Arcane Master: A Wizard's Handbook

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[CENTER]Arcane Master: A Wizards Handbook

IMAGE(http://dnd4.com/wp-content/uploads/2008/05/excerpt_4e_archmage.jpg)
Any suggestions for picture are welcome. [/CENTER]

So, you wish to be my apprentice? Well, first things first, you must take this IQ test. Wizards must be brilliant to survive. Second thing, are you tough, nimble, or wise? That choice will determine your choice of implement. Last, do you have any tastes in specific kinds of magic? I know many masters of other Arcane arts that may be able to help you.

This Handbook will use the following system for ratings:
Red: Garbage, or completely overshadowed by another option.
Purple: Situationally useful, but overall pretty meh.
Black: Not a bad choice. You could do worse than pick this.
Blue: Good stuff. You probably want this.
Sky Blue: You want this. Period.

This Handbook covers the following sources:
AP - Arcane Power
AV - Adventurer's Vault
D XXX - Dragon Magazine, issue XXX
FRPG - Forgotten Realms Player's Guide
MM - Monster Manual
MOTP - Manual of the Planes
MP - Martial Power
PHB - Player's Handbook
PHB 2 - Player's Handbook 2

References:
Treantmonks Guide to Wizardry


Terms used in this guide:
Orbizard: A wizard who uses the Orb of Imposition Implement Mastery
Staffizard: A wizard who uses the Staff of Defense Implement Mastery
Wandizard: A wizard who uses the Wand of Accuracy Implement Mastery
Tomeizard: A wizard who uses the Tome of Readiness or Tome of Binding Implement Mastery
Deceptizard: A wizard who uses the Orb of Deception Implement Mastery

Props to:
lordduskblade for allowing me to shamelessly stealing all of his formatting and helping me with concepts and inspiration.
Treantmonk for getting me hooked on Wizards
Everyone posting

Baseline Mechanics: The Arcane Masters Power Source



HP, Surges, and Proficiencies

Hit Points - 10 + Con score at 1st level; 4 at each level thereafter. You get one of the lowest amounts in the game. Don’t get near the frontline unless you’re a staffizard, and even then don’t pretend you’re a Warden.

Healing Surges - 6 + Con modifier. Still one of the lowest. This is the main reason a staffizard even dares to go up front, due to having at least a respectable amount of surges. Really, try not be whacked.

Proficiencies - You start out with horrible melee and ranged weapon proficiencies, but you shouldn’t need them anyways. Ah, well. You can't have it all.


Features

Arcane Implement Mastery

Orb of Imposition – Wisdom based penalty to saving throws OR at-will duration extend. Often considered broken, not so good at Heroic, but fairly good in paragon and godly in Epic. Would be sky blue, but the Heroic Tier weakness due to a low amount of spells to apply it to makes it a blue in my eyes.Black if house-ruled to only one save, a somewhat common house-rule.

Staff of Defense – AC bonus, con-based defensive immediate interrupt. Fairly good, requires a different build though to become a front-liner.

Wand of Accuracy – Dex based to-hit bonus. Also good, but the Dex requirement hurts it due to dual-stat problems.

Orb of Deception - Illusion spell reroll based of of Charisma. Good power, but limited selection of abilities to use it on. Sky Blue for an Illusionist build, or as I like to call them, a beguiler.

Tome of Binding - Con-based bonus damage for summoned creatures. Weak power for a 1/encounter, and limited selection of spells. Sky Blue for Summoner builds.

Tome of Readiness - Encounter power swap, a so-so ability that can add some versatility.


Cantrips – Always fun little effects to play with, be creative with these.

Ritual Casting – Not bad, pretty standard for caster classes now.

Spellbook – Not bad, adds some versatility. Free ritual Mastery is nice, and the daily/utility 2 options can be situationally nice.


Races: Arcane Prodigies



Races - PHB

Dragonborn - +2 Strength is a huge waste. +2 Charisma is only good for Spell Master. Dragon Breath as an area attack is redundant. Only consider for an unusual Staff build.

Dwarf - +2 Constitution is good for Staffizards and Tomeizards, +2 Wis for Orbizards, but the racials are more suited to a frontliner. The speed hurts though. Not recommended, but you could do a decent gish with a Dwarf. I recommend a Staffizard

Eladrin - +2 Dex is good for Wandizards, and +2 Int is good for all wizards. The Racial can be great for getting out of trouble. Overall a solid pick. I recommend a Wandizard

Elf - +2 Dex is for the Wandizards, the +2 Wis is for Orbizards. Great Racials though, mobility and accuracy. Go Wandizard for insane accuracy or Orbizard for Lockdown Gold.

Half-Elf - +2 to a Secondary and a Secondary doesn’t make him look that good, but the Racial is very good, especially once you pick up Versatile Master. I’d recommend a Tomeizard or Deceptizard.

Halfling – +2 Secondary and Secondary doesn't help much, especially the weaker secondaries, but small doesn’t affect you and the racials help get out of trouble. Go be Harry Potter, use a wand. You can also try your hand at the Orb of Deception.

Human - A very nice choice. +2 Int and +1 to all defenses is made of win, a bonus feat and skill helps, and the racial feats kick all kinds of hiney. The bonus at-will is actually useful to you so you can target all 3 NADs. All in all, solid, and maybe Sky Blue. You pick anything you want to up, there really isn’t a clear choice for humans.

Tiefling – Not bad. +2 Primary and Secondary is pretty good, and the racials suggest a Staffizard. I’d say go Staffizard or Deceptizard, although you can really do anything with your stats.


Races - PHB 2

Deva - +2 Int and +2 Wis make this Orbizard gold, and the racial power can help with accuracy almost as much as an elf’s. The other racial abilities are fairly good, although how often are you struck with radiant damage? If you consider anything other than an Orbizard with a Deva I will personally hunt you down and make you repent for your crimes against Wizard Optimization.

Gnome – You’re a Fey Tiefling. Master Trickster is useless, but otherwise a good sneaky wizard. I’d recommend a Wandizard or Deceptizard due to the racials.

Goliath - +2 Strength is Garbage, and +2 Constitution is only good for Staff and Tome. The racial is pretty good though for a frontliner. Go Staffizard.

Half-Orc - +2 Strength is suck, +2 Dex is good for Wandizards. Why would you be bloodied or charge? Only saving grace is Furious Assault. Although I hate striker wizards, it’s the only thing you can really do, or try and gish and use the +2 dex to grab arcane reach.

Shifter, Longtooth - +2 Strength is bad, +2 Wisdom is decent for an Orbizard. Remind, why would be bloodied? Bad choice, but go Staffizard or Orbizard if you insist.

Shifter, Razorclaw - +2 Dexterity is good for Wandizards, while +2 Wis is good for Orbizards. The shifting is good, but why are you bloodied? Stats of an Elf, but much worse racials. Do whatever you want except Tome, your racials or stats will back you.


