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The Power of Knowledge (Old Wizard's Handbook)
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<blockquote data-quote="Veep" data-source="post: 6745437" data-attributes="member: 6793297"><p><strong>Originally posted by Nausicaa:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Heroic Tier Spells</strong></span></p><p></p><p><strong><strong><u>A little disclaimer</u></strong></strong></p><p>[sblock]This handbook is purposefully written for Controller Wizards: most damaging-only spell will get a worse rating, because they simply lack control (unless they are very strong, for example Chain Lightning or Flaming Sphere). If you plan to play a blaster-evoker wizard, damage based with low control, double-check powers before selection. </p><p>I actually wrote in the power description if a spell deals more damage than another one, but i have not checked each description twice. If you find that a blasting-evoking-damaging power needs an higher rating, please, write a little note about it.</p><p>[/sblock]</p><p></p><p><strong><u><strong>Advices</strong></u></strong></p><p>[sblock]<u>Take them with a grain of salt.</u> Divided into 2 simply sections: controllers and blasters.[/sblock]</p><p></p><p>I will write, next to all powers, the descriptors, the defense targeted and if it can be enlarged <strong>(E)</strong></p><p></p><p><strong>Level 1 Encounter Advice</strong>: A lot of choice for controllers: Charm of Misplaced Wrath, Grasping Shadows, Icy Terrain, Illusory Obstacles, Twilight Falls and Orbmaster's Detonation. Blaster: Burning Hands and Force Orb</p><p></p><p><strong><u><strong>Level 1 Encounter Spells</strong></u></strong></p><p>[sblock]</p><p></p><p><span style="color: #ff00ff"><strong>Astral Wasp (AP)</strong></span></p><p><em>Fortitude, Conjuration</em>: single target, hits fortitude, not really your power. <strong>Better</strong> if you are a con-secondary, though</p><p></p><p><strong>Burning Hands (PHB-HoFL) </strong><em>Reflex, Evocation Fire, E</em>: the targeted area it's HUGE. I like this power even if it's only damaging, and blasters naturally <strong><span style="color: #0000ff">love it</span></strong>. Half damage on a miss, in the HoFL version, makes it a bit better</p><p></p><p><span style="color: #0000ff"><strong>Charm of Misplaced Wrath (HoFL) </strong></span><em>Will, Charm, Enchantment:</em> this is a great power, even if it is single target. The target is dazed, slided and has to use a basic attack on a target of your choice (and this can trigger your defender's mark and, expecially, opportunity attacks). The target has to make an attack EVEN if you miss, without the sliding and the dazing. Overall imho one of the best powers in the level. The original version was in D 381 </p><p></p><p><strong>Chill Strike (PHB)</strong><em> Fortitude, Evocation, Cold</em>: nice single target debuff and good damage, but charm of displaced wrath and illusory obstacles are strictly better.</p><p></p><p><strong>Conduit of Ice (D 382) </strong><em>Reflex, Cold, Zone</em>: nice controlling power, creates a zone where the enemy is encouraged to maintain its position. <span style="color: #0000ff"><strong>Better</strong></span></p><p><span style="color: #0000ff"></span>if you like to have your familiar active (for example if you have a gelatineous cube)</p><p></p><p><span style="color: #ff00ff"><strong>Darkening Flame (HoS)</strong></span></p><p><em>Reflex, Fire, Necrotic, Necromancy, Shadow</em>: the extra damage is int based, and the single target damage is reasonable... but there are better blasters power.</p><p></p><p><strong>Empowering Lightning (AP)</strong></p><p><em>Reflex, Lightning:</em> this is basically an improved version of phantom bolt (without the psychic keyword, though). The wand of accuracy kicker isn't that great thing</p><p></p><p><strong>Force Orb (PHB) </strong><em>Reflex, Evocation, Force, E</em>: what i like of this power is the friendly targeting and huge damage. Not a single hint of control, though. It is a really good pick <strong><span style="color: #0000ff">for blasters</span></strong>, since the secondary attack is friendly and can be enlarged.</p><p></p><p><span style="color: #00ccff"><strong>Grasping Shadows (AP) </strong></span><em>Will, Illusion, Psychic, Zone, E</em>: nice targeting, great effect (aoe slowing, why would you take chill strike??). Even if now the damage is only 1d8, it is enough to make this a great power</p><p></p><p><span style="color: #0000ff"><strong>Icy terrain (PHB) </strong></span><em>Reflex, Evocation, Zone, Cold, E</em>: knocking prone is nice, the extra slowing effect on the terrain is cool too, but grasping shadows has a superior control and damage type (especially for the zone) and Orbmaster is better for orb users..</p><p></p><p><span style="color: #0000ff"><strong>Illusory Obstacles (HoFL)</strong></span></p><p><em>Will, Illusion</em>: very nice as first powers used in the encounter, to lock enemies. A lovely and simple power, something similar to a stun against melee enemies. I prefer Grasping Shadows, but this is a really good power too.</p><p></p><p><span style="color: #ff00ff"><strong>Leaden Transmutation (Red Box)</strong></span></p><p><em>Fortitude, Transmutation</em>: 2d8 damage is quite enough for a single target spell but the controlling effect isn't really strong. You are probably going better with Grasping Shadows (aoe and can lead to more damage if used decently)</p><p></p><p><span style="color: #00ccff"><strong>Orbmaster's Incendiary Detonation (AP) </strong></span><em>Reflex, Fire, Force, Zone, E</em>: the initial burst is incredible, the extra fire damage is friendly... and the <strong><span style="color: #00ccff">orb of imposition kicker</span></strong> is something extra good since it enlarges the zone (again) and makes it friendly!</p><p></p><p><span style="color: #ff00ff"><strong>Ray of Enfeeblement (PHB) </strong></span><em>Fortitude, Necromancy, Necrotic</em>: weakening is a very nice effect at every level and the damage is nice. But it hits fortitude and deals necrotic damage, which is the probably the worst type of damage. Now it has the necromancy keyword.</p><p></p><p><strong>Skewering Spikes (D 383) </strong><em>Reflex</em>: it would be nice for a sorcerer, but you're not a sorcerer. No control but decent damage. No keywords, though, but easy targeting, but short range. A bag full of doubts. There are better choices.</p><p></p><p><span style="color: #ff0000"><strong>Staffstrike Corrosion (AP) </strong></span><em>Reflex, Acid</em>: low damage, ridiculous effect, single target, bad kicker. </p><p></p><p><span style="color: #0000ff"><strong>Twilight Falls (HoS)</strong></span></p><p><em>Will, Nethermancy, Psychic, Shadow, Zone, E</em>: friendly area, single target daze, constant concealment effect that stacks with basic nethermancer feature. Not so bad.</p><p>[/sblock]</p><p></p><p><strong>Level 1 Daily Advice</strong>: Controllers: Phantom Chasm, Sleep, Arcane Whirlwind, Horrid Whispers, Flaming Sphere. Blasters: Flaming Sphere, Arcane Whirlwind, Summon Dretch, Fountain of Flame, Rolling Thunder</p><p></p><p><strong><strong><u>Level 1 Daily Spells</u></strong></strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff"><strong>Arcane Whirlwind (D 383) </strong></span><em>Reflex, Thunder, Zone</em>: i love this power. If you happen to have a party with agile opportunists allies, this becomes an OA fest. It has a ridiculous effect of sliding 1/round and moving the area 6 (!) squares as move action. Plus, it has the thunder keyword for extra area with resounding thunder. A very nice pick.</p><p></p><p><strong>Acid Arrow (PHB) </strong><em>Reflex, Evocation, Acid</em>: It is the daily version of cloud of daggers and force orb, but unlike force orb isn't friendly. Good damage, but that's all. Now the secondary attacks are an effect and it has the evocation keywords.</p><p></p><p><span style="color: #0000ff"><strong>Flaming Sphere (PHB) </strong></span><em>Reflex, Evocation, Conjuration, Fire</em>: Good damage spell, but it requires a little finesse and party coordination to be used consistently. </p><p></p><p><span style="color: #0000ff"><strong>Fountain of Flame (HoFL)</strong></span><em> Reflex, Evocation, Fire</em>: friendly and consistent damage. Overall a great choice. Probably not so damaging as flaming sphere, but more friendly and more abusable with sliding.