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Selecting Powers:[/FONT]
[FONT="Comic Sans MS"]Wizard Powers: The Rules[/FONT]1) Have powers that target every save. Fort, will and Reflex. (Note that Fort is almost universally higher for most creatures - so go heavy on Will, Ref. Thanks Dan2!). Especially be careful with At-Wills - which you will use most often.
2) Make sure you have versatility in ranges amongst your powers
3) Some powers should target areas, some should target multiple creatures, and some should target single creatures.
4) You need at least some Walls or Battlefield Controls that require no attack roll for enemies with impressive defensive scores.
5) Terrain modification needs to be in your list (hampered terrain, vision blocks, line of effect blocks)
6) Status modification needs to be in your list (weaken, prone, immobolize etc)
7) Position modification needs to be in your list (Push, Pull, Shift, Teleport etc.)
8) Give preference to encounter utility over daily utility options.9) Orb wizards should have a bias towards "Save Ends" spells
10) Wand Wizards should have a bias towards spells that work best when Initiative is won
11) Staff Wizards should have a bias towards close blasts (being less squishy)
At Will:[sblock]
Scorching Burst: The only ranged AOE At-Will in the game. Attacks Ref which is often a weak defence. Blast only, but for an At-Will - it is a good one.
Ray of Frost: The only ranged attack in the game that imposes a Status condition. Slow isn't great, but it gives this power circumstantial use over a straight blast. The Fort targeting hurts.
Thunderwave: The only clost blast AOE At-Will in the game. The range is a problem unless you've planned for Arcane Reach - in which case - this could be a very good choice. It targets Fort which is a problem. The opponent recieves a push equal to your Wisdom modifier - so if you don't have a decent wisdom - Scorching burst will be better in pretty much every way.
Cloud of Daggers: A one-square cloud that does moderate damage in the first turn, and then terrible damage on the target's turn. Since one square area determent isn't much use in 4e due to 1x diagonal movement - this really has only will do damage to the creature in the square already, and isn't a deterrent at all. Half the range of magic missile but will ignore cover and concealment. They each share the same weakness in that they are single target only damage only powers.
Magic Missile: Pretty much every class has the single basic attack and this is the wizards. Not too bad (basically superior to the Warlock's eldritch blast). Range is very good for an At-Will, and damage is 2d4+Int. It's more of a Striker-style ability though.
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Level 1 Encounter Spells:[sblock]
Burning Hands: The size is good (close blast 5), but range blows unless you get Arcane Reach (and if you get arcane reach, you are probably within 2 levels of replacing this power). It targets Ref and does straight damage (OK damae for AOE).
Chill Strike: Striker-style spell. Targets one enemy and does decent damage and dazes them for a turn. Dazed in 4e is like a 3.5 slow effect. Good, but not incapacitated type good. Targets Fort which isn't great. Interestingly, this is a pretty much superior single target status-creating encounter spell than the Warlock choices of equivalent level. However, if you have a warlock in your party - this is still likely redundant.
Force Orb: Pure blast. Looks like a single target spell, but really it's a conditional burst 1. If you hit the guy in the centre - all those around him become targeted. Damage is good on the centre target, and so-so on the secondary targets.
Icy Terrain: Blast/BC. Burst 1 spell that does so-so damage and knocks targets prone. Targets Ref and creates difficult terrain in the effect for 1 round. It's like a short duration grease spell with a blast side effect.
Ray of Enfeeblement: Striker style spell. Very similar to Chill Strike except the damage is slightly worse and it weakens rather than Dazes. If the opponent is not relying on manouverability, this is better - otherwise, I consider Chill Strike the better choice.
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Level 3 Encounter Spells:[sblock]
Color Spray: Close blast 5 targets Will and dazes targets in addition to so-so damage. With Arcane Reach this will be great - without, it's OK.
Fire Shroud: Close burst 3 that only targets enemies. Targets Fort which isn't good - and is pure blast. Damage is So-so but also has an ongoing damage effect. More of an emergency spell - not sure I want to set this up every encounter.