Races - Dragon

Gnoll (D 367) - Dexterity and Constitution are OK bonuses, but what really kills it is the incentive to charge a lot. Repeat with me, Wizards are not Frontliners, Wizards are not Frontliners. If you wanna be wild, you are a Staffizard using the Dexterity to get Arcane Reach

Minotaur (D 369) - +2 Strength AND incentive to charge?! What are you thinking taking this numbskull? Go be a Staffizard if you try and disgrace the noble art of wizardry

Shadar-Kai (D 372) - Weaker than Eladrin, because of the lack of relevant racial support, but the insubstantial teleportation is marginally more useful to you. Go Wandizard.

Warforged (D 364) - After the Dragon article, these guys rival Dwarves as the toughest guys around. The strength is useless, but for all you WWW(Warforged Wizard Wannabees)s, go grab a staff.


Races - Other

Bladeling (MOTP) - Decent racial bonuses, and a mediocre racial power locks them as a mediocre choice. Like the Razorclaw Shifter, your racial supports a Staffizard but your stats support Wand and Orb wizards.

Bugbear (MM) - +2 Strength, oversized, and "sneak attack" are all useless to you, although the +2 Dex can help you with Arcane Reach. Join all the other guys that are in the Staffizard line.

Doppelganger (MM) – Good stats, especially +2 Int, but sucky racials. Good for intrigue campaign wizards, otherwise, there are plenty of better options with similar stats. Your stats prefer a Deceptizard.

Drow (FRPG) - The racials are decent, but the powers are a decent. Not a great pick, but not a lousy one either. Be a Wandizard or a Deceptizard.

Genasi (FRPG) - +2 Int is great, +2 Str is useless unless you use it to grab hide, but the manifestations are pretty good all around. You probably want to go staff to make the best use of your manifestations.

Githyanki (MM) – Fairly good. +2 Con is OK, +2 Int is great, +2 initiative is nice, but I'm just not amazed with the racials. Go Staffizard or Tomeizard.

Githzerai (MM) - Very similar to Elves. The abilities are arguably stronger, but the lack of Elven accuracy makes it so it drops. Go Wandizard or Orbizard

Goblin (MM) - Slightly weaker than the Halfling, it has the same racial stat allotments, which are not spectacular for Wizards. Choose if you don’t like Halflings. Go Wandizard

Hobgoblin (MM) - These guys are about the same as Half-Elves, sans the beauty that is Dilettante. Ah, well. Join the long line of Staffizards, although you can also join the much smaller Tomeizard line.

Kobold (MM) – You’re a sneaky little bastard that is cruel and unusual. Go Tome, Staff, or Wand.

Orc (MM) - Another horrible candidate, he has the same stat allotment as the Minotaur, and has a weapon-based Racial ability, and more speed while charging. Nothing you want, move along. Only for the desperate, and only if you are a gish Staffizard.


Ability Scores: Basics of the Arcane Master



Strength - This is your dump stat. No exceptions. Only goes higher than an 8 for SOME staffizard builds going for hide. (Recommended Starting Score: 8-12, before racial adjustments)

Constitution - Adds HP and healing surges, which are always good to have. Tomes and Staves require some Constitution investment. Good for those who wanna frontline, otherwise you don’t need (Recommended Starting Score: 10-16, before racial adjustments)

Dexterity – Overlaps with Intelligence for Reflex defense and AC. Its saving grace is that it does boost initiative, which is important for all characters, and that the Wand needs it. (Recommended Starting Score: 10-16, before racial adjustments)

Intelligence - Your designated prime stat. Gives a bonus to Reflex and AC in light armor (Which you always use) and is used for all attacks. Boost at every opportunity. Also, Wizards are one of the classes where an 18 Int can be fairly viable. (Recommended Starting Score:16-18, before racial adjustments)

Wisdom - Helps out your Will defense and also helps you use the almighty Orb. Also, certain At-Wills use this stat (Recommended Starting Score: 10-16, before racial adjustments)

Charisma – Good for feat requirements, especially the Spell Focus feat which you can get in Paragon with 12 starting charisma by using the level 11 +1 all stat bonus. Also helps out with the Orb of Deception. (Recommended Starting Score: 10-16, before racial adjustments)

Skills: Talents Of The Arcane Master



Skills - Wizard Class List

Arcana - You have to pick this one, but detecting magic is pretty good.
Diplomacy - Synergises with Orb of Deception, and has some good uses.
Dungeoneering - Not the greatest uses, but can come in handy and synergises well with the Orb of Imposition.
History - Synergises beautifully with your stats, but lacks some good uses.
Insight - Good uses, and good synergy with the Orb.
Nature - Good Synergy and decent uses.
Religion - Good Synergy and decent uses, don't bother if you are MCing cleric.


Skills - Other

Perception - Synergises with Orbizards, and always a good thing to have.
Stealth - Also not a bad choice, Wandizards may want to grab this via Rogue MC

Implement Mastery: The Debate On How To Cast Spells



This is one of the toughest choices in a Wizard's career: the choice of style is irrevocable and influences many things about your character. Evaluate, and choose wisely.

The Staffizards way is similar to that of a Dragon sorcerer. You are much more durable, due to your constitution focus, and the AC bonus and deflect ability can help. If you choose this path, you are going to be in the thick of things, using mostly close bursts and blasts. The Staves out there are very good, notable the staff of ruin.

The Wandizards are similar to Warlocks, notably Feylocks for the lockdown: A once an encounter ability that adds huge amounts of accuracy is perfect for encounter novas. This option, although unique, plays more like an Orbizard than a Staffizard. Currently the wands are somewhat weak, but you may be able to grab one of the better ones from AV.

The Orbizards path is fairly unique, piling on save-ends and locking them down with one. Orbs have one of the strongest powers in my opinion, able to take a solo out of the fight long enough to dispatch. At low levels, this implement can not be as good due to the lack of save-ends abilities to use your power on, so you may often end up lengthening an at-wills duration most of the time. Unfortunately, the Orbs right now are not nearly as good as some of the staves.

Tome of Readiness, Tome of Binding, and Orb of Deception coming soon!

Staffizard (PHB)
Pros: Very Durable, can deflect a hit. Staves have good abilities. Boosts Fort Defense
Cons: Not an offensive power, melee is usually not the best place for a wizard due to low HP

Wandizards (PHB)
Pros: Increased Accuracy
Cons: Wands have fairly poor abilities, Stat overlap.

Orbizards (PHB)
Pros: Often considered most powerful ability, can take a solo out of a fight, has two options for the Encounter Power, boosts Will Defense.
Cons: Weaker in Heroic Tier, dictates which dailies you are most likely to grab. Orbs don’t have the best powers.