</p><p></p><p><span style="color: #ff00ff"><strong>Freezing Cloud (PHB) </strong></span><em>Fortitude, Cold, Evocation, Zone</em>: large area but it can't be moved, and damage instances are very little. Still, in little spaces could have its uses, but flaming sphere controls and deals a lot more damage.. </p><p></p><p><span style="color: #0000ff"><strong>Grease (AP) </strong></span><em>Reflex, Zone</em>: a nice naughty power. The area doesn't need to be sustained and the proning attack is a free action. Still, it can't be moved, but unless freezing cloud the effect is more controllerish. It gets blue because is friendly.</p><p></p><p><span style="color: #00ccff"><strong>Horrid Whispers (AP) </strong></span><em>Will, Illusion, Psychic</em>: friendly aoe psychic damage, the target is slowed and take penalties. Prone as aftereffect is very strong. I has also a very cool miss effect. </p><p></p><p><span style="color: #00ccff"><strong>Phantom Chasm (HoFL) </strong></span><em>Will, Illusion, Psychic</em>: this power was completely revamped from the AP version. Now it has a miss effect, it is friendly and has a zone effect that makes enemies prone. Now it is at the level of horrid whispers, even better if you target melee</p><p></p><p><strong>Ray of Fatigue (HoS) </strong><em>Fortitude, Necrotic, Nethermancy, Shadow</em>: weakening is a strong effect at level 1 at offsets the single creature targeting. A decent power, quite precise too.</p><p></p><p><span style="color: #0000ff"><strong>Rolling Thunder (AP)</strong></span><em> Reflex, Conjuration, Thunder</em>: doesn't scale as well as Flaming Sphere does and hasn't got the same innate control that Arcane Whirlwind possess. Still, it is a nice power and deals load of damage. </p><p></p><p><span style="color: #0000ff"><strong>Sleep (HoFL)</strong></span></p><p><em>Will, Enchantment, Charm</em>: this power is the new version of the old spell in PHB. It is exactly the same (works nicely with <strong><span style="color: #ff9900">save debuffers and imposers</span></strong>) but it doesn't have anymore the Sleep keyword and now shines the Charm one. </p><p></p><p><span style="color: #0000ff"><strong>Slimy Transmutation (Red Box)</strong></span></p><p><em>Fortitude, Transmutation, Polymorph</em>: the target cannot attack (save end). If you miss it loses at least one round. Cripples melee and ranged. Very strong effect not tied to any elemental damage. A bit worse than sleep only because it is single target.</p><p></p><p><strong><span style="color: #0000ff">Spirit Rend (HoS) </span></strong><em>Will, Necromancy, Necrotic, Shadow</em>: immobilizing save end, friendly, attacks will and has an extraordinary effect to counterbalance the necrotic damage at low level against undeads. Not at phantom chasm levels, but not so worse. Plus, it deals a good bunch of damage.</p><p></p><p><strong>Summon Dretch (D 385) </strong><em>Summoning:</em> this is the most damaging level 1 summon. Remember that it is an high risk-high reward summon, surely better for<span style="color: #0000ff"><strong> blasters</strong></span> or summoners with a nice number of hp (to sustain the 1d6 damage it deals anytime you act on your own). Still, 4d6+8+ double con modifier as standard action each round isn't really crappy damage at level 1. </p><p></p><p><strong><span style="color: #0000ff">Summon Dust Devil (D 385) </span></strong><em>Summoning</em>: this is a little more friendly summon. Sliding 2 at will is very nice, and the penalty for instrisic nature isn't very harsh. </p><p></p><p><strong>Summon Fire Warrior (AP)</strong></p><p><em>Fire, Summoning</em>: it doesn't really do very much. OA action is nice, and maybe can be useful for a certain niche of fire blasters who don't want flaming sphere (if it exists). Very defensive, but nothing more than vanilla.</p><p></p><p><span style="color: #ff0000"><strong>Wizard's Fury (D 374) </strong></span><em>Force</em>: the nerf to Magic Missile really hit it as a truck filled by little trucks. Surely better for <span style="color: #0000ff"><strong>mages</strong></span> who can dodge cleverly the worst drawback, being obliged to use an underwhelming at will. Remember to retrain it around level 9-10, when you should have a +2 implement in the offhand, to make better use of your equipment.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 2 Utility Advice</strong>: Shield, Mystical Debris, Shield, Glib Tongue (enchanters only) or Shield.</p><p></p><p><strong><u><strong>Level 2 Utility Spells</strong></u></strong></p><p>[sblock]</p><p></p><p><span style="color: #008000"><strong>Arcane Insight (DMA 2009)</strong></span></p><p><em>Encounter</em>: more a skill power than utility power, it has always its usefulness with coupled with arcana checks for rituals.</p><p></p><p><span style="color: #ff00ff"><strong>Daunting Presence (AP)</strong></span></p><p><em>Encounter, Fear</em>: a nice power but pales in comparison with shield and can't be used as interrupt.</p><p></p><p><strong>Expeditous Retreat (PHB-HoFL) </strong><em>Daily</em>: i still like it for the huge movement possibilities, but being daily quite ruins this power. Heroes of Fallen Lands version didn't change the power.</p><p></p><p><strong>Familiar Harrier (D 382) </strong><em>At-will</em>: if you want to keep your familiar active, this is a way to increase its movement skills. However, if you happen to possess a <u>nightmare saddle (AV)</u> and the ritual <u>familiar mount (D 382)</u> you will suddenly have <strong><span style="color: #ff9900">teleport 10 speed</span></strong>. And this is obiouvsly incredibly nice.</p><p></p><p><span style="color: #ff0000"><strong>Feather Fall (PHB) </strong></span><em>Daily</em>: do you play in sharn? No? Don't take it, then</p><p></p><p><span style="color: #ff00ff"><strong> Float (AP)</strong></span></p><p><em>Daily</em>: a little, little, little better than Feather Fall, for the "stealth" features... i wouldn't take it anyway unless you always play in a mud-like swamp terrain.</p><p></p><p><strong>Glib Tongue (D 381)</strong></p><p><em>Encounter</em>: taken alone is a decent skill bump and a conditional +hit. Taken by an enchanter <strong><span style="color: #00ccff">becomes a monstrousity </span></strong>useful for novas and sure hitting at low level. <strong><span style="color: #ff9900">Gold </span></strong>if your DM ignores your enchanter and you can safely skip shield.</p><p></p><p><span style="color: #0000ff"><strong>Guardian Blades (AP)</strong></span></p><p><em>Daily, Force</em>: a nice "don't attack me" power. Couple it with the various white lotus feat for real retribution on attack effect.</p><p></p><p><span style="color: #0000ff"><strong>Jump (PHB)</strong></span></p><p><em>Encounter:</em> actually i like it very much. Nice targeting, encounter. This is your first power in the fly/levitation line</p><p></p><p><span style="color: #008000"><strong>Instant Friend (HoFL) </strong></span><em>Charm, Enchantment, Daily</em>: i don't like this power very much. This is a quite strange, a 3.5 edition-like power with level check and "doesn't remember you used the power" things. Overall it isn't really bad but it has severe limitations.</p><p></p><p><strong>Lifetaker (HoS)</strong></p><p><em>Daily</em>: a strange leading utility, but it's not really bad at all. </p><p></p><p><span style="color: #008000"><strong>Memory to Mist (D 381) </strong></span><em>Daily</em>: this is not a combat power, and i love its fluff... lovely when you punch the king and make him forget the bashing. Its RP applications are infinite.</p><p></p><p><span style="color: #0000ff"><strong>Moonstride (D 382) </strong></span><em>Encounter</em>: as it stands it is a great power... it gets a little worse when you look at shield. <strong><span style="color: #00ccff">At low level</span></strong>, though, it's quite on par with shield, since save end effects are rarer.</p><p></p><p><span style="color: #00ccff"><strong> Mystical Debris (D 383)</strong></span></p><p><em>At will</em>: ok, i am partial towards this power. I like it very much because you can actually control the difficult terrain pattern. The effect becomes less powerful in late paragon, when you start to have many flying or teleporting foes. Be advised that, while is it is a very fun power it is not easy to use, though. If you are undecided between this and shield, take shield.</p><p></p><p><span style="color: #ff00ff"><strong>Phantasmal Terrain (AP) </strong></span><em>Daily, Illusion, Zone</em>: the area is huge and the effect is nice, but usually traps are set by your enemy and not by yourself. Nice for those campaign where you fight in a place you can visit freely.