Icy Rays: Target one or two creatures (Ref) for OK damage and Immobilization. This isn't a total screw-over but can still cramp their style.
Shock Sphere: Pure blast. The burst 2 is a nice size effect and it targets Ref for OK damage.
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Level 7 Encounter Spells:[sblock]
Fire Burst: Pure blast - decent damage in a nice sized burst 2 range 20.
Lightning Bolt: Pure blast - OK damage against primary, and so-so damage against 2 secondary targets within 10 squares of original target. Lets you do multiple enemy attacks without requiring the cluster - but damage suffers.
Spectral Ram: Decent damage and pushes 3 squares and knocks prone. Targeting Fort is a weakness, as is the single target.
Winter's Wrath: Decent damage burst 2 that targets Fort. This spell also grants concealment, and does crappy damage to creatures within on their turn. Lasts for a round. Your first encounter spell that gives concealment.
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Level 13 Encounter Spells:[sblock]
Frostburn: 20 square ranged burst 2 that targets Fort and does OK damage, and creates difficult terrain for a round and does additional crappy damage to anyone starting their turn in the effect.
Mesmeric Hold: Does so-so damage to 1, 2 or 3 targets and immobilizes them for a turn along with so-so damage. Grants a +4 bonus if you choose one target. So here's a hint - never target 2 enemies! Attacks Will which is a nice feature.
Prismatic Burst: Range 20 burst 2 that targets Will, enemies hit are all blinded for a round and take decent damage.
Thunderlance: Close blast 5 that targets Ref. Pushes the target 4 squares and does decent damage. This goes very nicely with Arcane Reach.
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Level 17 Encounter Spells:[sblock]
Combust: Range 20 burst 2 pure blast that targets Ref. Damage is pretty good - but that's all you get.
Crushing Titan's Fist: Range 20 burst 2 that targets Ref. Damage is decent and those hit are immobilized. In addition, the area lasts until the next turn with a 2x hinder movement effect.
Force Volley: Range 20 targeting Ref. Choose 1, 2 or 3 creatures - you get +4 to hit if you target 1 (so never target 2). If you hit - the damage is decent and you daze for one round.
Ice Tomb: Target one creature's Ref in range 20. If you hit they are Stunned for a round and encased in Ice (so no line of effect in or out). Damage is pretty good.
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Level 23 Encounter Spells:[sblock]
Acid Storm: Burst 4 within 10 squares that targets Fort. This is your biggest encounter effect, and blocks line of sight. Those within are attacked for OK damage, and if they start their turn within they take some more crappy damage.
Chain Lightning: Pure blast. Target one enemy in range 20. If you hit, target 2 secondary targets within 5 squares of primary target and all enemies within 20 squares of you as tertiary targets. The damage is OK - to Crappy overall - but you are always adding Int to damage and that's a lot of targets - and only enemies.
Thunderclap: Target one creature's Fort within range 20 for OK damage and stunning for a round.
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Level 27 Encounter Spells:[sblock]
Black Fire: Close blast 5 that targets Ref for Decent damage. Not nearly enough for the level IMO.
Confusion: Target one enemy in range 20 (Will defense) and do OK damage and have him attack his buddy for a round. Very nice.
Forcecage: Target one creature in range 20 (Ref) and basically take it out of action for a round. This is likely to be worse than Confusion 9 out of 10 times.
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Level 1 Daily Spells:[sblock]
Acid Arrow: Pure blast, has a nice range and attacks Ref. Does good damage to the primary target with a (save ends) repeating damage effect. Those adjacent to the enemy get a secondary targeting for OK damage that also has the (save ends) effect. Technically if you miss, you still do damage, but it’s so pathetic it’s not really worth anything. Personally – if you want to blast – I think you are better with flaming sphere.
Flaming Sphere: Blast with possible light BC applications. Attacks Ref for Decent damage up to a range of 10. The nice feature is it can be sustained with a minor action and moved with a move action – allowing round after round attacks. At low levels this is quite effective – especially with the length of battles in 4e. Any creature that starts its turn next to the sphere takes so-so damage without a to hit roll – another nice feature of the spell.