Weapon Groups



Weapon Groups

Why are you looking here? Go be a barbarian if you looked here, you don’t deserve to be a Wizard


[size=5][b][u]Archetypes: The Ways To Arcane Mastery

[/size][/b][/u]

1. The Gish.

What your trying to do with this build is become a gish. You will want to MC swordmage to pick up some melee Int powers and the juicy Intelligent Blademaster feat. You’ve also got 12 strength so you can pick up Hide armor at paragon, while the 14 dex lets you grab Arcane Reach at Paragon also. This is the build for almost any race listed as purple or red. Boost Con and Int all the time.
Implement Mastery: Staff of Defense
Races: +Int or +Con races
Array: Str 12, Con 14, Dex 14, Int 16, Wis 11, Cha 8

2. The Spellslinger.

The Spellslinger focuses on single-target spells. You'll want to grab as many single-target abilities as possible. The charisma can let you grab Spell Focus so your single-target save-ends will probably last at least 1 turn. You may want to Multiclass to rogue to pick up stealth and potentially pick up some Rogue powers since your Dex will be fairly high. Boost Dexterity and Intelligence at every opportunity.
Implement Mastery: Wand of Accuracy
Races: +Int or +Dex races
Array: Str 8, Con 12, Dex 16, Int 16, Wis 10, Cha 12

3. The Disabler.

Disablers focus on save-ends effects. This build would rather grab effects over damage, even if the damage is a bit better overall. Charisma 12 helps a Disabler get the Spell Focus feat, to help with area save-ends spells. Boost Intelligence and Wisdom at every opportunity
Implement Mastery: Orb of Imposition
Races: +Int or +Wis Races
Array: Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12

4. The Librarian.

Coming Soon!
Implement Mastery: Tome of Readiness
Races: Coming Soon!
Array: Str 8, Con 11, Dex 10, Int 18, Wis 14, Cha 10

5. The Dragon.

The dragon is the other way to approach a frontline wizard, focusing on Close spells. This build doesn't really need to MC, so it can afford to grab an 18 Int. Boost Intelligence and Constitution at every opportunity
Implement Mastery: Staff of Defense
Races: +Int or +Con races
Array: Str 8, Con 14, Dex 11, Int 18, Wis 10, Cha 10

6. The Beguiler.

Coming Soon!
Implement Mastery: Orb of Deception
Races: Coming Soon!
Array: Str 8, Con 12, Dex 12, Int 16, Cha 16

7. The Summoner

Coming Soon!
Implement Mastery: Tome of Binding
Races:Coming Soon!
Array: Str 8, Con 16, Dex 12, Int 16, Cha 12

8. The Pure Blaster

Coming Soon!
Implement Mastery: Any
Races: Coming Soon
Array: Str 8, Con 11, Dex 12, Int 18, Wis 13, Cha 10

Multiclassing: Learn How Others Master Spellcraft



Coming Soon!

Powers - Heroic Tier: Arcane Apprenticeship



Level 1, At-Will

Cloud of Daggers (PHB) - One square of damage. Guaranteed minion killer, one of the highest damaging at-wills single-target with a good wisdom. If you aren't pumping Wisdom this is Red. Now overshadowed by Storm Pillar
Illusory Ambush (AP) - Low damage illusion that gives -2 to attack rolls. Great effect, a great choice for almost any wizard. Plus, it targets will
Magic Missile (PHB) - Long ranged ranged basic attack. Only bother with this if you get a warlord who grants lots of regular or ranged basic attacks or your DM allows for decent sniping.
Phantom Bolt (AP) - Medium damage and a small slide that targets will. Not as good an effect as Illusory Ambush, and wizard's don't really need damage. Main saving grace is that it targets will.
Ray of Frost (PHB) - Low-damage slow. Not that good due to being overshadowed by Illusory Ambush. Take if you know your DM likes to create fairly mobile encounters.
Scorching Burst (PHB) - 3x3 mini-fireball. Although overshadowed by some new PHB2 At-Wills, this is still a solid choice.
Storm Pillar (AP) - 3x3 are that damages creatures that go through. Absolutely amazing power, the zone is almost like another defender.
Thunderwave (PHB) - A close wisdom-based push. Very good, although it targets Fort and is close due to the amazing push. A must if your DM likes to have lots of damaging terrain features. Black if you're Wisdom is 11 or lower, Blue if you have a wisdom of 12-13, and Sky Blue if you have a wisdom of 14+ or 12+ with some feat boosters.


Level 1, Encounter

Astral Wasp (AP) - Low damage conjuration that damages the target if it moves. Not a bad ability, although the damage leaves something to be desired.
Burning Hands (PHB) - A decent close power with medium damage and size, but only deals damage.
Chill Strike (PHB - Medium-damage daze. The single target power of choice, this has the highest damage of the level and a good effect.
Empowered Lightning (AP) - Medium damage long-ranged attack with a small push and a bonus to Wand of Accuracy. Not bad, although much better for wand than others.
Force Orb (PHB) - Completely overshadowed, an area burst 1 that requires the main foe to be hit.
Grasping Shadows (AP) - Medium damage burst slow that creates a zone. Absolutely Fantastic, this spell can put a serious dent in your opponents hopes.
Icy Terrain (PHB) - Low-damage area prone that creates difficult terrain. An impressive power. Poor damage, but makes sure anyone caught in the area doesn't move.
Orbaster's Incediary Detonation (AP) - Low damage burst that knocks prone and creates a very low-damaging zone. An interesting allowance for Orbizards, can definitely help prevent minions from getting somewhere. Also lets you use your OOI every encounter, which is nice.
Ray of Enfeeblement (PHB) - Low-damage weaken. Not a very good power, Chill strike beats it in the single target department.
Staffstrike Corrosion - Very Low damage control effect that grants concealment to those not close to the target. Also makes your Staff of Defense feature deal damage. Not horrible, but much better spells exist. Only really a decent choice for staffizards.


Level 1, Daily

Acid Arrow (PHB) - Medium damage power with ongoing and a secondary attack against nearby enemies. This power only has damage, and the damage is really not that good for a daily. Only saving grace is the secondary attack.
Flaming Sphere (PHB) - Conjuration with Automatic damage, able to be moved, and a standard action attack. Great minion killer and high automatic damage, works great to fill up your minor actions.
Freezing Cloud (PHB) - Poor damage, but a large area and a repeated attack.
Grease (AP) - Medium-size area spell that creates a zone that doesn't deal damage but knocks creature prone and slides. Good size power that essentially prevents anyone from crossing the area. Although the effect is a weaker than sleep's, it lasts longer and covers a larger area. I recommend using it to open an encounter, it doesn't do much good in the middle of one.
Horrid Whispers (AP) - Small size burst vs. Will with low damage, but variety of status effects. Not bad, the combination of status effects makes it a decent power. Being Vs. Will is the finishing touch to make this a solid Blue.
Phantom Chasm (AP) - Medium Damage burst vs. will with anti-mobility status effects. Prone and Immobilized are both great, locking down any foe in one place;. Only downside is prone gives your ranged allies a penalty to hit.
Rolling Thunder (AP) - Medium damage single or double target that creates an interesting conjuration that punishes foes for moving. OK soft control, capable of making sure weak foes stay put.
Sleep (PHB) - Small no-damage burst with a worse second status effect. Absolutely great power, absolutely locks down any foe, and has a good size. Unfortunately a ruling by CS says that the Orb does not carry over from the first save to the second.
Summon Fire Warrior (AP) Summons a creature that acts like a personal soldier monster with average damage. Fairly punishing against anyone who tries to move away too quick. Lacks anything special, although the warrior can fly, so overall a fairly mediocre power.


