Destil
Explorer
I've been giving this some serious consideration since Winged Horde hit. Consider it a though experiment for now, the PHB wizard is easily the weakest bit of 4E class design (they're not bad, but controllers on a whole have weaker mechanical hooks than any other roll, thank you wizard). And while their dailies are amount the best and their encounters are often good, their at wills are all over the place. So what would we do with them if we wanted them to be all a bit more balanced against each other and other controller classes? I'm also going to create some new at-wills to try and round the class out a little. Yes, they have more at wills than several other classes combined, but they also are the only class with 4 substats, and only one is supported by their current selection.
Note that I consider F/R/W to be equal defenses and worth a -2 or -3 bonus to hit vs. AC, depending on the damage die.
Illusory Ambush
Thoughts
Fine as is. I personally think this is the best single target at will in the game for any controller class.
Phantom Bolt
Thoughts
This is a bit weaker than ambush on a whole, but still a serviceable at-will that I can't argue for changing.
Storm Pillar
Thoughts
Storm Pillar is unique and interesting. It has (stupid) rules issues that I won't address here, as they're issues with the system and not the power. Another fine power as written. It's the only dual-energy at-will, but since it doesn't roll to attack the energy type boosters generally can't be abused.
Nightmare Eruption
No change.
Thoughts
This is one of the best powers for minion clearing, even if you don't accept the Will is the worst defense argument (I don't). Psychic is the best energy type since it has a great feat and you can't add it with Admixture (i.e. you have to get it from the type line. This makes psychic an advantage vs. other power types at paragon and epic), and the only thing that makes this power balanced is the inability to trigger psychic lock on the secondary targets. Illusionists lack an at-will Charisma kicker power, and the secondary damage here is an appealing candidate, but for now I've changed overpowered winged horde instead.
Chilling Cloud
Thoughts
And here we have the best minion clearer. This one is most likely okay, cold is a good damage type but no dice really neuters a power.
Cloud of Daggers
Change the damage from the hit effect to Int modifier instead of Wis modifier.
Thoughts
A fine power I think many people underrate next to Storm Pillar. Since Thunderwave is fantastic I can't imagine any wizard not taking it if they have a Wis bonus, switching this to Int makes it slightly more powerful but also opens up the option of non-wisdom wizards taking it, which I think wouldn't be horridly unbalanced.
Magic Missile
You launch silvery bolts of force at your enemies.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 10
Target: One or two creatures
21st level: One, two or three creatures.
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier force damage, or 2d4 + Intelligence modifier force damage if you target a single creature.
21st level: 1d4 + Intelligence modifier force damage, or 2d4 + Intelligence modifier if targeting two creatures, or 4d4 + Intelligence modifier if targeting a single creature.
Special: This power counts as a ranged basic attack when targeting a single creature.
Thoughts
Magic Missile should be the premiere damage dealing at will in the game for a controller, to respect both the history of the spell in the game and the no-frills nature of the power. This version is much closer in design to the pre 4E version of the spell. However, it still doesn't outdo Hand of Radiance within Hand's niche. The reason the split version can't be a basic is a simple rules issue (I don't want to deal with odd corner cases of granting basic ranged attacks against a specific target letting you hit other targets).
Ray of Frost
Ranged 10 + Dexterity Bonus
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. A slowed or immobilized target takes additional cold damage equal to your Dexterity modifier.
Thoughts
The big argument against this one the poor range (slow isn't that great for screwing someone over unless they're very far away). I think it fits in with the sort of power that a wand wizard would want, and with MM being down to range 10 this is your best long-range option now. Cold wizards excel at stacking on the slow/immobilize effects, so the added damage should be fairly reliable and also right in line with what a wand wizard wants to do. As rewritten this is a pretty potent power, maybe too much?
Scorching Burst
Hit: 1d6 + Int modifier fire damage and you push the target 1 square away from the origin square of the burst.
Thoughts
This should be the go-to area at-will for a wizard. However it compares poorly to most other good area powers. Adding a weak push element makes it an interesting option, but will often go against what the wizard wants to do with the power. I'd be interested in this version, but would anyone else? Should it just be 1d8?
Thunderwave
Thoughts
An iconic 4E power and I don't think it needs any changes.
Winged Horde Wizard Attack 1
A horde of flesh-devouring sprites appear in your foes’ minds. They shriek in fear and swat at this menace, leaving them unable to react to your allies’ maneuvers.
At-Will ✦ Arcane, Implement, Psychic, Illusion
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d4 + intelligence modifier psychic damage, and the target takes a penalty to take opportunity attacks equal to your Charisma modifier until the end of your next turn
Level 21: 1d4 + implement psychic damage.
Thoughts
This one is pretty overpowered in my book as written. Psychic is a big power boost, allies only is a big power boost, entirely shutting down opportunity attacks is good and it should really be an illusion from the flavor text. So I added the keyword, then nerfed it to hell and got my Cha kicker to boot.
Shocking Grasp Arcane, Implement, Lightning
Standard Action ✦ Melee Touch
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier lightning damage. If the target ends their turn adjacent to you they take lightning damage equal to Constitution modifier + your implement bonus.
