Each category of attack powers will be split into Close and Ranged/Area powers, then ordered alphabetically by rating -- Utility powers will just be alpha by rating. Note that powers released since Joemama's last update will not be included until the entire conversion to Wiki is completed.
Level 22 Utility Spells
- Platinum Scales (PHB2) - Fantastic daily interrupt for STR-sorcs only, that ruins the foe's attack AND supercharges your defenses for the whole encounter. By now this should make you just about unhittable. In fairness, your level 9 daily attack does close to the same thing (except it only pumps AC instead of ALL defenses)
- Crown of Flames (AP) - Daily util. When you miss at-will/enc attacks, target takes CHA-dmg. Not bad, but I expect better for a 22 util.
- Dragon Fear (PHB2) – Once per encounter, totally ruins 1 brute's entire turn. Of course they could always toss something at you instead of melee... By this level most things should have that capability. It is a good option for wild/storm sorcs.
- Shared Sorcery (PHB2) – Resist 10 to something for your whole party. That is better than the puny 5. It is still a daily though.
- Ultimate Resistance (AP) - Daily. Gain 30 resist to any one type of damage. Solid.
- Wind Shape (PHB2) - Makes you insubstantial (1/2 dmg taken). Its 1 turn only and you can hover...BUT there is no feather-fall effect when it expires...
- Flight of Dragons (AP) - Sustainable power that gives everyone flight for the encounter. Dragon adds damage resist too! This takes a STANDARD ACTION to use though!! As a daily, it means it is just about worthless for RP either (no sustained mass flight for the party)
- Storm Body (AP) - Become insubstantial, fly 10. Punishes foes that attack you with CHA-mod damage. You can use every encounter which is nice. But, CHA-mod damage is not much of a deterrent to level 22+ foes! They will be doing a LOT more back to you with their AoOs that you gave them for free.
Level 23 Encounter Spells
Close Powers8 Wild Rift (AP) - Wild-only, close burst 3 hits everyone. Very risky since hits party or isolates you. Does decent damage with teleport with wild doing more teleport or a daze. NOTE: If you can get your DM to agree, teleport the foes INTO THE AIR! That makes em take an extra DEX-mod(+d4?) /2 d10s worth of falling damage and knock Prone (as well as possibly daze) DM is likely to object...
- Wyrmblight (AP) - Boring blast 5 vs fort. Not party friendly, but does Two damage types for resist-hose. That said, the other Blast at this level REALLY sucks...
- Black Breath (PHB2) - Typical ally-hostile blast 3 vs reflex. Slightly better damage than usual, but it limits a foes line of sight to 3 squares for 1 turn. Wait a sec... this power has a range of 3... and it limits vision to 3. Sounds like Fail to me. I'd rather have my at-will.
- Iron Chains (PHB2) - 1 target restraining power. Hits allies as well as foes with the secondary effect. Once again, the things that you WANT to restrain will likely have high Fort defenses. The good news is that the adjacent creatures get NO defense whatsoever. So if you can hit the low-fort baddie by winning initiative, all his brutish-buddies next to him are stuck! Excellent for Wild-mages. Fairly weak for Dragons/Cosmic.
- Sun and Stars (AP) - Single target psychic/radiant. Slows a foe, which is very weak for a 1-target spell. Has a lousy Cosmic rider effect too. However, it provides TWO solid ATTACKS vs one foe! (Note the indentation: The Effect to make a second attack occurs independent of a hit) Despite its weaknesses, this makes it a very strong striker power for concentrating firepower. It may seem overrated, but compare to other similar powers. Two attacks with a lousy rider is better than ONE attack with a so-so rider.
- Chaos Orbs (PHB2) - A rare ranged multitarget spell that hits will. Dazed is a great status effect, but it seems a bit late in the game for a modest effect. (wizards get a 3 target version at encounter 17)
- Plates of Ice (PHB2) - Single target weaken effect vs fort. At least you are more likely to want to weaken their artillery, which should be more vulnerable to the fort affecting power. The conditional burst effect is a nice Wild bonus.
- Rumbling Storm Bolt (AP) - Single target slider attack that can maybe chain to a second foe. A bit weak for a level 23.
- Storm Arc (AP) - Ranged burst 1 for moderate damage. Nothing special, except a Fly/hover effect for Storm-sorcs.