Level 2, Utility

Daunting Presence (AP) - Bonus to intimidate and penalty to hit for those that try and melee you. A solid power that can allow you to survive a brief melee stint once an encounter. This allows you to survive being suddenly flanked due to an ambush.
Expeditious Retreat (PHB) - Daily huge shift. This power is another get away spell, and this allows you huge mobility, almost allowing you to cross an entire battlefield. If you ever get near a big nasty melee that has threatening reach like a hydra, this allows you to get away safely when most other things fail.
Feather Fall (PHB) - Daily negate fall damage and stays standing up after fall. A good power in the right occasion, but fairly situational. Depending on the campaign, this could see repeat use or never be used.
Float (AP) - Daily ignore terrain and undetectable to pressure traps and tremorsense. In addition, stealth bonus. Also campaign specific. If your DM likes difficult terrain over most other types, this can greatly enhance mobility. Also can be useful based on how much your DM likes traps and what kind, and what monsters. Can also be used to float over water, which can also enhance mobility.
Guardian Blades (AP) - 1/turn damage until the end of the encounter against melee opponents who try and hit you. Very good power, a necessity for melee wizards and can see some use by other wizards in case they are stuck in melee.
Jump (PHB) - Bonus to Athletic checks to jump and you don't need a running start. You can't gain speed using this, and I do not see people jumping all that much unless your DM likes to use terrain where you can use it.
Phantasmal Terrain (AP) - If your DM likes lots of difficult terrain or neutral traps this is Blue, otherwise not that good.
Shield (PHB) 1/encounter reactive +AC and reflex. A very good spell for preventing getting hit by powerful monster encounters, especially solo's, brute's, and elite's.
Summon Shadow Serpent (AP) - A good power for seeing around corners and scouting, largely depends on whether your DM allows scouting to be effective.


Level 3, Encounter

Chill Claws (AP) - The exact same as Illusory ambush, but a bit higher damage and the ability to hit two targets. OK power, but overshadowed a fair amount by other powers.
Color Spray (PHB) - Large close blast that does some damage and dazes vs. Will. Solid power with a good effect, be careful about friendly fire. Main problem is a large chance of hitting your tank and reducing his stickiness dramatically.
Fire Shroud (PHB) - Enemy targeting close burst with low damage and a small amount of ongoing fire. One of the only encounter powers with ongoing, this is a good pick for a melee wizard worried about nuking their allies.
Hypnotic Pattern (AP) - Pick a square and enemies get pulled toward it and slowed. A solid power that can decide where the melee is or draw monsters together to be nailed by an AOE
Icy Rays (PHB) - Dual-target buffed Ray of Frost. A solid power that was on of the better out of the PHB, but the new AP powers show it up in locking targets down. The main advantage is you can have the targets spread out so being attacked on two sides doesn't totally screw you over.
Maze of Mirrors (AP) - Small area burst vs. will that deals no damage but immobilizes them and gives them a penalty to attack rolls. A solid power that prevents targets from doing much. I consider it a diluted encounter sleep.
Pinioning Vortex (AP) - Lockdown of a single target that deals decent damage and prevents them from going anywhere by lifting them up into the air and inflicting status conditions. A good power for parties with reach or against DM's who like to do just one frontline monster.
Shock Beetle Swarm (AP) - AOE spawn of beetles that deal decent damage. Get a good size clump and you've taken out a lot of minions.
Shock Sphere (PHB) - OK damage and size, but only that. Needs more substance.


Level 5, Daily

Acid Mire (AP) - Small burst with decent damage and a damaging and slowing zone. Good for preventing things from escaping.
Bigby's Icy Grasp (PHB) - Conjures a giant hand of ice that grabs and holds foes in its freezing grip. Amazing power for taking out a single target, but only one target unlike Stinking Cloud or Visions of Avarice.
Fireball (PHB) - Large area burst with good damage. Only damage, but a large area saves this from being a purple or red.
Glitterdust (AP) - Small area burst with low damage that blinds and prevents the target from being hidden. Situational, mostly just good against lurkers.
Phantasmal Assailment (AP) - Long ranged attack with decent damage and ongoing psychic and CA. Various booster feats exist, and this is party time for the strikers in your party, especially rogues.
Stinking Cloud (PHB) - Large burst that creates mobile poisonous cloud. A good choice for blocking off areas or wearing down opponents/murdering minions. Can also prevent enemy artillery from seeing through, forcing them to get close to the melee to target creatures.
Summon Abyssal Maw (AP) - You summon an abyssal maw that is like a miniature non-movement preventing fighter. This works great for sucking up hits that would go to the squishy melee striker.
Web (PHB) Medium burst immobilization zone. Absolutely fantastic for preventing a group of skirmishers from moving anywhere.
Visions of Avarice - A hypnotic pattern on steroids. Follow most advice for that power.


Level 6, Utility

Dimension Door (PHB) - Medium daily teleport. Fairly bland, but adds good mobility.
Disguise Self (PHB) - A visual daily disguise for an hour. Fairly situational, and not a good disguise anyways.
Dispel Magic (PHB) - Daily destruction of a single conjuration or zone. Also situational, a good power against NPC wizards.
Emerald Eye (AP) - Encounter bonus to insight and attacks against will against a single target. A solid power that can help when nova-ing illusion spells.
Fire Shield (AP) - Guardian blades on steroids that also grants resistance against fire or cold. Follow most advice for Guardian blades.
Invisibility (PHB) - An ally or you become invisible as long as the target doesn't attack and you sustain the power using your standard action. A good power for saving your but when the going gets tough and your about to die, but otherwise quite lacking.
Levitate (PHB) - You can fly vertically at a slow speed or horizontally at a snail pace, but have an altitude limit and a penalty to AC and reflex. A solid power for avoiding melee monsters, but you become a good target for ranged ones.
Spectral Hound (AP) - You create a flanking buddy and gain a bonus to defense and perception. A good way to allow your striker to be effective in the back and for you to avoid the stray attack coming your way.
Summon Iron Cohort (AP) - This power summons a personal body guard that takes non-area attacks directed at you 1/turn. A solid power for keeping you on your feet longer.
Wall of Fog (PHB) - You create a wall that blocks line of sight. A solid power (Although the wall itself isn't) that can greatly reduce the protection enemy artillery have.
Wizard's Escape (AP) - A free short encounter teleport when you are hit. Good for avoiding sudden sneak attacks.


