New Wizard Spells

Falling Icicle

Adventurer
Chromatic Orb – Wizard Attack 1
You hurl a multicolored sphere of energy.
Encounter * Arcane, Implement, Radiant
Standard Action – Ranged
10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier radiant damage. Roll a d6 to determine what additional effect the target suffers:
1 – target is blinded until the end of your next turn.
2 – target is immobilized until the end of your next turn.
3 – target is dazed until the end of your next turn.
4 – target is weakened until the end of your next turn.
5 – target is stunned until the end of your next turn.
6 - target is petrified until the end of your next turn.

Grease – Wizard Attack 1
You cover the ground with slippery grease.
Encounter * Arcane, Conjuration, Zone
Standard Action – Area
burst 1 within 10 squares.
Effect: The spell creates a zone of slippery grease until the end of your next turn. The zone is difficult terrain. Any creature that starts its turn in the area or that enters it must immediately make a saving throw or fall prone.
Sustain Minor: The zone persists

Dimensional Anchor - Wizard Utility 10
You unleash a ray of crackling arcane energy that wraps around a creature or object, grounding it in this plane of existence.
Daily * Arcane, Implement
Standard Action Ranged
10
Target: One creature or object
Attack: Intelligence vs. Will
Hit: The target can't use or be affected by any teleportation effect, and loses the insubstantial and phasing qualities (if it has them) until the end of the encounter or for 5 minutes.

Baleful Polymorph – Wizard Attack 13
You transform the target into a harmless critter.
Encounter * Arcane, Implement, Polymorph
Standard Action – Ranged
10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target (and its clothing and equipment) are transformed into a harmless tiny or small natural animal, such as a rabbit, pig or squirrel (save ends). While in this form, the target is dazed, slowed, and can’t attack or use powers.

Ball Lightning - Wizard Attack 15
You conjure a ball of concentrated lightning.
Daily * Arcane, Conjuration, Implement, Lightning
Standard Action - Ranged
10
Target: One creature adjacent to the ball lightning.
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier lightning damage.
Effect: You conjure a Medium ball of lightning in an unoccupied square within range, and the ball attacks an adjacent creature. Any creature that starts its turn next to the ball lightning takes 2d4 + Intelligence modifier lightning damage. As a move action, you can move the ball up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the ball.

Horrid Wilting – Wizard Attack 19
You drain the moisture from your enemies, wilting them into desiccated husks.
Daily * Arcane, Implement, Necrotic
Standard Action – Area
burst 3 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier necrotic damage and the target is weakened (save ends).
Miss: Half damage and no weakening.

Mislead - Wizard Utility 22
You disappear and leave behind an illusory double.
Daily * Arcane, Illusion
Standard Action - Personal

Effect: You become invisible and an illusory double appears in your square until the end of your next turn. To the perspective of others, you never disappeared. The double consists of illusory visual, sound, smell and even thermal effects and it reacts realistically to its surroundings, making it quite convincing. You can move the double a number of squares equal to your speed as a move action, but it can't move more than 20 squares away from you. Your double has the same AC and defenses you do, but it is immune to damage and all effects, since it isn't real. If a creature hits or interacts with your double, it can make an Insight check as a free action (DC 15 + 1/2 your level) to see through the illusion. If it succeeds, it sees your double as a transparent, obviously illusory image for the remainder of its duration.
Sustain Standard: When you sustain this power, you remain invisible and your double persists. It will pretend to act appropriate to the sitution, though nothing it does causes any harm.

Reverse Gravity – Wizard Attack 25
You change the orientation of gravity in the area, causing things to fall upward.
Daily * Arcane, Zone
Standard Action – Area
burst 5 within 20 squares
Effect: This spell creates a zone of reversed gravity that lasts until the end of your next turn. Creatures and unfastened objects in the area fall upward. A flying or levitating creature can keep itself from falling. Creatures can make an immediate saving throw to grab on to something to keep from falling, if there are things within reach they can hold onto. If some solid object (such as a ceiling) is encountered in this fall, falling creatures and objects take falling damage, as appropriate. If an object or creature reaches the top of the area without striking anything, it remains there, immobilized until the spell ends. A creature that fell onto a solid object or surface is stuck up in the air but can move by pulling itself along the surface (treat it as slowed). When the spell ends, or when a creature or object exits the area, it falls back to the ground and may take falling damage.
Sustain Standard: The zone persists.

Nova - Wizard Attack 29
You incinerate your foes with the light of a thousand suns.
Daily * Arcane, Implement, Radiant
Standard Action - Close
Burst 10
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 6d6 + Intelligence modifier radiant damage and the target is blinded (save ends).
Miss: Half damage and the target is not blinded.
 
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Here are some of my humble opinions.

On Chromatic Orb:
• I would drop this to a 1d4 and remove Petrified and Stunned. I think these are a bit too powerful for 1st level.

On Grease:
• I would make this a Daily. All other Zone spells are Dailies.
• I would alter the wording of the Effect to: “The spell creates a zone of slippery grease until the end of your next turn. The zone is difficult terrain. Any creature entering the zone or that starts its turn in the zone must immediately make a saving throw or fall prone.”

On Ball Lightning:
• I think 4d6 is too much damage, especially for a sustained attack. Mordenkainine’s Sword is only 1d10 and Lightning Bolt is only 2d6. I would go with 2d6 damage.
• I would word this spell pretty much identically to Mordenkainen’s Sword but change it to Lightning rather than Force and make it 2d6 damage rather than 1d10.

On Dimensional Anchor:
• Not sure his should effect Insubstantial.
• Also – this targets a creature with an Attack roll. It shouldn’t be a Utility spell.
• I’d look at making this something like Dimensional Shackles and make it an Encounter Wizard Attack 13 as written, OR make it a Zone based Daily Wizard Attack 15.

On Baleful Polymorph:
• To make this more equivalent for the level I would add 2d6+INT mod psychic damage.

On Horrid Wilting:
• I think Weakened is a bit weak for the level of the power. I would either:
a) Add ongoing 5 necrotic (save ends both)
b) Add slowed and dazed (save ends all)

On Mislead:
• You need to add “If you attack, you becomes visible.”

On Nova:
• I think 8d6 is too much damage when combined with being a Close Burst and having the Blinding effect. I’d go with 3d10 or 4d8 at most.
 

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