Freezing Cloud: Blast with possible light BC applications. Attacks Fort for so-so damage with a burst 2 within range 10. Anyone who starts their turn in the cloud is subject to another attack. The radius is nice, as is the ½ damage on a miss – but this is far from your best blast available.
Sleep: Every bit as good as you’ve been told. :rofl: Oh my
*wipes tear* - OK, however, it’s still a very solid spell even if not completely broken. Hit a burst 2 (nice size) in 20 squares and attack Will (nice defence to target). All creatures whether hit or missed are slowed a round (slow isn’t great in 4e – but I’ll take slow on a miss any day). Hit creatures make a save at the end of their next round or they fall unconscious (save ends). By RAW nothing but a successful save can wake them up. However, DM’s using common sense often trumps RAW – so better see how your DM plays that one. Either way, this is a solid spell even if the best effect has a save before coming into effect and that effect is delayed a round.
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Level 5 Daily Spells:[sblock]
Bigby’s Icy Grasp: A personal favourite. Range 20 attack on Reflex, if it hits, it deals decent damage and grabs the opponent. You can sustain the effect with a minor action. If the opponent escapes the grab, you can use a move action to move the hand and a standard to attack again. Creatures held take OK damage every round they are held. Very nice effect that you can have last the battle.
Fireball: Naturally fireball is back. The area is nice on this pure blast (burst 3 within range 20). The attack is naturally on Reflex and those hit take good damage. On a miss you still deal half damage. For blast specialists only considering the nice options at this level.
Stinking Cloud: A nice dual threat blast/BC. Burst 2 cloud within 20 squares that attacks Fort (not so great) for Ok damage. However, you can maintain the effect with a minor action and move it with a move action. It also blocks sight – so the battlefield control applications just became numerous. Creatures that enter the zone or begin their turn there take OK damage with no to hit roll. This is a nice effect to have between enemy melee types and their archer buddies. The archers lose line of sight unless they go through the cloud (in which case they are in melee), and Big Stupid Fighters can push the melee types into the cloud for damage over and over again.
Web: Pure Battlefield Control spell. Burst 2 within 20 squares that attacks Ref. Targets hit are immobilized with a (save ends) duration. The Web is considered difficult terrain and anyone who ends their turn within is immobilized. Also – no anchor points necessary.
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Level 9 Daily Spells:[sblock]
Ice Storm: Creates a burst 3 effect within range 20 that targets Fort. Those within that are hit take OK damage and are immobilized (save ends). Those missed take half damage and are slowed (save ends). The area is considered difficult terrain for the rest of the encounter. The area covered by this spell is respectable – and creating a large area of difficult terrain for the rest of the battle (no sustain necessary) is also useful. The effect on a miss is a nice consolation for a miss. Overall – the spell has lots of nice features.
Lightning Serpent: Pure striker style blast. Hit one target for good damage and he takes ongoing damage and is slowed (save ends for both). On a miss the target is still slowed (save ends) and takes half damage. Leave the striking for Warlocks. You have too many options at this level to invest in a one shot single target blast.
Mordenkainen’s sword: Creates a sword within range 10 that attacks Reflex for so-so damage. The sword is maintained with a minor sustain. The significant feature of this spell is sustaining the spell alone allows it to attack again on your turn. Still – not your best choice at this level – and it is questionable whether this spell is better than Flaming Sphere at all. Circumstantially it will be since technically you can move and attack with this weapon and still use a standard action to cast another spell. Still – not that impressive.
Wall of Fire: Creates a wall 8 within 10 squares. Any creature next to the wall at the beginning of its turn takes so-so damage (no to hit roll necessary). Those who go through the wall take good damage. Also – going through the wall takes 4 squares of movement. Finally, the wall also blocks line of sight. This is a superior blockade between enemy melee types and their archers than Stinking Cloud. A very good investment at this level.