Level 7, Encounter

Concussive Echo (AP) - Single target that does OK damage and has a conditional burst 3 centered on the target for low damage. A solid power that is king in an Elite & Minions encounter because it will either disable the elite for a round or kill all minions in a large area.
Enemies Abound (AP): Small burst with OK damage that causes enemies to count as allies for flanking purposes. Not a very good power, and is fairly situational.
Fire Burst (PHB) - An encounter version of Fireball with a smaller area. Overall, pretty meh.
Lightning Bolt (PHB) - Ranged attack that hits one target then splits to hit two others. A decent power that can cause some solid damage, but only that.
Spectral Ram (PHB) - Single target push that does good damage and knocks prone. A good power that can knock people into damaging terrain or away from you and toward the fighter.
Tomebound Ooze (AP) - A power that does great damage and makes the target take damage if it attacks. The secondary effect is an AoE with the Tome of Binding.
Twist of Space (AP) - Small burst that does a tiny amount of damage and teleports the target a short distance and slows. A decent power that can break up an enemy formation.
Winter's Wrath (PHB) - Medium burst that creates a cloud of ice. This power can can act as a miniature stinking cloud also.
Worms of Minauros (AP) - Creates a mass of maggots that feast on the targets flesh if it doesn't move away. A power good for making a monster give up a favorable position.



Level 9, Daily

Face of Death (AP) - A solid power that is a buffed Sleep, but not quite enough to make it a sky blue for a level 9 daily.
Ice Storm (PHB) - A great power that has a large area, good damage, immobilizes, and reduces movement in the zone. A killer first-rounder, and a solid power in later rounds if you can get around accidentally targeting allies.
Lightning Serpent (PHB) - Almost entirely damage and a weak single-target effect. Pass on this.
Mordenkain's Guardian Hound (AP) - Conjures a hound at medium range that has consistent damage for its minor action attack that also gives a penalty to hit you. A must have if your DM likes to target you, and still a solid power for adding good damage and protecting you.
Mordenkain's Sword (PHB) - Conjures a sword that can whack at people. Completely overshadowed by the Guardian Hound
Summon Arrowhawk (AP) - Summons an arrowhawk that marks and has a mobile attack. A solid power that creates a mobile harasser to mess up the enemy back line.
Taunting Phantoms (AP) - Small burst that makes the target attack a target of your choice and take damage when it misses. A good power that works wonders with creatures that have powerful attacks.
Visions of Ruin (AP) - Small burst that traps a creature in a zone. This power disables almost any creature, and if you can hit several you've severely reduced enemy damage output. Combine with OoI for hilarity.
Wall of Fire (PHB) - Conjures a wall of fire that deals damage to those that try and cross it and creates extremely difficult terrain and blocks LoS. A great spell that can divide the battlefield or force enemy artillery to close to be able to attack. Combine with pushes to create large quantities of damage.


Level 10, Utility

Arcane Gate (PHB) - Long ranged portal that makes two distant squares allow creatures to move through them. Fantastic for creating quick mobility for the whole team. Just have someone stand in one of the connected squares to block enemies from passing though.
Blur (PHB) - Daily encounter-long bonus to defense and enemies outside a small distance cannot see you. Perfect for sneaking around in open areas.
Illusory Wall (AP) - A wall that is solid for enemies but effectively not there for you? A fantastic power, and if you don't use the errata it is unbeatable.
Mass Resistance (AP) - Gain a moderate resistance to one of several different damage types. A solid power that can severely reduce the damage output of certain encounters against the whole party.
Mirror Image (PHB) - You gain a large bonus to AC that reduces each time you are missed. This power can save your but in a pinch, but this is somewhat overshadowed by Blur and several other defensive powers this level.
Resistance (PHB) - A slightly more powerful version of Mass Resistance that only effects you. Mass resistance gets more bang for your buck and overshadows this.
Summon Hammerfist Crusher (AP) - You summon a slow, brutish creature that dels large damage to objects. This is good if your DM likes to place locked or stuck doors in your path, or you can bash through a dungeon with ease.
True Seeing (AP) - This power gives you darkvision, the ability to see invisible creatures, and a large bonus to Insight and Perception. A good power for when you face invisible or otherwise hidden creatures, or for spotting things in general, but still fairly situational.

Powers - Paragon Tier: Arcane Disciples



Level 13, Encounter

Earth Brute (AP) - Single target medium damage with a small slide, and you conjure a creature that does a little damage and pushes. An OK power, but better ones exist.
Entangling Force (AP) - Small burst that prevents creatures from moving. Not bad, can really slow down creatures that rely heavily on mobility.
Frostburn (PHB) - Fireball that creates damaging difficult terrain. Not bad, can make a good chunk of the battlefield unfavorable.
Illusory Assailant (AP) - Good damage single target that creates a flanking buddy. Not bad, can really help out the party rogue.
Mesmeric Hold (PHB) - Multi-target immobilzation. About even with Entangling force.
Mirror Sphere (AP) - Single target attack for small damage, but the target attacks itself. Not bad, can force a monster to make a decision to attack and get hurt or not attack.
Orbmaster's Umbral Assault (AP) - Long-ranged small burst that creates darkness. Not a bad power, but gets really strong if you expend your OoI.
Prismatic Burst (PHB) - Medium burst that does good damage and blinds. Not bad, but the blind really screws up ranged attackers.
Thunderlance (PHB) - Large close blast that does solid damage with a medium push. A very good power for frontliners, and still works well for non-frontliners.

Powers - Epic Tier: Arcane Mastery

Recommended Feats: Arcane Tricks













Epic Tier - Racial
Coming Soon!


MC Feats
Coming Soon!


White Lotus Feats by Zesty_Chicken

White Lotus Heroic
White Lotus Defense (D374): A great feat, made better if you use AoE at wills.

White Lotus Enervation (D 374): A decent feat, but (IMO) one defense -1 isn’t much at higher tiers. Retrain at paragon if you take this.

White Lotus Evasion (D 374): Ooooh…minor shifts. This is good for getting away, which most wizards will do a lot of.

White Lotus Hindrance (D 374): Take this + White Lotus Evasion for great get aways, but can be used to make us slightly sticky for those crazy wizards who actually want that.

White Lotus Riposte (D 374): This is for swordmages, not you. But it does make the baddies think twice about going after you.


White Lotus Paragon
White Lotus Master Evasion (D 374): A greatly improved feat. I would suggest taking it if you have a feat slot to burn.

White Lotus Master Hindrance (D 374): More of a leader feat (which we wizards are definitely NOT), so I would highly recommend not taking this.

White Lotus Master Riposte (D 374): As I said earlier, for swordmages, but maybe if you are a staff wizard with high defenses and a high int.

Equipment: The Spellcaster's Tools

Tactics: How to apply your knowledge

Sample Characters, Level 1

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Gnome – You’re a Fey Tiefling. Master Trickster is useless, but otherwise a good sneaky wizard. I’d recommend a Wandizard due to the racials.

I think they make great orb wizards as well because there are so many useful save-ends illusion effects and they have access to the ultra-powerful gnome illusionist racial feat.


Also, don't forget tome of binding and orb of deception.


You might also want to devote a section to useful rituals and point out "trap" rituals as well. There are probably too many to rank all of them.