</p><p></p><p><span style="color: #00ccff"><strong>Shield (PHB-HoFL) </strong></span><em>Encounter, Force</em>: completely negates 1 attack per encounter. What elso do you want from an utility? All in all, maybe <strong><span style="color: #ff9900">gold</span></strong> for most players. Heroes of Fallen Lands version didn't change the power. </p><p></p><p><span style="color: #ff00ff"><strong>Spectral Image (D 381-HoFL) </strong></span><em>Encounter, Illusion</em>: this is bad but actually can be<span style="color: #0000ff"><strong> nicer </strong></span>if your DM is honest and roleplays stupid enemies as stupid. At best it is good like shield. So, why don't take shield? (this power is cooler, though, i know). Heroes of Fallen Lands version didn't change the power.</p><p></p><p><span style="color: #ff0000"><strong>Summon Shadow Serpent (AP-HoS) </strong></span><em>Encounter, Summoning, Shadow</em>: the worst of the bunch. Get a rogue instead, or perception skill. HoS didn't change the power, only adding the shadow keyword.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 3 Encounter Advice</strong>: Controllers: Hypnotic Pattern, Maze of Mirrors, Color Spray. Blasters: Fire Shroud, Cordon of Bones, Icy Rays, Shock Sphere</p><p></p><p><strong><u><strong>Level 3 Encounter Spells</strong></u></strong></p><p>[sblock]</p><p></p><p><span style="color: #ff0000"><strong>Arcane Bolt (D 381)</strong></span></p><p><em>Autohit, Force, Implement</em>: dragon 381 powers are very strange. We have memory of mist, spectral image and this. This is the worst, since, except for implement, you don't get any kind of scaling in this power. Simply the worst choice you could make, even if you were a striker. The July errata, if possible, made this power even worse than it was. </p><p></p><p><span style="color: #0000ff"><strong>Blissful Ignorance (HoFL) </strong></span><em>Autohit</em><em>, Charm, Enchantment</em>: large aoe slowing, interrupt and opportunity denial, all mixed in the effect line. A great combo, probably one of the better if not the best opener spell for your enchanter. Not at Color Spray or Hypnotic Pattern's level in my opinion, but very nice.</p><p></p><p><span style="color: #ff00ff"><strong>Chill Claws (AP)</strong></span></p><p><em>Reflex, Cold</em>: This is like Illusory Ambush, except that i targets up to two creatures. The single target version is even worse than illusory ambush, because it doesn't have the illusion and psychic keyword. It is better than the bags full of idiotic things that are arcane bolt and cinderfall</p><p></p><p><span style="color: #ff0000"><strong>Cinderfall (D 383)</strong></span></p><p><em>Reflex, Fire, E:</em> ern, what? Bad aoe damage and those 5 damage as an effect. It is barely better than Scorching Burst and much worse, for instance, than Force Orb</p><p></p><p><span style="color: #00ccff"><strong>Color Spray (PHB)</strong></span></p><p><em>Will, Radiant, Evocation, E</em>: Huge blast of radiant damage and santa arrives with a bag full of dazing. Simple to use and nice effect, expecially great at low levels where form of movements are few. Radiant Damage is nice because it is rarely resisted and can be easily enhanced. Now it sports the Evocation keyword, making it a viable choice also for Evocation Mages.</p><p></p><p><strong>Cordon of Bones (HoS)</strong></p><p><em>Fortitude, Necromancy, Shadow, E</em>: damage can stack <strong><span style="color: #0000ff">high </span></strong>with minion killing, but the control is quite lacking.</p><p></p><p><strong>Ebony Razors (HoS)</strong></p><p><em>Will,Nethermancy, Psychic, Shadow</em>: unfriendly blast 5, large area but clearly inferior to Color Spray. Works with nethermancer features, but it's nothing incredible. </p><p></p><p><span style="color: #0000ff"><strong>Fireshroud (PHB) </strong></span><em>Fortitude, Evocation Fire, E</em>: i love this power, even if it is only damage. Ongoing 5 as an encounter is rare, and the new tiefling article in dragon 388 has surely the ways to make this power even better. An obvious choice for fire blasters and mages, with the evocation keyword.</p><p></p><p><span style="color: #00ccff"><strong>Hypnotic Pattern (AP)</strong></span></p><p><em>Will, conjuration, Illusion</em>: how to waste an enemy round. I love this power, it's a pity that it can't be enlarged. Not too easy to use decently, though.</p><p></p><p><span style="color: #0000ff"><strong>Icy Rays (PHB)</strong></span></p><p><em>Reflex, Evocation Cold</em>: The bigger brother of Ray of Frost. The immobilized condition, while not AoE, is very strong. Slowed on a miss is the icing on the cake. It also deals good damage and is a nice pick for frost blasters.</p><p></p><p><span style="color: #00ccff"><strong>Maze of Mirrors (HoFL) </strong></span><em>Will, Illusion</em>: another illusion concurrent. It's a lovely power as hypnotic pattern, even easier to use but not friendly-aoe as H.P. Unfortunately this power doesn't have the psychic keyword and can't be enlarged but these are details. The HoFL version changed the penalty cap to -4 but added a slowing effect on a miss. The heart of the power didn't change and it is still very strong</p><p></p><p><span style="color: #ff00ff"><strong>Melting Pool (D 382)</strong></span></p><p><em>Fortitude, Acid, E</em>: not really better than cinderfall. The familiar kicker, the larger are and the better damage type takes this power at least to a violet range</p><p></p><p><span style="color: #ff00ff"><strong>Radiant Pillar (D 380) </strong></span><em>Radiant, Zone</em>: blindness is a really heavy condition at level 3, but it last only if the target is in the zone. Imho is a bad power unless you need to scatter enemies (and this generally isn't good for you). It is not enlargeable.</p><p></p><p><span style="color: #ff0000"><strong>Pinioning Vortex (AP)</strong></span><em> Fortitude</em>: the target at the start of its next turn is freed from your effect... i don't know what kind of uses can have a power like this. Maybe better if you have a party full of ranged that can benefit from the immobilized foe to move. </p><p></p><p><span style="color: #ff00ff"><strong>Shock Beetle Swarm (AP)</strong></span></p><p><em>Fortitude, Conjuration, Lightning, E</em>: if it weren't for that "at least" in the power text this power could deal stupid damage. Unfortunately this power isn't good for damage (you have fire shroud), but is nice for fluff.</p><p></p><p><strong>Shock Sphere (HoFL)</strong></p><p><em>Reflex, Lightning, Evocation, E</em>: unfriendly aoe damage (decent but nothing extraordinary)... The area, though, is fairly large. The HoFL version adds only half damage on a miss. Decent, but overall probably fireshroud deals more damage.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 5 Daily Advice</strong>: Controllers: Stinking Cloud, Tasha's Conscription, Visions of Avarice. Blasters: Stinking Cloud, Summon Magma Beast</p><p></p><p><strong><strong><u>Level 5 Daily Spells</u></strong></strong></p><p>[sblock]</p><p></p><p><span style="color: #ff00ff"><strong>Acid Mire (AP) </strong></span><em>Fortitude, Acid, Zone</em>: quite a simple spell, but i liked the extra damage on prone effect. The only issue is that you can't move a zone which isn't very large. </p><p></p><p><span style="color: #ff00ff"><strong>Bigby's Icy Grasp (PHB)</strong></span><em> Reflex, Evocation, Cold, Conjuration</em>: this is the single target version of Web, with additional damage tied. It's quite situational since your grab can be escaped quite easily. All in all an underwhelming power.</p><p></p><p><span style="color: #ff00ff"><strong>Fireball (HoFL) </strong></span><em>Reflex, Evocation, Fire</em>: i'll give this power a violet for my eternal love, but is probably the worst of level 5 dailies... oh, the pity! Oh, the waste! It's a bit better for level <strong>10+ pyromancer, </strong>since it leaves an huge carpet of fire on the ground if you have the pyromancer master feature.</p><p></p><p><strong>Glitterdust (AP) </strong><em>Reflex, Radiant</em>: blinded is a very strong condition, add the impossibility to gain concealment and this is the definitive lurker bane. Not a bad power, but the little area and the little duration of the effect keeps this power in a mid-rating range.</p><p></p><p><strong>Grasp of the Grave (D 372)</strong></p><p><em>Reflex, Necrotic, Zone</em>: a little better than acid mire for the zone and the dazing. Again, you can't move the zone and it deals necrotic damage which is high-resistable</p><p></p><p><span style="color: #ff00ff"><strong>Phantasmal Assillant (AP) </strong></span><em>Will, Illusion, Psychic</em>: a nice psychic power but it's single target and the condition isn't too harsh. Overall illusionists should go for vision of avarice</p><p></p><p><strong>Scattering Shock (D 383)</strong><em> Fortitude, Reflex, Lightning</em>: large area for a very tactical spell. Rememeber to slide your friends not adjacent to enemies, so you can target them freely.