- Abjuration: Target of each missile must save or be stunned for (caster level) rounds. Each missile above the first to hit a single target increases the save difficulty by 1.
- Conjuration: Caster chooses heavy darts or nets at the time of casting.
- Darts: Targets are hit for 1d4+1 damage per missile.
- Nets: Targets are entangled for (caster level) rounds. Each additional missile to hit a single target increases the duration of the entangled condition by 1 round.
- Divination: Targets are automatically hit for 5 damage for each missile.
- Enchantment: Target of each missile must be saved or be fascinated for (caster level) round. Each missile above the first to hit a single target increases the duration by 1 round.
- Evocation: choose fire or ice at time of casting.
- Fire: Target must save or catch fire; each missile above the first to hit a single target increases the save difficulty by 1.
- Ice: Target must save or be slowed for (caster level) rounds. Each missile above the first to hit a single target increases the duration by 1 round.
- Illusion: Target must save or be struck unconscious. Each missile above the first to hit a single target increases the duration by 1.
- Necromancy: Target must save or have STR or CON (caster's choice) temporarily reduced by 2 for (caster level) rounds. Each additional missile adds 1 to the reduction, and 1 round to duration.
- Transmutation: Target must save or be transmogrified into a small, harmless animal (chicken, mouse, etc. - caster's choice) for (caster level) rounds. Each additional missile above the first to hit a single target increases the save difficulty by 1.
- In cases where a saving throw is required, a target that makes a save takes 2 damage per missile that hits instead.
This will obviously require some re-working of the wizard's spell list, to eliminate duplication of effects. Keep in mind not all spells will be usable by all wizard specialists.