Edit: none of the races are sky blue. How is that possible? They are ranked against each other so at least one has to be sky blue.
I think they make great orb wizards as well because there are so many useful save-ends illusion effects and they have access to the ultra-powerful gnome illusionist racial feat.


Also, don't forget tome of binding and orb of deception.


You might also want to devote a section to useful rituals and point out "trap" rituals as well. There are probably too many to rank all of them.

Edit: none of the races are sky blue. How is that possible? They are ranked against each other so at least one has to be sky blue.

I concur with the ritual section being useful, though at some point somebody should probably do an independent ritual guide.

The coloring thing depends on perception. Since sky blue is "you want this period" then it needs to be far and away the best choice. With regards to race none of them are blatantly superior to the other good options, so nothing is sky blue.

EDIT: Forgot to say thanks. We really needed a new wizard guide.
Well, Gnomes do have that feat that vastly improves their ability to use illusion spells...
I think they make great orb wizards as well because there are so many useful save-ends illusion effects and they have access to the ultra-powerful gnome illusionist racial feat.


Also, don't forget tome of binding and orb of deception.


You might also want to devote a section to useful rituals and point out "trap" rituals as well. There are probably too many to rank all of them.

Edit: none of the races are sky blue. How is that possible? They are ranked against each other so at least one has to be sky blue.

I'm still waiting for my copy of AP, its taking over a week to come. Rituals will go in the Equipment section, and the races aren't Sky Blue due to the large amount of competition. Devas and Humans come close though.

I concur with the ritual section being useful, though at some point somebody should probably do an independent ritual guide.

The coloring thing depends on perception. Since sky blue is "you want this period" then it needs to be far and away the best choice. With regards to race none of them are blatantly superior to the other good options, so nothing is sky blue.

EDIT: Forgot to say thanks. We really needed a new wizard guide.

Your welcome for making the wizard guide.

Just so people know, I'll probably do most of the PHB heroic tier powers tomorrow, and then next weeked I'll work on Paragon powers and Paragon and Heroic tier feats. I also need someone to rate Dragon powers for me, I haven't subscribed to D&DI
I would daresay Human is Sky Blue, if only by a nose. The 3 at-wills on a Wizard are pure gold IMHO (Thunderwave to hit Fort, Magic Missile/Scorching Burst to hit Ref, and Illusory Ambush to hit Will), and the lack of a secondary +2 doesn't hurt as much as it would seem; the NAD's are still better, and very few Wizards truly require a maxed-out secondary. On top of all that, they have some pretty sweet racial feats, so my gp's on the Human.
I think we should get a vote on the humans being Sky blue. If people haven't noticed, I've put up ratings for the At-Wills.
I think that your ratings for At-Wills are about what I would rate them.

Count me in as the first vote for Sky Blue Humans.
I can do some of the dragon stuff and AP stuff, as I was working on a guide before AP came out. It has LDB's format, so if you want, I can paste some stuff from my guide and you can copy 'n paste to your guide. Do give me credit if you do so.

I probably should have released my guide earlier. Now that there are two new ones out, there's really no need for it.


Yeah, Sky Blue seems to fit for humans. With the at wills in AP, an extra at will is looking very nice. The feats in AP are very nice (especially some of the improved implement ones), so that feat will be useful.
If you could give me the dragon ratings it would be much appreciated.
White Lotus Heroic
White Lotus Defense (D374): A great feat, made better if you use AoE at wills.

White Lotus Enervation (D 374): A decent feat, but (IMO) one defense -1 isn’t much at higher tiers. Retrain at paragon if you take this.

White Lotus Evasion (D 374): Ooooh…minor shifts. This is good for getting away, which most wizards will do a lot of.

White Lotus Hindrance (D 374): Take this + White Lotus Evasion for great get aways, but can be used to make us slightly sticky for those crazy wizards who actually want that.

White Lotus Riposte (D 374): This is for swordmages, not you. But it does make the baddies think twice about going after you.


White Lotus Paragon
White Lotus Master Evasion (D 374): A greatly improved feat. I would suggest taking it if you have a feat slot to burn.

White Lotus Master Hindrance (D 374): More of a leader feat (which we wizards are definitely NOT), so I would highly recommend not taking this.

White Lotus Master Riposte (D 374): As I said earlier, for swordmages, but maybe if you are a staff wizard with high defenses and a high int.
WL Riposte is IMHO better than you make it out to be: it can dissuade enemies from going after you. I agree it's not as good as it is for a Swordmage, but being a staff mage or not is not relevant IMO.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Hmm....Good point. I'll edit that, thanks.
I've got a bit of time, so I'll work on heroic powers. Also, thank you Zesty for the White Lotus feats.
You'll want to add the new wizard at-will from the arcane minis pack. It's called freezing cloud or something like that.
I don't think minis are good sources for D&D powers...

Also, Level 1 Encounter powers are up.
I don't think minis are good sources for D&D powers...

Also, Level 1 Encounter powers are up.

No, they are specifically designed for 4e. It's the player's handbook heroes collection, actually. They are in included in the compendium and character builder.

Warlocks also got a good one: eldritch strike.
I need someone to confirm this, and also someone to rate it if it is a viable source.
I need someone to confirm this, and also someone to rate it if it is a viable source.

Well, here is a link to the FAQ where they're declared legal for RPGA.
I respectfully disagree with several of the race ratings.

Dwarf - +2 Constitution is good for Staffizards and Tomeizards, +2 Wis for Orbizards, but the racials are more suited to a frontliner. The speed hurts though. Not recommended, but you could do a decent gish with a Dwarf. I recommend a Staffizard

Half-Elf - +2 to a Tertiary and a Secondary doesn’t make him look that good, but the Racial is very good, especially once you pick up Versatile Master. I’d recommend a Tomeizard.

Halfling – +2 Tertiary and Secondary is Purple but small doesn’t affect you and the racials help get out of trouble. Go be Harry Potter, use a wand.

IMO, if you rate halflings and half-elves Black, the Dwarf should be Black too. They have decent skill bonuses, low light vision, a big save bonus versus poison (very common), bonuses to two good secondary ability scores, and an excellent power in Dwarven Resilience. The racial feats are pretty good, and even Stand your Ground might see some use every once in a while. Their only real flaw is the Speed 5, really.

Half-elves are flat-out worse than Dwarves in the Heroic tier, and I'm not entirely convinced even Versatile Master saves them as wizards post Paragon.

Deva - +2 Int and +2 Wis make this Orbizard gold, and the racial power can help with accuracy almost as much as an elf’s. The other racial abilities are fairly good, although how often are you struck with radiant damage? If you consider anything other than an Orbizard with a Deva I will personally hunt you down and make you repent for your crimes against Wizard Optimization.

Gnome – You’re a Fey Tiefling. Master Trickster is useless, but otherwise a good sneaky wizard. I’d recommend a Wandizard due to the racials.