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Level 15 Daily Spells:[sblock]
Yes - I have two
FAVORITES at this level. Honestly, how could you expect me to choose betwen Bigby's Grasping Hands and Wall of Ice? My suggestion is pick up both and alternate preps until you figure out your personal favorite.
Bigby’s Grasping Hands: Like Bigby’s Icy Grasp except twinned. Also – if both hands are grabbing opponents they can bash them together for decent damage (and a great mental image). I like Bigby’s Icy Grasp – so it stands to reason that I love the double version. A single minor sustains both hands. The damage is slightly increased from the single version as well.
Blast of Cold: Close blast 5 that targets Ref. The damage is very high and the target is immobilized (save ends). If you miss, you do ½ damage and they are slowed (save ends). Basically – this spell is inferior to Prismatic Beams other than doing slightly more damage. If you have Arcane Reach and want a good close blast – pick that one.
Otiluke’s Resilient Sphere: Conjure the sphere we all remember around a single target (to hit against Ref – range 10). As we are used to – you can’t attack them and they can’t attack anyone else (except the sphere itself which has 100 hp). You can also use this on your allies or yourself for a defensive bubble. Here’s an interesting side note – if you miss – the target is immobilized (save ends) which is a pretty nice consolation for missing. You can sustain the sphere as a minor action.
Prismatic Beams: Close burst 5 that targets Fort, Ref and Will (3 attacks). The attack that targets Fort does so-so damage with an ongoing (save ends) damage. The attack that targets Reflex does so-so damage and also has (save ends) ongoing damage. The attack that targets will Dazes (save ends) – daze is good! The nice thing about this spell is that it targets all three defences, which is nice if you don’t know what defence is weakest. Also – the will attack is the best, which is nice as well.
Wall of Ice: Your first solid barrier spell. Creates a wall 12 within 10 squares (big). Any creature that starts its turn adjacent to the wall takes OK damage automatically. Each square of the wall has 50 HP that must be defeated before the square can be entered. Creatures that make melee attacks against the wall take a bit of damage (pretty crappy actually). The wall will last the entire encounter if not destroyed.
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Level 19 Daily Spells:[sblock]
Acid Wave: Close blast that is in most ways actually worse than the lower level Blast of Cold (which I still didn’t recommend). This is a bad spell – just skip it.
Cloudkill: Oh I miss my 3.5 cloudkill. This spell creates a burst 5 (big!) within 20 squares that targets Fort (yes it does – it was errated), for lousy damage. Those that begin their turn in the effect take lousy damage with no to hit roll. You can move the effect with a move action. Note that cloudkill does not block line of sight. The only real selling point is that it is sustainable and a large AOE. Otherwise disappointing. Unfortunately – with the lack of good choices at this level, this is probably going to be your second pick.
Disintegrate: Attack Ref within range 10 for good damage and ongoing damage (save ends). The first save actually only halves the ongoing damage and a second save is required to end it. On a miss you do a bit over half damage and half the ongoing damage (with only one save necessary). If you target an object – no to hit roll is necessary. Pretty crappy striker style attack. Skip this.
Evard’s Black Tentacles: Burst 4 within 10 squares that targets Ref. Damage is so-so, but the target is immobilized (save ends). The tentacles can be sustained with a minor action and can repeat the attack on any creatures in the zone that aren’t immobilized, and do some lousy damage to those that are. This spell is probably a much better choice than cloudkill.
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Level 25 Daily Spells:[sblock]
Elemental Maw: Burst 4 within 20 squares that targets Ref. Damage is quite good and you can choose the damage type as well. In addition the opponent is pulled 2 squares towards the centre of the effect. Those missed take half damage and aren’t pulled. The nice feature is creatures pulled right into the origin square (easy enough – just make sure the origin square is within 2 squares of those your main enemies) take OK secondary damage (once again you choose the type) and you get to teleport them anywhere within 20 squares of you. They are also dazed for a round. Lots of fun, and there are some serious circumstantial or tactical options with the teleport effect.