</p><p></p><p><span style="color: #0000ff"><strong>Stinking Cloud (PHB)</strong></span></p><p><span style="color: #0000ff"></span><em>Fortitude, Poison, Zone</em>: a really lovely damaging powers, nice to couple with forced movement tricks but not so abusable as before. For blasters it's still good, since it can still deal a lot of damage, especially if you have multiple characters with forced movement powers in your party.</p><p></p><p><strong>Summon Abyssal Maw (AP)</strong></p><p><em>Reflex, Summoning</em>: a nice summoning power, expecially for the defender-like property on OAs. A nice choice, but other summons are probably better.</p><p></p><p><span style="color: #0000ff"><strong>Summon Imp (D 385)</strong></span></p><p><em>Poison, Summoning</em>: a very nice summon. The instrinsic nature is party-friendly and the damage is nice. Poison damage isn't great but isn't bad neither.</p><p></p><p><span style="color: #0000ff"><strong>Summon Magma Beast (D 385) </strong></span><em>Fire, Summoning</em>: this summon has a little more control for the slow (save end) spreaded in the battlefield. Be sure to position the beast in a way he can attack only enemies. The instrinsic penalties are minimal, since you gain the ability to shift 2 squares as a minor action. A nice choice, overall maybe better than the imp.</p><p></p><p><span style="color: #008000"><strong>Summon Shadow Servant (HoS)</strong></span><em> Shadow, Summoning</em>: creature you summon is tied to your master specialization. Both creatures are quite good. I prefer the <strong><span style="color: #0000ff">skeleton</span></strong>, which has a good OA and hits fairly hard. The <strong>shadow beast</strong> has a good at will penalty attack that fits thematically the nethermancer and is quite sturdy. These summons, unlike other ones, last <strong><span style="color: #00ccff">until destroyed</span></strong>, which is really interesting. <u>Attention</u>: At current time the <strong><span style="color: #ff00ff">shadow beast </span></strong>has hp equal to your healing surge, which is fairly bad: I hope this issue will be addressed, but for now its rating is substantially worse.</p><p></p><p><strong>Tasha's Forcible Conscription (HoFL)</strong></p><p><em>Will, Enchantment, Charm</em>: a weird power. Stunning at level 5 is very powerful, as the successive melee or ranged attack. But it breaks on attack (not hit) and this make it a bit fragile. Nice but not gamebreaking like visions of avarice. </p><p></p><p><strong>Thunderstaff (D 380)</strong></p><p><em>Fortitude, Thunder</em>: actually i like this power. Immediate interrupt capable to save you, huge push (as effect) and dazing. Not too bad for very defensive wizards, but in this level is hard to shine with such other options.</p><p></p><p><span style="color: #00ccff"><strong>Visions of Avarice (HoFL)</strong></span></p><p><em>Will, Illusion, Zone</em>: this power was changed and errataed to a less powerful version: the immobilization cannot be repeated anymore, but the pull is always very nice and imho this power is still very good anyway. Orb expertise feat applies here, to a whopping 5 square control. In my opinion it is still the best power of the level, but not an autopick anymore.</p><p></p><p><span style="color: #0000ff"><strong>Web (PHB)</strong></span></p><p><em>Reflex, Zone</em>: still a great choice, but suffers a little competition with vision of avarice. The area is very large, though, and doesn't need to be sustained. </p><p></p><p>[/sblock]</p><p></p><p><strong>Level 6 Utility Advice</strong>: Emerald Eye (enchanters and illusionists), Iron Cohort, Fire Shield, Insightful Warning</p><p></p><p><strong><u><strong>Level 6 Utility Spells</strong></u></strong></p><p>[sblock]</p><p></p><p><strong>Able Companion (D 380)</strong></p><p><em>Daily, Conjuration</em>: this power could be incredibly good as encounter. As a daily, it is still passable.</p><p></p><p><span style="color: #008000"><strong>Darklight (HoS)</strong></span>: <em>Encounter, Shadow, Zone</em>: a zone that completely denies the darkvision issue until the end of the encounter. A bit campaign dependant, but i really like it.</p><p></p><p><span style="color: #ff00ff"><strong>Dimension Door (PHB-HoFL) </strong></span><em>Daily, Teleportation</em>: nice, but overshadowed in every single way by wizard's escape.</p><p></p><p><span style="color: #008000"><strong>Disguise Self (PHB) </strong></span><em>Daily, Illusion:</em> this is not a combat power, so i won't rate it. By the way: it is really a <strong><span style="color: #ff0000">bad choice</span></strong>. The power lasts only for one hour and you only gain a bonus to perception check. Bad.</p><p></p><p><span style="color: #008000"><strong>Dispel Magic (PHB-HoFL)</strong></span></p><p><em>Encounter:</em> you can't find a power more situational than this. I took it for my wizard and retrained it after 3 levels because i've never had the chance to use it. However, like in video games: gameplay experience may vary, so you could even find this power useful, sometimes. Don't wait too much time to retrain if you find that it's not useful, there are better powers in this level. Note that after July errata-HoFL rewrite it is an encounter power.</p><p></p><p><span style="color: #0000ff"><strong>Emerald Eye (AP)</strong></span></p><p><em>Encounter: </em>this is really a good power for every wizard, but it is <strong><span style="color: #ff9900">GOLD</span></strong> for illusionists and enchanters, who in practice attacks only will. </p><p></p><p><strong>Familiar Call (D 382)</strong></p><p><em>Encounter, Teleportation</em>: a nice power for those who likes to have an active familiar, this version is surely better than dimension door</p><p></p><p><span style="color: #0000ff"><strong>Fire Shield (AP)</strong></span></p><p><em>Daily, Fire</em>: this power is really great. The resistances are very useful since fire and cold damage are common. 2d6+int damage is a very good damage to chastise who attacked you. A nice choice.</p><p></p><p><span style="color: #008000"><strong>Force Ladder (D 383)</strong></span></p><p><em>Encounter, Conjuration</em>: this is not a combat power, so it can't be rated. A nice trick, though.</p><p></p><p><strong>Glowering Wrath (D 381)</strong></p><p><em>Encounter</em>: a nice pick if you focus on power which slides or push, like Thunderwave, Beguiling Strands or Vision of Avarice. There are much simpler, and cheaper, ways to get forced movement increase, though.</p><p></p><p><strong><span style="color: #ff00ff">Invisibility (PHB-HoFL)</span></strong></p><p><em>Daily, Illusion</em>: the sustain standard note and the abysmal range ruin this power.</p><p></p><p><span style="color: #0000ff"><strong>Levitate (PHB)</strong></span></p><p><em>Daily</em>: i love this power. You become immune to melee damage for the entire encounter. Probably not at the level of Iron Cohort and Wizard's Escape, though, but it offsets the -defenses with added mobility.</p><p></p><p><span style="color: #008000"><strong>Refocus (PHBH)</strong></span></p><p><em>Daily</em>: this power is very nice because it copies what spellbook does. Like spellbook, though, is tied to your knowledge about the adventure, so it can vary from abysmal to very nice. </p><p></p><p><span style="color: #ff0000"><strong>Shadow Investiture (HoS)</strong></span></p><p><em>Daily, Shadow</em>: no, simply no. Darkvision and necrotic resistance for a level 6 daily? No, thanks</p><p></p><p><strong>Spectral Hound (AP)</strong></p><p><em>Daily, Illusion</em>: a nice overall power, expecially for the bonus to perception. It can flank and it gives a nice bonus to defenses. There are better choices, though.</p><p></p><p><span style="color: #0000ff"><strong>Summon Iron Cohort (AP)</strong></span></p><p><em>Daily, summoning</em>: this is definitely one of the best choices. It emulates what shield does multiple times and has very good AC and it protects you against melee and ranged attacks. Its only issues, for non-summoners, are AoE. A very nice power, even if it's a daily. <strong><span style="color: #ff9900">Exceptionally powerful </span></strong>for high level summoners (with Rimetongue Caller or Bonded Summoner PP), who can add extra defenses and/or regeneration and damaging aura to the Iron Cohort, effectively deflecting the incoming attack to a very sturdy target. </p><p></p><p><strong>Wall of Fog (PHB)</strong><em> Daily, Conjuration</em>: not a bad power, it creates a zone of blockade for ranged attackers and blocks line of sight. Overall pretty decent, if it hadn't to be sustained. </p><p></p><p><strong>Wizard's Escape (AP-HoFL)</strong></p><p><em>Daily, Teleportation</em>: this is the level 6 version of shield, with an extra teleport 5. If you like defending utilities, the choice is between this, Summon Iron Cohort or Fire Shield. July 2010 update changed it to a daily and it went from autopick to a bit situational. </p><p></p><p><span style="color: #0000ff"><strong>Insightful Warning (PHB3, arcana skill power)</strong></span></p><p><em>Encounter</em>: the AoE version of shield, is a nice power. I preferred wizard's escape or summon iron cohort, but if you have a group with 3+ melee allies this is a nice addition. +2 isn't a great bonus, though, so the enemy may hit anyway.