Previously, I posted a couple of alternate class features to make the Fighter into a ranged defender.
Here is a similar attempt at making a Wizard into a ranged defender, using a Mage 'School.' Obviously, it'd need a decent selection of 'abjuration' spells to be fully realized.
Abjuration (Mage School)
Role: Defender.
Level 1: Aprentice Abjurer
Aprentice Mage Feature
Benefit: You have the Abjurer's Ward power and a number of Eldritch Surges equal to 3+your INT mod.
Abjurer's Ward
Encounter * Arcane, Abjuration, Implement
Free Action
Trigger: You expend an arcane close or area power.
Effect: If the spell does not have the Abjuration keyword, any damage it does is reduced by an amount equal to your INT mod, and its area is reduced by 1. The area of the power becomes a special Zone called a 'Ward' until the end of your next turn, or until the triggering power ends, whichever comes later. Enemies take a -2 penalty to attack allies who are within the Ward. Enemies within the ward who attack allies within the ward take damage equal to your INT mod. If the damage done by the triggering spell is typed, this damage is of the same type. You can drop the Ward as a minor action.
Special: The Ward can be attacked by any creature able to target a square within it. It has an AC of (15 + your INT + the enhancement bonus of the Implement used to create it). The AC of the Ward increases by 1 at 11th level and again at 21st. The Ward's other defenses are identical to its creator's. The Ward has hit points equal to your INT + 3x your level. It is not subject to most conditions, but can be Weakened, wich reduces the damage it can inflict. If your Ward is reduced to 0 hps, it drops unless you choose to maintain it. Maintaining the Ward is a free action. While you maintain a ward at 0 hps, you take the full effects of any attack that hits the Ward. Any time you have the opportunity to spend a healing surge to re-gain hps, you can instead spend an Eldritch Surge to restore hps to your Ward equal to half it's maximum hps; if you are out of Eledritch Surges, you can spend one of your own healing surges in place of an Eldritch Surge. Similarly, any time you recieve temporary hps, you can choose to grant them to your Ward, instead.
Special: If you are within your own Ward you become it's focus, and the Ward cannot be attacked directly. Instead, the Ward remains up for as long as you are conscious. You gain the Ward's AC, if it is higher than your own, and combine your hps and the ward's together, using that total as your hps, and healing 1/4 that amount when you spend a Healing or Eldritch surge. When you exit the Ward, you decide how many of the shared hps stay with your ward, and how many you retain.
Special: When the Ward drops, you re-gain this power. If the Ward has taken damage, that damage remains when you re-create it durring the same encounter.
Level 5: Expert Abjurer
Expert Mage Feature.
Benefit: When an ally within your Ward is hit, you can use an immediate interrupt to give it resistance to the attack that hit it equal to your INT mod plus the enhancement bonus of your implement until the end of the attacker's next turn. This resistance increases by 5 at level 11 and 5 more at level 21.
Level 10: Master Abjurer
Master Mage Feature
Benefit: When your Ward overlaps an enemy's zone or aura, you can make an INT vs WILL arcane implement attack as a free action. If you hit the WILL of the enemy emmenating the aura or creating or moving the zone, the zone or aura has no effect within the area of your Ward while any square of the zone or aura overlaps your Ward. If you miss, the zone or aura functions within your ward, but you may, on your turn, use a Standard action to repeat the attack roll.
Level 11: Warding Action
Enigmatic Mage Paragon Path Feature
Benefit: When you spend an action point to use an arcane close or area power, you create a Ward in the area of that power as if you had used your Abjurer's Ward power, even if you already have a Ward up. The Ward created by your Warding Action has full hit points, but you cannot choose to maintain it if it drops, spend Eldritch or Healing Surges to reinforce it, and it lasts only until the end of your next turn, regardless of the durration of the power used with the Warding Action.
Level 11: Abjuration Encounter power
Enigmatic Mage Paragon Path Feature
Dispelling Backlash
Encounter * Arcane, Abjuration, Implement
Not an Action Close Burst 10
Trigger: You succeed on a saving throw against an effect inflicted by an enemy within 10 squares.
Target: The enemy who inflicted that effect on you.
Attack: INT vs WILL
Hit: 2d6+INT psychic damage, ongoing 5 psychic damage, and the target cannot use the power that inflicted the triggering effect on you while it is taking the ongoing damage.
Level 12: Abjuration Utility power
Enigmatic Mage Paragon Path Feature
Greater Dispelling
Daily * Arcane, Abjuration, Implement
Standard Action Burst 5 within 20
Target: Each zone, save-ends effect, or hazzard in burst
Attack: INT vs WILL (use the WILL defense of the target's creator if it has none of it's own).
Hit: The target is dispelled (ends or is removed from play) and any ongoing effects of the target end. The target cannot be re-established within the area of the Greater Dispelling until the end of your next turn.
Miss: The target is suppressed (as if it had ended or or been removed from play) until the end of your next turn. After the end of your next turn, creatures subjected to a suppressed save-ends effect can make an immediate save to end that effect without suffering any aftereffects of a successful save that it might have.
Sustain Minor: Targets hit by the power cannot be re-established until the end of your next turn.
Sustain Standard: Targets hit by the power cannot be re-established until the end of your next turn and targets missed by the power remain suppressed until the end of your next turn.
Level 20: Abjuration Daily power
Enigmatic Mage Paragon Path Feature
Ottiluke's Omnipotent Sphere
Daily * Arcane, Abjuration, Force, Implement, Zone
Standard Action Close Burst 3
Target: Each enemy, object or hazzard in burst
Attack: INT vs FORT
Hit: 4d6 + INT mod force damage. This damage ignores resistance and deals full damage to insubstantial creatures.
Effect: The target is pushed until it is no longer in the area of the Sphere. If the target cannot be moved or has no square it can be pushed to outside the sphere, it is incapsulated in force, and restrained and unable to target anything but the barrier created by the sphere until the barrier is destroyed.
Effect: The sphere creates a barrier of opaque force around the Zone and any enemies, objects, hazzards or blocking terrain still within the zone. The barrier blocks line of sight and line of effect and cannot be moved or phased through. It has 100hps, AC of 12+ the caster's level and other defenses of 10+the caster's level, and lasts until the end of your next turn or until reduced to 0 hps. You can dismmiss the Zone and barrier as a minor action.
Special: Abjuration School: Your ward combines with the barrier created by the sphere. Add your Ward's hps to the barrier's, and use the higher of the barrier's or the Ward's defenses.
Sustain Minor: The Zone and the barrier it creates are maintained until the end of your next turn.