Maze: Single target takes OK damage and is trapped until they make a successful Int attack against your Will defence, with a +5 per round bonus starting on round 2. Range is 10 and targets Will. This just isn’t that much better than Otiluke’s (maybe worse) – and only removes a single target. Skip this.
Necrotic Web: Web but with OK damage attached and it’s bigger (burst 3). Any creature beginning its turn in the web takes so-so damage. Overall – a decent Battlefield Control.
Prismatic Spray: Close burst that targets much like Prismatic Beams. However, this spell does more damage, stuns instead of dazes, has more ongoing damage, and slows as well. With Arcane Reach this is a decent spell.
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Level 29 Daily Spells:[sblock]
Greater Ice Storm: This spell operates much like Ice Storm except it is significantly bigger (burst 5 within 20 squares) and it does more damage (still average for the level of spell). Like Ice Storm – the difficult terrain lasts until the end of the battle.
Legion’s Hold: The best spell in the game, the best attack in the game, and win for wizards. This is a close burst 20 that only targets enemies. They take so-so damage and are stunned (save ends). The spell targets Will. On a miss the targets take half damage and are still dazed. Makes you wonder why they even printed other spells of this level, when you would be a fool not to memorize this one exclusively.
Meteor Swarm: Burst 5 that targets Ref for good damage. Half damage on a miss. Why did you take this instead of Legions Hold again???
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Level 2 Utility Spells:Utility spells of wizards are REALLY good. As such - I've used
BLUE often more than once in one level of powers. In such cases - consider the powers to be in a virtual tie of awesome.
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Expeditious Retreat: Move twice your speed as a shift. Takes a move action. Defensive applications abound.
Feather Fall: Free action that allows you to jump off cliffs or fall infinite distances without damage and you land on your feet. Also can be used on allies within range 10.
Jump: Adds one (standing) or two (running) feet to a jump of yourself or an ally. This is an encounter power. Probably too situational.
Shield: Oh happy day! +4 retroactive AC and Reflex defense (immediate interrupt) that activates after you've been hit. It is also an encounter power. Very, very nice ability.
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Level 6 Utility Spells:[sblock]
Dimension Door: Teleport 10 squares as a move action. Teleport actions are very useful - unfortunately this ability is daily. Still, a decent choice.
Disguise Self: Perfect visual disguise (although other senses are not fooled). This is very much an out-of-combat utility. This could be a very good power but will be dependant on the adventure. You likely won't use this once/day.
Dispel Magic: Dispel a conjuration or a zone. The big weakness of this power is the attack roll required (Int vs will) to make it work.
Invisibility: You or another creature can be targeted (range 10) and you become invisible. Attack rolls will make you visible. As always - indirect stuff (like moving around stinking clouds) are not attacks. The serious nerf here is sustaining requires a Standard action.
Levitate: Personal spell allows you to levitate 4 squares off the ground (you can still move horizontally 1 square). While aloft you have a -2 to AC and Ref (though hopefully you should be targeted by less attacks). Very useful defensive ability.
Wall of Fog: Size 8 wall blocks line of sight and is sustained with a minor action. This can also be used to throw the wall over your allies granting them concealment without penalty to their attacks. I've always been a fan of fogs - this is no exception.
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Level 10 Utility Spells:[sblock]
Arcane Gate: It's like teleportation circle if it could be applied to dimension door. Use this to give allies fast move, or go through walls, other solid barriers - etc. By remaining in the square after the teleport - nobody else can get through - making this spell ideal for quick escapes as well. This spell is a mere minor action to activate.
Blur: +2 bonus to all defenses and essentially improved invisibility to anyone over 5 squares away. This is a mere minor action to activate and it doesn't require sustaining. Possibly broken - definitely awesome.
Mirror Image: Minor action gives a +6 to AC for an hour - every attack that misses you reduces this by 2 until it is gone. The "hour" duration means that this can be up for multiple encounters. However, it is really easy to take this power down.