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 7 Encounter Advice</strong>: Controllers: Charm of the Defender, Phantom Foes, Twist of Space. Blasters: Corrosive Mist, Lightning Bolt, Tomebound Ooze, Winter's Wrath.</p><p></p><p><strong><strong><u>Level 7 Encounter Spells</u></strong></strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff"><strong>Charm of the Defender (HoFL)</strong></span></p><p><em>Will, Enchantment, Charm</em>: the HoFL version of the power is much better than the old one (in D 381). From charm of misplaced wrath the condition changes to Immobilized, they added a miss effect but.... much better, there's no more attack limit. So if you can slide the target into a bunch of enemies, congratulations: you just made a carnage. </p><p></p><p><span style="color: #ff00ff"><strong>Concussive Echo (AP)</strong></span><em> Will, Charm, Thunder</em>: Quite underwhelming. 5 damage probably won't make the target stop attacks and it's single target. The thunder keyword is wasted and there are better charm spells (look above)</p><p></p><p><strong>Corrosive Mist (D 383)</strong></p><p><em>Fortitude, Acid, Zone, E</em>: area burst 2 isn't really bad, and creates a huge zone. <strong><span style="color: #0000ff">Blue</span></strong> for blasters</p><p></p><p><span style="color: #0000ff"><strong>Enemies Abound (AP) </strong></span><em>Will, Illusion, Psychic, E</em>: not a bad power at all, expecially if enemies are positioned in a line or adjacent to each other. </p><p></p><p><strong>Fire Sea Travel (D 388)</strong></p><p><em>Reflex, Fire, Teleportation, E</em>: not a bad effect overall. It's not so tactically rewarding but you can use it to hide again behind your defender and the condition isn't too bad if the enemy is stupid and can't remember where other targets was.</p><p></p><p><span style="color: #ff00ff"><strong>Fire Burst (PHB) </strong></span><em>Reflex, Evocation, Fire, E</em>: this is the encounter version of Fireball. It deals exactly the same damage but has little less burst area. Only for <strong>blasters</strong>, and for them probably corrosive mist is better.</p><p></p><p><strong>Ghoul Striker (HoS) </strong><em>Fortitude, Necromancy, Necrotic, Shadow, Zone</em>: single target immobilize + CA and necrotic damage zone (but only for ending the movement in the zone). Without honor or shame, the black rank is earned with the nice miss effect.</p><p></p><p><span style="color: #0000ff"><strong>Lightning Bolt (HoFL)</strong></span></p><p><em>Reflex, Lightning, Evocation</em>: again, another power that gained a substantial increase of power from the original PHB version. Now it is Invoker Divine Bolt's bigger brother and deals a lot more possible damage to 3 different targets without having particular targeting problems. A nice pick</p><p></p><p><span style="color: #0000ff"><strong>Murderous Twin (HoS) </strong></span><em>Will, Nethermancy, Conjuration, Psychic, Shadow</em>: basically a single target penalty + daze attached. Dazed as immediate interrupt with a full round of psychic penalty is pretty strong, and if you hit with the inital attack the psychic penalty is quite good. A nice power, especially if your DM rules that the dazing blocks further actions from the triggering enemy, which is the standard board interpretation, as <strong>erachima </strong>pointed out: <em>If you attempt to disjoint the actions you take while dazed from the actions you take while not dazed, taking your standard action, being dazed in reaction, and then /taking another standard action/ is legal.</em> Which makes the "best" intepretation (best for wizard) really plausible</p><p></p><p><span style="color: #00ccff"><strong>Phantom Foes (HoFL)</strong></span></p><p><em>Will, Fear, Illusion</em>: autoslowing effect, decent area enemies have chance to hit their allies for extra damage... Unfriendly but not so much: if you hit allies they are only slowed (if you aren't a prankster). Since there are many immunes to fear power, those, this power is a bit of chance-game, but most of the time is very strong. </p><p></p><p><strong>Repelling Sphere (D 382)</strong></p><p><em>Fortitude, Force, E</em>: big sliding, even bigger if you enlarge it. The familiar </p><p>kicker is a<strong><span style="color: #0000ff"> nice addition</span></strong>. Remember to push enemies decently because if you scatter them too much you will have difficulties.</p><p></p><p><span style="color: #ff00ff"><strong>Spectral Ram (PHB)</strong></span></p><p><em>Fortitude, Evocation, Force</em>: if you want to have a single target push, take charm of the defender.</p><p></p><p><strong>Thunder Cage (D 375)</strong><em> Fortitude, Thunder</em>: not bad damage, but the control is really lacking. The wording, though, does allow this power to become a <strong><span style="color: #0000ff">good double hitter</span></strong>, nice for single target blasters.</p><p></p><p><strong>Tomebound Ooze (AP)</strong></p><p><em>Reflex, Acid, Conjuration</em>: big single target damage and scaling on the kicker. Nice to use expecially against multi-attacking soloes, but overall a cool power. </p><p></p><p><span style="color: #00ccff"><strong>Twist of Space (AP) </strong></span><em>Will, Teleportation, E</em>: this is a big control power. You can bring ranged in melee or make charge the only solution for soldiers, totally negating an entire round of nasty effects. At very least you can teleport them in the air, adding another 1d10 damage: remember, though, that they get a save if you teleport them in dangerous terrain/air.</p><p></p><p><span style="color: #0000ff"><strong>Winter's Wrath (PHB)</strong></span></p><p><span style="color: #0000ff"></span><em>Fortitude, Cold, Zone, E</em>. Large area and cold damage makes frost blaster <strong><span style="color: #0000ff">love this power</span></strong>, but it's good also for controllers, especially if you can ignore concealment. </p><p></p><p><span style="color: #ff00ff"><strong>Worms of Minauros (AP) </strong></span><em>Fortitude, Acid, Conjuration</em>: the worse version of Tomebound Ooze.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 9 Daily Advice</strong>: Controllers: Mirage Arcana, Summon Succubus, Face of Death, Symphony of the Dark Court, Visions of Ruin. Blasters: Mordenkainen's Guardian Hound, Ice Storm, Summon Hell Hound, Wall of Fire.</p><p></p><p><strong><u><strong>Level 9 Daily Spells</strong></u></strong></p><p>[sblock]</p><p></p><p><span style="color: #ff00ff"><strong>Animate Dead (D 372) </strong></span><em>Necrotic, Summoning:</em> definitely a bad summon. It lasts less than other summons because you have to target a fallen enemy. It deals pitiful damage and you don't have control on the size of the monster. It deals necrotic damage. I don't give it red rating because it's definitely cool, and because it is marginally useful against leaders that raises their minion, but it really should deserve it </p><p></p><p><span style="color: #0000ff"><strong>Circle of Death (HoS)</strong></span></p><p><em>Fortitude, Necromancy, Necrotic, Shadow</em>: the damage is really bad, but the effect is extraordinary. It's better for <strong><span style="color: #00ccff">necromancers</span></strong>, who can ignore the necrotic damage penalty.</p><p></p><p><span style="color: #0000ff"><strong>Face of Death (AP) </strong></span><em>Will, Illusion, Fear</em>: a nice power overall. Immobilized save end is strong against melee targets. Helpless without unconscious is a strange condition (i suppose they offer you their neck) but you need save end debuff to fully use this power. This is <strong><span style="color: #00ccff">super-nice</span></strong> for orb of imposition users, though.</p><p></p><p><span style="color: #ff0000"><strong>Firescythe (D 383) </strong></span><em>Reflex, Fire</em>: ern, what?? Sorry, wrong door.</p><p></p><p><span style="color: #0000ff"><strong>Ice Storm (PHB-HoFL)</strong></span></p><p><em>Fortitude, Cold, Evocation, Zone</em>: really BIG burst area (49 squares!), nice range, great immobliziation effect, nice miss effect. A very nice power, only a little inferior to Visions of Ruin but still perfectly viable if you want to deal huge aoe cold damage. It's a pity they nerfed a little frost blasters. The HoFL version added the Evocation Keyword.