Spells in Wizardry 7

Conjuration

Magic Cost: 10

Conjuration summons 1 to 3 creatures to fight for the party. The type of creature is dependent on the power level.
Power level drops by one for each additional creature summoned.

Spell Level: 4

Realm: Divine

Resistance: None

Spellbook: Thaumaturgy, Theology

Type: Summoning

Target: Party

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1Summons Vulture or Spectral Moth

Power Level 2Summons Earth Golem or Skeleton

Power Level 3Summons Faerie Witch or Spirit

Power Level 4Summons Frost Giant or Skeleton Lord

Power Level 15Summons Black Dragon or Poison Dragon

Power Level 6Summons Fiero or Myxlmynx

Power Level 7Summons Fiero or Myxlmynx

Fire Spells:

Blinding Flash Dazzling Lights Energy Blast Fire Bomb Fire Shield Fireball Firestorm Lightning Nuclear Blast Psionic Fires Prismic Missile

Water Spells:

Chilling Touch Cure Disease Cure Paralysis Deep Freeze Draining Cloud Haste Ice Shield Iceball Paralyze Restfull Slow Stamina Superman Terror Weaken

Air Spells:

Air Pocket Asphyxiation Cure Poison Deadly Air Deadly Poison Death Cloud Levitate Missile Shield Noxious Fumes Poison Poison Gas Purify Air Shrill Sound Silence Stink Bomb Toxic Vapors Whirlwind

Earth Spells:

Acid Bomb Acid Splash Armor Shield Armormelt Armorplate Blades Create Life Crush Cure Stone Direction Itching Skin Knock-Knock Web Whipping Rocks

Mental Spells:

Bless Charm Confusion Cure Lesser Cnd Death Detect Secret Divine Trap Hold Monsters Identify Illusion Locate Object Locate Person Mental Attack Mind Flay Mindread Psionic Blast Sane Mind Sleep Spooks Watchbells Wizard Eye

Divine Spells:

Anti-Magic Astral Gate Blink Conjuration Death Wish Dispel Undead Enchanted Blade Heal Wounds Healthfull Lifesteal Make Wounds Magic Missile Magic Screen Recharge Resurrection Remove Curse Word of Death Zap Undead