No disagreement about the ratings here. Even if Radiant damage is fairly rare, the Deva resistance to the extremely common Necrotic damage can be very useful. Perhaps add a note on Gnomes that they are probably Sky Blue illusionists.

Gnoll (D 367) - Dexterity and Constitution are OK bonuses, but what really kills it is the incentive to charge a lot. Repeat with me, Wizards are not Frontliners, Wizards are not Frontliners. If you wanna be wild, you are a Staffizard using the Dexterity to get Arcane Reach

No way Gnolls are Red. Just because a race gives incentives to charge doesn't mean you have to. (That's like saying Eladrin must use longswords.) Gnolls get two good stat bonuses to secondary ability scores, low light vision, a bonus to damage while bloodied (applies to spells, too), a bonus to Perception (perhaps the best skill in the game), and most importantly, Speed 7. Admittedly, their Racial Feats are pretty terrible for wizards, though. I'm not saying they are good wizards, but they aren't the bottom of the barrel either. Purple.

Doppelganger (MM) – Decent stats, but sucky racials. Good for intrigue campaign wizards, otherwise, avoid. You can be anything.

Genasi (FRPG) - +2 Int is great, +2 Str is useless, but the manifestations are pretty good all around. You probably want to go staff to make the best use of your manifestations.

Goblin (MM) - Slightly weaker than the Halfling, it has the same racial stat allotments, which are not spectacular for Wizards. Choose if you don’t like Halflings. Go Wandizard

Hobgoblin (MM) - These guys are about the same as Half-Elves, sans the beauty that is Dilettante. Ah, well. Join the long line of Staffizards, although you can also join the much smaller Tomeizard line.

Kobold (MM) – You’re a sneaky little bastard that is cruel and unusual. Go Tome, Staff, or Wand.

Doppleganger is not Purple. The the +2 Int alone saves it from that. I don't care how bad their racials are, they are not worse wizards than goblins, hobgoblins, or kobolds. They make good illusionists, particualrly in a heavily social campaign. I'd say Black, maybe even up to Blue if they ever get around to printing racial feats for them

Similarly, Genasi should probably be Blue despite their useless bonus to Strength. The manifestations are very useful, and they have some decent racial feats.

Oh yeah, count me in as voting for humans as Sky Blue.
Polearm Fighter Build Thread:The Reacher
I don't understand how we're getting black for Tieflings and blue for Elves. I know that Elf Wizards were the centerpoint of some ridiculous Orb gimmicks, but those are old news and it was only an Epic Tier trick anyway. Add that to the fact that saving throw penalties are sadly prolific these days as well as the coming of the Deva and the Elf Orb Wizard's prior superiority is a has been.

That leaves us with Elven Accuracy and a bit of Dexterity for Wand of Accuracy tricks up against +2 Int, Bloodhunt and (possibly) a better Orb of Deception bonus. I know which I'd pick on a Wizard.

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Edit: I forgot to address the human color-voting. I'm torn on this. Part of me wants to agree that humans are sky blue, but I don't think that they're a whole tier ahead of the other +2 Intelligence races either. If I vote for humans to be sky blue, that makes me wonder why Eladrin/Gnomes/Devas/Tieflings aren't up there as well. We could put all of those races at sky blue, but that seems like too many.

Read over Momar's comments about why they thought there shouldn't be a sky blue, and now I'm in agreement with them. None of the best Wizard races have enough of an advantage over the others to move them into a different tier. Humans are probably the best of the pack, but not by so much that they should be marked as such.

---

Though I started out with an initial disagreement, I am happy to see a new Wizard Handbook. Arcane Power as well as a number of other developments have changed the ballgame for Wizards completely, and we needed something of an update on this class.
D&D rules were never meant to exist without the presence of a DM. RAW is a lie.
Well, I also agree that humans should be sky blue, but I don't think that they should be the only sky blue race. At least Eladrins and Gnomes (right stats, very good feat support), and maybe Deva should also be promoted to sky blue.
Wizards gives you a lot of options, and different races shine in different builds. No or only one race in the top tier seems to me a bit of a narrow approach.
JMHO.

And thx for putting this up. Wizards really needed a up to date handbook. Great work.
I respectfully disagree with several of the race ratings.

IMO, if you rate halflings and half-elves Black, the Dwarf should be Black too. They have decent skill bonuses, low light vision, a big save bonus versus poison (very common), bonuses to two good secondary ability scores, and an excellent power in Dwarven Resilience. The racial feats are pretty good, and even Stand your Ground might see some use every once in a while. Their only real flaw is the Speed 5, really.

Half-elves are flat-out worse than Dwarves in the Heroic tier, and I'm not entirely convinced even Versatile Master saves them as wizards post Paragon.

No disagreement about the ratings here. Even if Radiant damage is fairly rare, the Deva resistance to the extremely common Necrotic damage can be very useful. Perhaps add a note on Gnomes that they are probably Sky Blue illusionists.

No way Gnolls are Red. Just because a race gives incentives to charge doesn't mean you have to. (That's like saying Eladrin must use longswords.) Gnolls get two good stat bonuses to secondary ability scores, low light vision, a bonus to damage while bloodied (applies to spells, too), a bonus to Perception (perhaps the best skill in the game), and most importantly, Speed 7. Admittedly, their Racial Feats are pretty terrible for wizards, though. I'm not saying they are good wizards, but they aren't the bottom of the barrel either. Purple.

Doppleganger is not Purple. The the +2 Int alone saves it from that. I don't care how bad their racials are, they are not worse wizards than goblins, hobgoblins, or kobolds. They make good illusionists, particualrly in a heavily social campaign. I'd say Black, maybe even up to Blue if they ever get around to printing racial feats for them

Similarly, Genasi should probably be Blue despite their useless bonus to Strength. The manifestations are very useful, and they have some decent racial feats.

Oh yeah, count me in as voting for humans as Sky Blue.

Thanks for your response. I was on the fence for dwarves, I'll probably swap them to black with a recommendation for being a Staffizard. Dopplegangers I'll bump also, I was mostly thinking about the useless racials. I don't have FRPG, I was just going by what I've heard. I'll probably keep them as black, and then say certain good manifestations make them blue.

I don't understand how we're getting black for Tieflings and blue for Elves. I know that Elf Wizards were the centerpoint of some ridiculous Orb gimmicks, but those are old news and it was only an Epic Tier trick anyway. Add that to the fact that saving throw penalties are sadly prolific these days as well as the coming of the Deva and the Elf Orb Wizard's prior superiority is a has been.

That leaves us with Elven Accuracy and a bit of Dexterity for Wand of Accuracy tricks up against +2 Int, Bloodhunt and (possibly) a better Orb of Deception bonus. I know which I'd pick on a Wizard.

---

Edit: I forgot to address the human color-voting. I'm torn on this. Part of me wants to agree that humans are sky blue, but I don't think that they're a whole tier ahead of the other +2 Intelligence races either. If I vote for humans to be sky blue, that makes me wonder why Eladrin/Gnomes/Devas/Tieflings aren't up there as well. We could put all of those races at sky blue, but that seems like too many.