</p><p></p><p><span style="color: #ff00ff"><strong>Lightning Serpent (PHB)</strong></span></p><p><em>Reflex, Evocation, Lightning, Poison</em>: a strange single target damage power with a little ongoing effect. If you really want Single target powers, tome of Transposition is better and has a better miss effect.</p><p></p><p><span style="color: #00ccff"><strong>Mirage Arcana (HoS)</strong></span></p><p><em>Will, Illusion, Nethermancy, Psychic, Shadow, Zone:</em> wow. Simply Wow. If you target the zone decently, enemies can't leave it and they can't do anything at all. An incredible choice, with the double keyword illusion-nethermancy. Incredible. My favourite power of the level.</p><p></p><p><strong><span style="color: #ff0000">Mordenkainen's Sword (PHB)</span></strong></p><p><em>Conjuration, Evocation, Force</em>: it deals less damage and requires more action than guardian hound. Not bad di per se but completely overshadowed, even after the addition of evocation keyword.</p><p></p><p><span style="color: #0000ff"><strong>Mordenkainen's Guardian Hound (AP) </strong></span></p><p><em>Conjuration</em>: The attack is nice and minor-action attacks are an huge dpr boost with a little debuff attached. Definitely superior to Sword, since it can be moved with a minor action. A really nice power. Just remember that it is a conjuration, not a real summon.</p><p></p><p><span style="color: #ff00ff"><strong>Phantasmal Killer (HoFL)</strong></span></p><p><em>Will, Fear, Illusion</em>: this power is decent on paper, but it has some issues: it's too easy for the target to save (it gets a save even from effects as damage zones, MM and such); the secondary attack isn't that much, since it eats your standard action. Imho a bit too strict to be viable, but it is quite strong with psychic lock so it's not complete garbage.</p><p></p><p><span style="color: #ff00ff"><strong>Summon Arrowhawk (AP)</strong></span></p><p><em>Summoning</em>: there is no comparison with Succubus or Hell Hound. The difference is embarassing. This flies, ok, and marks, ok, but deals 1/3 of the damage of the hell hound and has no one of the great features of the succubus.</p><p></p><p><span style="color: #0000ff"><strong>Summon Hell Hound (D 385) </strong></span><em>Fire, Summoning</em>: another great high-risk high profit summon. Keep this hell puppy in the fray of enemies and destroy them. 5 damage fire aura is great, at will aoe too. The intrinsic nature isn't even too much dangerous. </p><p></p><p><span style="color: #00ccff"><strong>Summon Succubus (D 385) </strong></span><em>Charm, Summoning</em>: for lash-lovers this summon adds incredible control, in the form of constant field superiority. Each target can be dominated only once, but this is often enough. A great form of control, and the intrisic nature isn't too shabby, even if it raises a question: if the succubus attacks an ally and dominates it, i am her controller, so the round isn't completely wasted.</p><p></p><p><span style="color: #00ccff"><strong>Symphony of the Dark Court (HoFL)</strong></span></p><p><em>Will, Enchantment</em>: big burst friendly area, dazed and immobilized enemies, allies can shift as they want in the area with no worry since enemies are at worst dazed. +4 to damage is the icing on the cake. Overall a very nice power.</p><p></p><p><span style="color: #0000ff"><strong>Taunting Phantoms (AP) </strong></span><em>Will, Illusion</em>: this power was one of the experiments of enchanter power, but without the charm keyword. AoE MBA is not really bad and you can gang up an enemy pretty hardly. The debuff will be hardly substantial for your allies. A nice choice.</p><p></p><p><strong>Tome of Transposition (D 380) </strong><em>Reflex, Psychic</em>: decent single target damage and condition, but the miss effect is too much randomic to plan in advance.</p><p></p><p><span style="color: #00ccff"><strong>Visions of Ruin (AP)</strong></span></p><p><em>Will, Fear, Illusion, Psychic, Zone</em>: the targets can't get out from the zone and are bunched together for subsequent aoes. A really great power because it doesn't hinder you or your allies.</p><p></p><p><span style="color: #00ccff"><strong>Wall of Fire (PHB) </strong></span><em>Conjuration, Fire</em>: i am very partial towards wall and i really like this. Nice for blasters to pack extra damage, nice if you have sliding effects, nice if you put this as a protection against ranged attackers. A very nice choice, even if now the damage occurs only 1/turn (but if still works great with the power's pseudo-difficult terrain)</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 10 Utility Advice</strong>: Illusiory Wall is strictly superior to every other power in the level.</p><p></p><p><strong><u><strong>Level 10 Utility Spells</strong></u></strong></p><p>[sblock]</p><p></p><p><span style="color: #0000ff"><strong>Arcane Gate (PHB-HoFL)</strong></span></p><p><em>Daily</em>: i love this power, even if it can be used by enemies. The range is very nice and your defender can camp the exit gate. Expecially good if you have a party full of high-armored slow allies. It is also extremely good out of combat. With HoFL it lost the teleportation keyword. This means it is a bit more powerful in zones where teleport is prohibited (like in a Forbearance ritual zone, and such)</p><p></p><p><span style="color: #0000ff"><strong>Blur (HoFL)</strong></span></p><p><em>Daily, Illusion</em>: enemies can't make ranged attacks against you and you gain CA against them. A nice overall bonus. Now you are only invisible, not more "they can't see you". This doesn't change the spell's power in normal conditions but sometimes it can be an annoyance.</p><p></p><p><strong>Circle of Protection (D 382)</strong></p><p><em>Daily, Zone</em>: a very nice defensive power but the zone can't be moved. The damage resistance is nice and the difficult terrain zone remembers me some kind of warden power.</p><p></p><p><span style="color: #ff00ff"><strong>Energy Devourer (HoFL)</strong></span></p><p><em>Daily</em>: a bit under the par for being a daily. The element enemy attack not always matches your attacks and it cannot be used on your turn to suicide bomb yourself. <strong>A little better</strong> for evokers and pyromancers who ignore enemy resistance but a lot worse than this levels' other options. </p><p></p><p><span style="color: #008000"><strong>Familiar Shape (D 381)</strong></span></p><p><em>Daily, Polymorph</em>: a nice scouting power, expecially if you change into something natural like a crow or a cat. Gelatineous cube for the cheese!</p><p></p><p><strong>Feywild Spell Surge (DMA 2009)</strong></p><p><em>Daily</em>: gain a daily reroll with a bonus if you are eladrin. Not too bad.</p><p></p><p><span style="color: #ff9900"><strong>Illusory Wall (AP) </strong></span><em>Daily, Illusion</em>: even if changed to a daily, this power remains a staple of the wizard's power. Enemies on the other side of the wall can't gain line of sight and can't step over the wall. An attack power disguised as utility, really deserves the gold rating.</p><p></p><p><strong>Mass Resistance (HoFL)</strong></p><p><em>Daily: </em>nice scaling resistance of your choice. It can even <span style="color: #0000ff"><strong>be better</strong></span> if you play in elemental theme campaigns like P3. Not as good as illusory wall, but can gain a place in your spellbook. Changed to black since the HoFL version doesn't scale as well as it did before.</p><p></p><p><strong>Mirror Image (PHB)</strong></p><p><em>Daily, Illusion</em>: a nice power but being daily quite ruins the feast. Wizard's Escape and Shield are surely better and also blur has greater chances to be useful.</p><p></p><p><strong>Phoenix Step (D 388)</strong><em> Encounter, Teleportation</em> : since fire damage is quite common this is a nice power. <span style="color: #0000ff"><strong>Nicer </strong></span>for fire blaster: <strong><u>with caution</u></strong> you can cast a well-placed scorching burst and use this nice power. (I won't accept complaints for bad use of this power)</p><p></p><p><span style="color: #0000ff"><strong>Repelling Shield (PHBH) </strong></span><em>Encounter</em>: a nice higher level version of shield, which also repels enemy after the hit. A nice choice.</p><p></p><p><span style="color: #ff0000"><strong>Resistance (PHB)</strong></span></p><p><em>Daily</em>: completely overshadowed by mass resistance.</p><p></p><p><span style="color: #008000"><strong>Summon Hammerfist Crusher (AP) </strong></span><em>Daily, Summoning</em>: quite nice if you want to destroy a fortress or your enemy wizard's tower, or something like that. It deals huge damage to objects only.</p><p></p><p><span style="color: #ff00ff"><strong>True Seeing (AP) </strong></span><em>Daily</em>: little bonuses merge to create a decent overall power, even if a highly situational. </p><p></p><p><span style="color: #0000ff"><strong>Umbral Leap (HoS) </strong></span><em>Encounter, Shadow, Teleportation</em>: a blind-spot encounter no-question asked teleport. Surely a good tactical choice</p><p></p><p><span style="color: #0000ff"><strong>Wall of Gloom (HoS) </strong></span><em><span style="color: #0000ff">D</span>aily, Nethermancy, Shadow, Zone</em>: A really nice blinding+difficult terrain zone. Imho illusiory wall is stronger, but we have a really good power here: double LOS blocker makes it quite unfriendly, though. </p><p></p><p><strong>Witch's Reversal (D 382) </strong><em>Daily</em> : similar to feywild spell surge, with little differences that do not alter the total value.</p><p></p><p><span style="color: #ff0000"><strong>Words of Deceit (D 381) </strong></span><em>Encounter</em>: <strong><span style="color: #0000ff">workable</span></strong> only for enchanters. Stay away from it otherwise.</p><p></p><p>[/sblock]</p><p>,</p></blockquote><p></p>
