I guess that the reason I find 4E easier than Pathfinder is that the powers are pretty logical in 4E. In Pathfinder there are a lot of advanced rules that are mentioned in the spell descriptions.
As said before, I think 4E is on track. It just needs to have advanced rules like Pathfinder. For example, spell concentration..
There are also too many redundant spells and powers in 4E. I want to see the game return to the traditional spells but with that 4E scaling. I also want the spells to be worth something in combat encounters -- not just during ritual.
Here is a draft of my latest "Anti-Gravity" and "Phase" or teleportation spells.
Feather Fall
Spell Type: Anti-Gravity
Level: Wizard 1 or Custom Spell Casting Class 1
Action: triggered by fall
Range: touch
Target: self and all allies within 1 square burst
Effect: the caster's fall is slowed to a harmless speed.
Level-Up Scale: protect allies at 2 square burst at 11th and 3 square burst at 21st level
Spider Climb
Spell Type: Anti-Gravity
Level: Wizard 2 or Custom Spell Casting Class 2
Action: standard encounter
Range: touch
Target: self, and 1 ally
Effect: the caster climbs vertical and ceiling surfaces at speed 2 with no climb penalties. If this spell fails Feather Fall activates if known.
Level-Up Scale: self and 2 allies at 11th and self and 3 allies at 21st level
Force Jump
Spell Type: Anti-Gravity
Level: Wizard 3 or Custom Spell Casting Class 3
Action: standard encounter
Range: touch
Target: self, and 1 ally
Effect: the caster can jump 1 square
Level-Up Scale: 2 squares at 11th and 3 squares at 21st level. If this spell fails Feather Fall activates if known.
targets self and 2 allies at 11th and self and 3 allies at 21st level
Force Levitate
Spell Type: Anti-Gravity
Level: Wizard 4 or Custom Spell Casting Class 4
Action: standard encounter
Range: touch
Target: self, and 1 ally
Effect: the caster can levitate up or down 1 square. If this spell fails Feather Fall activates if known.
Saving Throw: levitate one foe intelligence versus will 1 square. Fall damage is 1d10 per square
foes are levitated 2 squares up and take 2d10 at caster's 11th level, 3 squares and 3d10 damage at 21st level.
Level-Up Scale: levitate up or down 2 squares at 11th and 3 squares at 21st level
targets self and 2 allies at 11th and self and 3 allies at 21st level
Force Fly
Spell Type: Anti-Gravity
Level: Wizard 5 or Custom Spell Casting Class 5
Action: standard encounter
Range: touch
Target: self
Duration: encounter
Effect: the caster can fly with a speed of 6. The caster gets a +1 bonus to armor class and reflex and a +1 swoop attack roll
Level-Up Scale: fly with speed 7 at 11th level and speed 8 at 21st level. +2 to armor class and reflex, +2 to attack at 11th and +3 at 21st level.
Blink Shift
Spell Type: Phase
Level: Wizard 1 or Custom Spell Casting Class 1
Action: triggered encounter
Range: touch
Target: self
Duration: encounter
Effect: The attacker must reroll an attack on the caster while caster enters any empty square on the map.
Level-Up Scale: The caster can use the spell x2 encounter at 11th, and x3 encounter at 21st level
Pass Wall
Spell Type: Phase
Level: Wizard 2 or Custom Spell Casting Class 2
Action: standard encounter
Range: touch
Target: self, and 1 ally
Effect: The caster can walk through 1 impassible square on the map.
Level-Up Scale: targets self and 2 allies at 11th and self and 3 allies at 21st level
Teleport Portal
Spell Type: Phase
Level: Wizard 3 or Custom Spell Casting Class 3
Action: standard encounter
Range: touch
Target: self, and 1 ally
Effect: The caster can teleport to any previous location of the game session
Level-Up Scale: targets self and 2 allies at 11th and self and 3 allies at 21st level
My Dungeons & Dragons 4th Edition and Pathfinder Module Tester
kira3696.tripod.com/CombatTracker.rar