Resistance: Pick one kind of damage - and you have resistance of 5+Int until the end of the encounter. Certainly a big step down from blur defensively, however, this can also be used on an ally.
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Level 16 Utility Spells:[sblock]
Displacement: Immediate interrupt that makes an opponent reroll an attack against you or an ally - ONCE PER ENCOUNTER! Crazy good - practically immunity to one critical per encounter. The once per encounter feature sells this ability as super-awesome.
Fly: You can fly 8 until the end of the encounter if you sustain as a minor. Obviously this spell has some wonderful applications - better than levitate - but not by leaps and bounds.
Greater Invisibility: Range 20 ability that gives invisibility to yourself or an ally. You need to sustain the ability - but now it's only a minor action. Direct attacks still break the invisibility (NERF!). Not that much better than blur for yourself - but on allies this can be very good.
Stoneskin: Give an ally touched resistance 10 to ALL DAMAGE until the end of the encouter. At high levels - this could result in hundreds of points of damage avoided easily.
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Level 22 Utility Spells:[sblock]
Mass Fly: Probably the best utility of any class in the game. Give the entire party fly 8. Sustain as a minor action. Sometimes this spell will win the battle - sometimes it will turn inevitable defeat into a fighting chance - in all cases - it will be highly signficant.
Mordenkainen's Mansion: Pretty much the only 100% safe extended rest sactuary. Can hold up to 50 creatures (probably overkill). This ability is good - but probably too late - and pales in comparison to its competitors at this level.
Time Stop: Give yourself 2 extra standard actions that can't be used to attack other creatures. Very good power - but not as good as Mass Fly IMO.
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Other Sources:Dragon Issue #364[sblock]
How good are the powers in Dragon 364? They are stupid-good. They are so good that you would be a fool not to take most of them. Personally, I won't even be allowing them in my campaigns - but for those that do - here's the rundown:
Illusionary Ambush (Level 1 At Will): The only wizard at will to target the will defence - which is often the weakest. Ranged 10 single-target attack that does OK damage and gives the enemy a -2 on attacks for a turn. Probably better than Ray of Frost 9 out of 10 times.
Grasping Shadows (Level 1 encounter): Ranged AOE that targets will. Similar effect to Icy Terrain (except slow instead of prone) but
better because opponents who enter the area also take damage and are slowed without a to-hit - making this superior Battlefield Control.
Phantom Chasm (Level 1 daily attack): Ranged 20 AOE that targets Will with a burst 1. If you hit the targets are damaged and immobilized for a round. If you miss - they are
still immobilized (wow).
Phantasmal Terrain (Level 2 Daily Utility): Creates an area of difficult terrain that lasts the encounter (OK). Hazards and traps gain an attack bonus equal to your Int modifier - which is very circumstantial - but very good in that circumstance. This may actually NOT be your best level 2 utility (shock).
Maze of Mirrors (level 3 encounter): Enemies hit with ranged burst 2 (targeting will) all are immobilized and take a penalty to hit equal to your INT modifier. That's sick! One round duration.
Phantasmal Assailant (Level 5 daily attack): Single target in range 20. Targets Will and does pretty good damage with ongoing damage and grants combat advantage to all your allies (I assume you on later rounds too). Save ends effect on both.
Spectral Hound (Level 6 daily utility): Getting rid of the fluff - this spell gives you +1 to all defences and grants a flank effect to one enemy (you can switch). Sustained with a minor action.
Enemies Abound (Level 7 encounter): Range 20 burst 1 that targets will. Damage is OK and enemies are treated as allies for flanking for a round. This spell only targets enemies which means it can be blasted into melee.
Illusionary Wall (Level 10 Daily Encounter): Why would you ever take wall of fog with this available? This spell creates a wall that blocks line of sight TO ENEMIES ONLY. It then grants you a to hit roll whenever an enemy tries to move through - if you hit they can't get through the wall - BUT YOU AND YOUR ALLIES CAN MOVE THROUGH WITHOUT HINDERANCE. Brokenly good - and yes - the original incarnation even had this spell an encounter spell!
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