[QUOTE="Veep, post: 6745437, member: 6793297"] [b]Originally posted by Nausicaa:[/b] [CENTER][Size=4][b]Heroic Tier Spells[/b][/size][/CENTER] [b][b][u]A little disclaimer[/u][/b][/b] [sblock]This handbook is purposefully written for Controller Wizards: most damaging-only spell will get a worse rating, because they simply lack control (unless they are very strong, for example Chain Lightning or Flaming Sphere). If you plan to play a blaster-evoker wizard, damage based with low control, double-check powers before selection. I actually wrote in the power description if a spell deals more damage than another one, but i have not checked each description twice. If you find that a blasting-evoking-damaging power needs an higher rating, please, write a little note about it. [/sblock] [b][u][b]Advices[/b][/u][/b] [sblock][u]Take them with a grain of salt.[/u] Divided into 2 simply sections: controllers and blasters.[/sblock] I will write, next to all powers, the descriptors, the defense targeted and if it can be enlarged [b](E)[/b] [b][/b][b]Level 1 Encounter Advice[/b]: A lot of choice for controllers: Charm of Misplaced Wrath, Grasping Shadows, Icy Terrain, Illusory Obstacles, Twilight Falls and Orbmaster's Detonation. Blaster: Burning Hands and Force Orb [b][u][b]Level 1 Encounter Spells[/b][/u][/b] [sblock] [COLOR=#ff00ff][b]Astral Wasp (AP)[/b][/COLOR] [i]Fortitude, Conjuration[/i]: single target, hits fortitude, not really your power. [b]Better[/b] if you are a con-secondary, though [b]Burning Hands (PHB-HoFL) [/b][i]Reflex, Evocation Fire, E[/i]: the targeted area it's HUGE. I like this power even if it's only damaging, and blasters naturally [b][COLOR=#0000ff]love it[/COLOR][/b]. Half damage on a miss, in the HoFL version, makes it a bit better [COLOR=#0000ff][b]Charm of Misplaced Wrath (HoFL) [/b][/COLOR][i]Will, Charm, Enchantment:[/i] this is a great power, even if it is single target. The target is dazed, slided and has to use a basic attack on a target of your choice (and this can trigger your defender's mark and, expecially, opportunity attacks). The target has to make an attack EVEN if you miss, without the sliding and the dazing. Overall imho one of the best powers in the level. The original version was in D 381 [b]Chill Strike (PHB)[/b][i] Fortitude, Evocation, Cold[/i]: nice single target debuff and good damage, but charm of displaced wrath and illusory obstacles are strictly better. [b]Conduit of Ice (D 382) [/b][i]Reflex, Cold, Zone[/i]: nice controlling power, creates a zone where the enemy is encouraged to maintain its position. [COLOR=#0000ff][b]Better[/b] [/COLOR]if you like to have your familiar active (for example if you have a gelatineous cube) [COLOR=#ff00ff][b]Darkening Flame (HoS)[/b][/COLOR] [i]Reflex, Fire, Necrotic, Necromancy, Shadow[/i]: the extra damage is int based, and the single target damage is reasonable... but there are better blasters power. [b]Empowering Lightning (AP)[/b] [i]Reflex, Lightning:[/i] this is basically an improved version of phantom bolt (without the psychic keyword, though). The wand of accuracy kicker isn't that great thing [b]Force Orb (PHB) [/b][i]Reflex, Evocation, Force, E[/i]: what i like of this power is the friendly targeting and huge damage. Not a single hint of control, though. It is a really good pick [b][COLOR=#0000ff]for blasters[/COLOR][/b], since the secondary attack is friendly and can be enlarged. [COLOR=#00ccff][b]Grasping Shadows (AP) [/b][/COLOR][i]Will, Illusion, Psychic, Zone, E[/i]: nice targeting, great effect (aoe slowing, why would you take chill strike??). Even if now the damage is only 1d8, it is enough to make this a great power [COLOR=#0000ff][b]Icy terrain (PHB) [/b][/COLOR][i]Reflex, Evocation, Zone, Cold, E[/i]: knocking prone is nice, the extra slowing effect on the terrain is cool too, but grasping shadows has a superior control and damage type (especially for the zone) and Orbmaster is better for orb users.. [COLOR=#0000ff][b]Illusory Obstacles (HoFL)[/b][/COLOR] [i]Will, Illusion[/i]: very nice as first powers used in the encounter, to lock enemies. A lovely and simple power, something similar to a stun against melee enemies. I prefer Grasping Shadows, but this is a really good power too. [COLOR=#ff00ff][b]Leaden Transmutation (Red Box)[/b][/COLOR] [i]Fortitude, Transmutation[/i]: 2d8 damage is quite enough for a single target spell but the controlling effect isn't really strong. You are probably going better with Grasping Shadows (aoe and can lead to more damage if used decently) [COLOR=#00ccff][b]Orbmaster's Incendiary Detonation (AP) [/b][/COLOR][i]Reflex, Fire, Force, Zone, E[/i]: the initial burst is incredible, the extra fire damage is friendly... and the [b][COLOR=#00ccff]orb of imposition kicker[/COLOR][/b] is something extra good since it enlarges the zone (again) and makes it friendly! [COLOR=#ff00ff][b]Ray of Enfeeblement (PHB) [/b][/COLOR][i]Fortitude, Necromancy, Necrotic[/i]: weakening is a very nice effect at every level and the damage is nice. But it hits fortitude and deals necrotic damage, which is the probably the worst type of damage. Now it has the necromancy keyword. [b]Skewering Spikes (D 383) [/b][i]Reflex[/i]: it would be nice for a sorcerer, but you're not a sorcerer. No control but decent damage. No keywords, though, but easy targeting, but short range. A bag full of doubts. There are better choices. [COLOR=#ff0000][b]Staffstrike Corrosion (AP) [/b][/COLOR][i]Reflex, Acid[/i]: low damage, ridiculous effect, single target, bad kicker. [COLOR=#0000ff][b]Twilight Falls (HoS)[/b][/COLOR] [i]Will, Nethermancy, Psychic, Shadow, Zone, E[/i]: friendly area, single target daze, constant concealment effect that stacks with basic nethermancer feature. Not so bad. [/sblock] [b]Level 1 Daily Advice[/b]: Controllers: Phantom Chasm, Sleep, Arcane Whirlwind, Horrid Whispers, Flaming Sphere. Blasters: Flaming Sphere, Arcane Whirlwind, Summon Dretch, Fountain of Flame, Rolling Thunder [b][b][u]Level 1 Daily Spells[/u][/b][/b] [sblock] [COLOR=#00ccff][b]Arcane Whirlwind (D 383) [/b][/COLOR][i]Reflex, Thunder, Zone[/i]: i love this power. If you happen to have a party with agile opportunists allies, this becomes an OA fest. It has a ridiculous effect of sliding 1/round and moving the area 6 (!) squares as move action. Plus, it has the thunder keyword for extra area with resounding thunder. A very nice pick. [b]Acid Arrow (PHB) [/b][i]Reflex, Evocation, Acid[/i]: It is the daily version of cloud of daggers and force orb, but unlike force orb isn't friendly. Good damage, but that's all. Now the secondary attacks are an effect and it has the evocation keywords. [COLOR=#0000ff][b]Flaming Sphere (PHB) [/b][/COLOR][i]Reflex, Evocation, Conjuration, Fire[/i]: Good damage spell, but it requires a little finesse and party coordination to be used consistently. [COLOR=#0000ff][b]Fountain of Flame (HoFL)[/b][/COLOR][i] Reflex, Evocation, Fire[/i]: friendly and consistent damage. Overall a great choice. Probably not so damaging as flaming sphere, but more friendly and more abusable with sliding. [COLOR=#ff00ff][b]Freezing Cloud (PHB) [/b][/COLOR][i]Fortitude, Cold, Evocation, Zone[/i]: large area but it can't be moved, and damage instances are very little. Still, in little spaces could have its uses, but flaming sphere controls and deals a lot more damage.. [COLOR=#0000ff][b]Grease (AP) [/b][/COLOR][i]Reflex, Zone[/i]: a nice naughty power. The area doesn't need to be sustained and the proning attack is a free action. Still, it can't be moved, but unless freezing cloud the