Read over Momar's comments about why they thought there shouldn't be a sky blue, and now I'm in agreement with them. None of the best Wizard races have enough of an advantage over the others to move them into a different tier. Humans are probably the best of the pack, but not by so much that they should be marked as such.

---

Though I started out with an initial disagreement, I am happy to see a new Wizard Handbook. Arcane Power as well as a number of other developments have changed the ballgame for Wizards completely, and we needed something of an update on this class.

I'll probably bump elves back down to black, I wasn't particularly sold on them anyways. Before I bump really any of the Int/Cha races I think I'll wait till I read the Orb of Deception and write my thoughts on it.
But the Genasi's Strength bonus can get them into Hide Armor at very little cost.

Plus they also get a Racial feat that lets them add their Strength bonus to Wizard spells, which allows them to play as a more strikerish controller.

They should be Blue, at least.
Didn't know about the racial feat. The strength bonus is good for a Gish, so I guess you do have your point. Bumped to a blue.
Humans should be sky blue. They make amazing wizards based on the third at-will and feats.

Any +int race should be blue or races like goblin / hobgoblin and almost every other without an Int bonus or amazing synergy should be purple. Tieflings and Doppelgangers gain primary and secondary stat bonus. There is no way they are on par with a race like goblin or hobgoblin.

I'd probably drop classes without any real synergy outside of a secondary stat bonus down to purple. This includes things like Halfling, Bladeling, Goblin, Hobgoblin, and Kobald.

Features: I'd drop Wand of Accuracy down to black. It's not all that great of a mastery since a heavy dex focus isn't really good and it only affects 1 attack roll. I might bump Staff of Defense to sky blue. I don't know many builds that don't rely on it for extra defense in the early levels. I'd put Tome of Readiness up to blue (especially given craziness with Improved Tome of Readiness in paragon). Tome of Binding I'd put at purple. Summoning except at the higher levels isn't worth it. Orb of Deception should be black.

Ritual Casting I'd put at blue. It is a nice free feat that synergizes with class skills and provide free rituals as you level up. That is very solid. Spellbook is purple at best. Most often you will memorize the same spell regardless. If you want to swap out a spell something like Tome of Readiness is a better way to do that. Cantrips boarder between black and blue so I'm fine leaving them black given their lack of substance in encounters.

For ability scores I'd drop Charisma to black. It's not that good for much other then Spell Focus. Orb of Deception just isn't worth taking. Dexterity I'd put at a black too. It's nice for Initiative or if you really want to be get a high wand of accuracy bonus but I'd rather look for higher Wis (augment at-wills) or Con (to live longer.)

How is insight sky blue? Is there some amazing insight use that I missed were it gives you bonuses in combat? Religion should be blue given the rituals it opens access too. Dungeoneering and Diplomacy I'd drop to black and History to purple. Really, is there anything in the game that uses history (besides the random skill challenge)?

Other skills should have Percpetion at blue. It goes well with a solid secondary stat in Wis and is the best skill in the game.

For At-Wills you should add the AP ones in. There are some decent picks from them. Also the power from the minis is good (and 100% legal as a part of core DnD). I'm not sure I'd rate scorching burst as blue but black. Also encounter powers should add in the AP ones. When you look at the new powers it changes the rating of the PHB powers.
I'm going to assume that you haven't read through Arcane Power yet. That's the main reason why you insulted the mighty Goliath as a Wizard, right? See, that +2 STR helps him get into Hide (as has been mentioned previously for other races) and the +2 Con makes for an excellent Summoner wizard, where your Summonings rely on your CON score to be high so they last longer.

Read through the rules for Summoning and see if you don't agree that the +2 CON races are definitely in the running now.
Staff Dwarven wizards rock.

Dodge Giants and Dwarven Durability are all kinds of useful.

Also, Dwarf Wizards tend to have high NADs in general, what with bonuses to CON and WIS and naturally high INT. Add the Implement mastery bonus (and maybe Shield), plain Leather Armor, Staff Fighting and your defenses will be solid. With those defenses, maybe it would be wise to consider a Summon spell or two.

Considering that even front-line War Wizards will have some sort of long-range capability, the 5 move is not that significant.
"Magic is impressive, but now Minsc leads, swords for everyone" - Minsc, BG
Wizards benefit a lot from being able to hit. It's one of the few classes where buying an 18 before racials is not a bad idea, and is in fact a better idea if you don't have a racial bonus to int. Int is just a more important stat for wizards than any other stat for almost any build (bar old-school orbizards). Having bonuses to just off-stats is really not as good as a bonus to int. Without an int bonus, you're either A) Paying for an 18 in int, which costs so much that your other stats get eaten up anyway, or B) starting with just a 16 in int. The Doppelganger provides a good example, offering just an (admittedly really cool) RP skill, a bump to a stat that many wizards won't care about, and some skill bonuses. But they have a bonus to Int. I would argue that the Doppelganger is BETTER at almost any wizard build than a dwarf is. IF you're planning on starting with 18 int, then not being an int race is extremely painful, because your other stats are going to get beaten up for it. The only time a non-int race is a realistic consideration - from a purely optimization standpoint - is if you don't care about starting with 18 int. A dwarf who wants to start with 18 int -doesn't- have better NADs from his WIS and CON than a Doppelganger does because the Doppelganger can use the seven points the dwarf spent getting to 18 int on offstats, giving him -better- NADs. I'm not going to deny that many non-int races bring interesting things to the table, but those races, in my mind, need to bring a huge amount of stuff to the table or have a specific, powerful advantage to even be in the same tier as an int race, and no int race should be lower than black. Like, a race that was completely blank except for an int boost would still be clearly black, the way the scale is calibrated now.

(Note: This post assumes that starting with 18 int is still considered important. Otherwise: My bad!)
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
Genasi are Sky Blue. Promise of Storm + the proper build (Spellstorm Mage) can cause Sorcerer-levels of AoE damage, while still being a very strong controller. +2 strength also gets you Hide, which is gooood.
I won't argue that Genesi aren't a great choice, but it's not because they get a Strength bonus. A strength bonus really isn't very useful on a wizard at all; the only thing that's worse than a strength bonus is a bonus to a cha if you're doing a wis build and vice versa. If you want hide, any wizard can just put fewer points in the stats that are actually important for a wizard (compensating by way of their bonuses to non-worthless stats) to get the strength for hide. You also need 13 Con for hide, so it's not like the Strength is even helping a NAD. (I would also argue that, rather than being "gooood", hide is exactly as good as 1 AC, which is what it gets you over leather of the same level. (Plus an armor check penalty that won't matter for most wizards.) (If your build wants a specific piece of armor that's not available in leather, that's another reasonable point.) The stat point to get strength to 11 (or three stat points if it's your 8) plus a feat might be worth +1 AC for some wizards, but in general a bonus to strength is just something that wizards outside of multiclass funkiness are not going to make any use of.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.