Grandmaster II

Level 14

  • Immolation
  • Solar Flare III
  • Ice Spears II
  • Firestorm

Level 24

  • Glacial Winde
  • Fortify Elements II
  • Ball of Fire
  • Immolation II

Level 34

  • Incinerate IV
  • Surge of Ro
  • Mana Intromission
  • Glacial Wind II

Level 44

  • Tyrant's Pact III
  • Vital Transfer III
  • Solar Flare VI
  • Firestorm III

Level 54

  • Protoflame
  • Iceshield III
  • Ball of Fire III
  • Tyrant's Pact IV

Level 64

  • Glacial Wind IV
  • Protoflame II
  • Frigid Gift III
  • Iceshield IV

Level 75

  • Solar Flare VIII
  • Magma Chamber VI
  • Mana Intromission IV
  • Fortify Elements VI

Level 85

  • Glacial Wind VI
  • Frigid Gift V
  • Solar Flare IX
  • Converge VI

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Last Updated: Mar 13, 2016

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