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
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90
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Firestorm VII
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Deals great amounts of heat damage to all enemies surrounding the wizard
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90
|
Rays of Disintegration II
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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
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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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