Level 21: 2d10+ Intelligence modifier lighting damage.
Thoughts
My new one. Both types of staff wizards should like this: The ones who like to be in melee get extra damage out of the possibility, the ones who just want to be safe have a nice deterrent to get monsters away from them. How's the power level look?
Note that I consider F/R/W to be equal defenses and worth a -2 or -3 bonus to hit vs. AC, depending on the damage die.
Illusory Ambush
Thoughts
Fine as is. I personally think this is the best single target at will in the game for any controller class.
Phantom Bolt
Thoughts
This is a bit weaker than ambush on a whole, but still a serviceable at-will that I can't argue for changing.
Storm Pillar
Thoughts
Storm Pillar is unique and interesting. It has (stupid) rules issues that I won't address here, as they're issues with the system and not the power. Another fine power as written. It's the only dual-energy at-will, but since it doesn't roll to attack the energy type boosters generally can't be abused.
Nightmare Eruption
No change.
Thoughts
This is one of the best powers for minion clearing, even if you don't accept the Will is the worst defense argument (I don't). Psychic is the best energy type since it has a great feat and you can't add it with Admixture (i.e. you have to get it from the type line. This makes psychic an advantage vs. other power types at paragon and epic), and the only thing that makes this power balanced is the inability to trigger psychic lock on the secondary targets. Illusionists lack an at-will Charisma kicker power, and the secondary damage here is an appealing candidate, but for now I've changed overpowered winged horde instead.
Chilling Cloud
Thoughts
And here we have the best minion clearer. This one is most likely okay, cold is a good damage type but no dice really neuters a power.
Cloud of Daggers
Change the damage from the hit effect to Int modifier instead of Wis modifier.
Thoughts
A fine power I think many people underrate next to Storm Pillar. Since Thunderwave is fantastic I can't imagine any wizard not taking it if they have a Wis bonus, switching this to Int makes it slightly more powerful but also opens up the option of non-wisdom wizards taking it, which I think wouldn't be horridly unbalanced.
Magic Missile
You launch silvery bolts of force at your enemies.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 10
Target: One or two creatures
21st level: One, two or three creatures.
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier force damage, or 2d4 + Intelligence modifier force damage if you target a single creature.
21st level: 1d4 + Intelligence modifier force damage, or 2d4 + Intelligence modifier if targeting two creatures, or 4d4 + Intelligence modifier if targeting a single creature.
Special: This power counts as a ranged basic attack when targeting a single creature.
Thoughts
Magic Missile should be the premiere damage dealing at will in the game for a controller, to respect both the history of the spell in the game and the no-frills nature of the power. This version is much closer in design to the pre 4E version of the spell. However, it still doesn't outdo Hand of Radiance within Hand's niche. The reason the split version can't be a basic is a simple rules issue (I don't want to deal with odd corner cases of granting basic ranged attacks against a specific target letting you hit other targets).
Ray of Frost
Ranged 10 + Dexterity Bonus
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. A slowed or immobilized target takes additional cold damage equal to your Dexterity modifier.
Thoughts
The big argument against this one the poor range (slow isn't that great for screwing someone over unless they're very far away). I think it fits in with the sort of power that a wand wizard would want, and with MM being down to range 10 this is your best long-range option now. Cold wizards excel at stacking on the slow/immobilize effects, so the added damage should be fairly reliable and also right in line with what a wand wizard wants to do. As rewritten this is a pretty potent power, maybe too much?
Scorching Burst
Hit: 1d6 + Int modifier fire damage and you push the target 1 square away from the origin square of the burst.
Thoughts
This should be the go-to area at-will for a wizard. However it compares poorly to most other good area powers. Adding a weak push element makes it an interesting option, but will often go against what the wizard wants to do with the power. I'd be interested in this version, but would anyone else? Should it just be 1d8?
Thunderwave
Thoughts
An iconic 4E power and I don't think it needs any changes.
Winged Horde Wizard Attack 1
A horde of flesh-devouring sprites appear in your foes’ minds. They shriek in fear and swat at this menace, leaving them unable to react to your allies’ maneuvers.
At-Will ✦ Arcane, Implement, Psychic, Illusion
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d4 + intelligence modifier psychic damage, and the target takes a penalty to take opportunity attacks equal to your Charisma modifier until the end of your next turn
Level 21: 1d4 + implement psychic damage.
Thoughts
This one is pretty overpowered in my book as written. Psychic is a big power boost, allies only is a big power boost, entirely shutting down opportunity attacks is good and it should really be an illusion from the flavor text. So I added the keyword, then nerfed it to hell and got my Cha kicker to boot.
Shocking Grasp Arcane, Implement, Lightning
Standard Action ✦ Melee Touch
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier lightning damage. If the target ends their turn adjacent to you they take lightning damage equal to Constitution modifier + your implement bonus.
Level 21: 2d10+ Intelligence modifier lighting damage.
Thoughts
My new one. Both types of staff wizards should like this: The ones who like to be in melee get extra damage out of the possibility, the ones who just want to be safe have a nice deterrent to get monsters away from them. How's the power level look?
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