Wizard Spells (AA)

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The spell descriptions in this chapter begin with the usual entries for range, components, duration, and so forth. In addition, wizard spells of the AL-QADIMTM campaign are differentiated by their province of magic. Elemental spells belong to one of four provinces:
* Sand (earth magic)
* Sea (water magic)
* Wind (air magic)
* Flame (fire magic)
On the whole, such spells are restricted to wizards of the corresponding elemental callings. (See "Wizard Kits" in Chapter 3 for details.) Magics that are designated "universal" are available to all spellcasters.
Keep in mind that if a spell has a range of "touch," the caster always has the option of casting it upon him- or herself. Obviously, some spells are detrimental to the caster, and are unlikely to be used this way intentionally.
Remember, too, that saving throws are not mandatory. A recipient of a spell can forgo a saving throw if he or she finds the effects desirable. "None" means no saving throw is allowed in any case. "Neg." means the saving throw negates the spell's effects unless the target waives the saving throw. (See Appendix 2, "Notes on Spells," in the Player's Handbook for further details.) Exceptions—as well as saving throws for a spell's reverse—are noted in the paragraphs describing each spell.
Appendix A (at the back of this book) provides a complete list of spells for the AL-QADIM campaign, organized by province as well as spell level. The list includes many spells from the Player's Handbook. All of the magics in Appendix A are available to natives of the Land of Fate. As a general rule, spells excluded from the appendix are not. (Exceptions are noted in the character kit descriptions.)
You'll find an alphabetical index of the same indigenous spells in Appendix B. Page numbers referring to the Player's Handbook are drawn from the latest printing; your own handbook may vary slightly.
Finally, please note that the pronoun he has been used exclusively in the spell descriptions that follow, for the sake of clarity. In every case, "he" means "he or she."
Name 	Level 	School
Alter Normal Winds 	Level 1	Alteration
Avert Evil Eye 	Level 1	Abjuration
Cool Strength 	Level 1	Alteration
Fire Truth 	Level 1	Divination
Float 	Level 1	Alteration
Move Sand 	Level 1	Evocation
Sand Jambiya 	Level 1	Evocation
Sand Quiet 	Level 1	Alteration
Sand Slumber 	Level 1	Enchantment/Charm
Sea Sight 	Level 1	Divination
Traceless Travel 	Level 1	Alteration
Waterbane 	Level 1	Abjuration
Wind Compass 	Level 1	Alteration
Banish Dazzle 	Level 2	Divination
Depth Warning 	Level 2	Divination
Dust Curtain 	Level 2	Evocation
Enlarge Desert Creature 	Level 2	Alteration
Fire Arrows 	Level 2	Alteration
Flying Jambiya 	Level 2	Alteration
Pillar of Sand 	Level 2	Alteration
Sand Shadow 	Level 2	Illusion/Phantasm
Sundazzle 	Level 2	Evocation
True Bearing 	Level 2	Divination
Wall Against Noise 	Level 2	Alteration
Converse with Sea Creatures	Level 3	Alteration
Dispel Mirage 	Level 3	Abjuration
Find Water 	Level 3	Divination
Hissing Sand 	Level 3	Evocation
Reveal Invisible 	Level 3	Divination
Sand Sword 	Level 3	Evocation
Stone Hull 	Level 3	Alteration
Sunscorch 	Level 3	Evocation
Whispering Sand 	Level 3	Alteration, Phantasm
Wind Shadow 	Level 3	Alteration
Conjure Sand Lion 	Level 4	Conjuration/Summoning
Enhance Fire Creature 	Level 4	Alteration
Ghost Rigging 	Level 4	Conjuration/Summoning
Mirage Wall 	Level 4	Illusion/Phantasm
Sandcone 	Level 4	Evocation
Shatterhull 	Level 4	Evocation
Strengthen Water Creature 	Level 4	Alteration
Sunfire 	Level 4	Evocation
Sunwarp 	Level 4	Sunwarp
Wind Blade 	Level 4	Evocation
Death Smoke 	Level 5	Evocation
Desert Fist 	Level 5	Evocation
Fire Track 	Level 5	Evocation
Flesh Mirage 	Level 5	Necromancy
Move Dune 	Level 5	Evocation
Shield of Winds 	Level 5	Evocation
Shipshock 	Level 5	Evocation
Water Blast 	Level 5	Evocation
Wind Carpet 	Level 5	Alteration
Command Water Spirits 	Level 6	Evocaton
Flame of Justice 	Level 6	Necromantic
Flameproof 	Level 6	Abjuration
Part Sand 	Level 6	Alteration
Sand Shroud 	Level 6	Evocation
Ship of Fools 	Level 6	Enchamtnet/Charm
Summon Wind Dragons 	Level 6	Evocation
Create Shade 	Level 7	Alteration
Create Soundstaff 	Level 7	Enchantment, Invocation
Lifeproof 	Level 7	Necromantic
Sun Stone 	Level 7	Evocation
Water Form 	Level 7	Alteration
Cleanse Water 	Level 8	Abjuration
River of Sand 	Level 8	Evocation
Sand Worm 	Level 8	Necromancy
Unleash Monolith 	Level 8	Conjuration/Summoning
Conflagration 	Level 9	Necromantic, Evocation
Life Water 	Level 9	Alteration, Necromancy
Maelstrom 	Level 9	Conjuration/Summoning
Sand Form 	Level 9	Necromancy
Windtomb 	Level 9	Alteration