effect is more controllerish. It gets blue because is friendly. [COLOR=#00ccff][b]Horrid Whispers (AP) [/b][/COLOR][i]Will, Illusion, Psychic[/i]: friendly aoe psychic damage, the target is slowed and take penalties. Prone as aftereffect is very strong. I has also a very cool miss effect. [b][/b] [COLOR=#00ccff][b]Phantom Chasm (HoFL) [/b][/COLOR][i]Will, Illusion, Psychic[/i]: this power was completely revamped from the AP version. Now it has a miss effect, it is friendly and has a zone effect that makes enemies prone. Now it is at the level of horrid whispers, even better if you target melee [b]Ray of Fatigue (HoS) [/b][i]Fortitude, Necrotic, Nethermancy, Shadow[/i]: weakening is a strong effect at level 1 at offsets the single creature targeting. A decent power, quite precise too. [COLOR=#0000ff][b]Rolling Thunder (AP)[/b][/COLOR][i] Reflex, Conjuration, Thunder[/i]: doesn't scale as well as Flaming Sphere does and hasn't got the same innate control that Arcane Whirlwind possess. Still, it is a nice power and deals load of damage. [COLOR=#0000ff][b]Sleep (HoFL)[/b][/COLOR] [i]Will, Enchantment, Charm[/i]: this power is the new version of the old spell in PHB. It is exactly the same (works nicely with [b][COLOR=#ff9900]save debuffers and imposers[/COLOR][/b]) but it doesn't have anymore the Sleep keyword and now shines the Charm one. [COLOR=#0000ff][b]Slimy Transmutation (Red Box)[/b][/COLOR] [i]Fortitude, Transmutation, Polymorph[/i]: the target cannot attack (save end). If you miss it loses at least one round. Cripples melee and ranged. Very strong effect not tied to any elemental damage. A bit worse than sleep only because it is single target. [b][COLOR=#0000ff]Spirit Rend (HoS) [/COLOR][/b][i]Will, Necromancy, Necrotic, Shadow[/i]: immobilizing save end, friendly, attacks will and has an extraordinary effect to counterbalance the necrotic damage at low level against undeads. Not at phantom chasm levels, but not so worse. Plus, it deals a good bunch of damage. [b]Summon Dretch (D 385) [/b][i]Summoning:[/i] this is the most damaging level 1 summon. Remember that it is an high risk-high reward summon, surely better for[COLOR=#0000ff][b] blasters[/b][/COLOR] or summoners with a nice number of hp (to sustain the 1d6 damage it deals anytime you act on your own). Still, 4d6+8+ double con modifier as standard action each round isn't really crappy damage at level 1. [b][COLOR=#0000ff]Summon Dust Devil (D 385) [/COLOR][/b][i]Summoning[/i]: this is a little more friendly summon. Sliding 2 at will is very nice, and the penalty for instrisic nature isn't very harsh. [b]Summon Fire Warrior (AP)[/b] [i]Fire, Summoning[/i]: it doesn't really do very much. OA action is nice, and maybe can be useful for a certain niche of fire blasters who don't want flaming sphere (if it exists). Very defensive, but nothing more than vanilla. [COLOR=#ff0000][b]Wizard's Fury (D 374) [/b][/COLOR][i]Force[/i]: the nerf to Magic Missile really hit it as a truck filled by little trucks. Surely better for [COLOR=#0000ff][b]mages[/b][/COLOR] who can dodge cleverly the worst drawback, being obliged to use an underwhelming at will. Remember to retrain it around level 9-10, when you should have a +2 implement in the offhand, to make better use of your equipment. [/sblock] [b]Level 2 Utility Advice[/b]: Shield, Mystical Debris, Shield, Glib Tongue (enchanters only) or Shield. [b][u][b]Level 2 Utility Spells[/b][/u][/b] [sblock] [COLOR=#008000][b]Arcane Insight (DMA 2009)[/b][/COLOR] [i]Encounter[/i]: more a skill power than utility power, it has always its usefulness with coupled with arcana checks for rituals. [COLOR=#ff00ff][b]Daunting Presence (AP)[/b][/COLOR] [i]Encounter, Fear[/i]: a nice power but pales in comparison with shield and can't be used as interrupt. [b]Expeditous Retreat (PHB-HoFL) [/b][i]Daily[/i]: i still like it for the huge movement possibilities, but being daily quite ruins this power. Heroes of Fallen Lands version didn't change the power. [b]Familiar Harrier (D 382) [/b][i]At-will[/i]: if you want to keep your familiar active, this is a way to increase its movement skills. However, if you happen to possess a [u]nightmare saddle (AV)[/u] and the ritual [u]familiar mount (D 382)[/u] you will suddenly have [b][COLOR=#ff9900]teleport 10 speed[/COLOR][/b]. And this is obiouvsly incredibly nice. [COLOR=#ff0000][b]Feather Fall (PHB) [/b][/COLOR][i]Daily[/i]: do you play in sharn? No? Don't take it, then [COLOR=#ff00ff][b] Float (AP)[/b][/COLOR] [i]Daily[/i]: a little, little, little better than Feather Fall, for the "stealth" features... i wouldn't take it anyway unless you always play in a mud-like swamp terrain. [b]Glib Tongue (D 381)[/b] [i]Encounter[/i]: taken alone is a decent skill bump and a conditional +hit. Taken by an enchanter [b][COLOR=#00ccff]becomes a monstrousity [/COLOR][/b]useful for novas and sure hitting at low level. [b][COLOR=#ff9900]Gold [/COLOR][/b]if your DM ignores your enchanter and you can safely skip shield. [COLOR=#0000ff][b]Guardian Blades (AP)[/b][/COLOR] [i]Daily, Force[/i]: a nice "don't attack me" power. Couple it with the various white lotus feat for real retribution on attack effect. [COLOR=#0000ff][b]Jump (PHB)[/b][/COLOR] [i]Encounter:[/i] actually i like it very much. Nice targeting, encounter. This is your first power in the fly/levitation line [COLOR=#008000][b]Instant Friend (HoFL) [/b][/COLOR][i]Charm, Enchantment, Daily[/i]: i don't like this power very much. This is a quite strange, a 3.5 edition-like power with level check and "doesn't remember you used the power" things. Overall it isn't really bad but it has severe limitations. [b]Lifetaker (HoS)[/b] [i]Daily[/i]: a strange leading utility, but it's not really bad at all. [COLOR=#008000][b]Memory to Mist (D 381) [/b][/COLOR][i]Daily[/i]: this is not a combat power, and i love its fluff... lovely when you punch the king and make him forget the bashing. Its RP applications are infinite. [COLOR=#0000ff][b]Moonstride (D 382) [/b][/COLOR][i]Encounter[/i]: as it stands it is a great power... it gets a little worse when you look at shield. [b][COLOR=#00ccff]At low level[/COLOR][/b], though, it's quite on par with shield, since save end effects are rarer. [COLOR=#00ccff][b] Mystical Debris (D 383)[/b][/COLOR] [i]At will[/i]: ok, i am partial towards this power. I like it very much because you can actually control the difficult terrain pattern. The effect becomes less powerful in late paragon, when you start to have many flying or teleporting foes. Be advised that, while is it is a very fun power it is not easy to use, though. If you are undecided between this and shield, take shield. [COLOR=#ff00ff][b]Phantasmal Terrain (AP) [/b][/COLOR][i]Daily, Illusion, Zone[/i]: the area is huge and the effect is nice, but usually traps are set by your enemy and not by yourself. Nice for those campaign where you fight in a place you can visit freely. [COLOR=#00ccff][b]Shield (PHB-HoFL) [/b][/COLOR][i]Encounter, Force[/i]: completely negates 1 attack per encounter. What elso do you want from an utility? All in all, maybe [b][COLOR=#ff9900]gold[/COLOR][/b] for most players. Heroes of Fallen Lands version didn't change the power. [COLOR=#ff00ff][b]Spectral Image (D 381-HoFL) [/b][/COLOR][i]Encounter, Illusion[/i]: this is bad but actually can be[COLOR=#0000ff][b] nicer [/b][/COLOR]if your DM is honest and roleplays stupid enemies as stupid. At best it is good like shield. So, why don't take shield? (this power is cooler, though, i know). Heroes of Fallen Lands version didn't change the power. [COLOR=#ff0000][b]Summon Shadow Serpent (AP-HoS) [/b][/COLOR][i]Encounter, Summoning, Shadow[/i]: the worst of the bunch. Get a rogue instead, or perception skill. HoS didn't change the power, only adding the shadow keyword. [/sblock] [b]Level 3 Encounter Advice[/b]: Controllers: Hypnotic Pattern, Maze of Mirrors, Color Spray. Blasters: Fire Shroud, Cordon of Bones, Icy Rays, Shock Sphere [b][u][b]Level 3 Encounter Spells[/b][/u][/b] [sblock] [COLOR=#ff0000][b]Arcane Bolt (D 381)[/b][/COLOR] [i]Autohit, Force, Implement[/i]: dragon 381 powers are very strange. We have memory of mist, spectral image and this. This is the worst, since, except for implement, you don't get any kind of scaling in this power. Simply the worst choice you could make, even if you were a striker. The July errata, if possible, made this power even worse than it was. [COLOR=#0000ff][b]Blissful Ignorance (HoFL) [/b][/COLOR][i]Autohit[/i][i], Charm, Enchantment[/i]: large aoe slowing, interrupt and opportunity denial, all mixed in the effect line. A great combo, probably one of the better if not the best opener spell for your enchanter. Not at Color Spray or Hypnotic Pattern's level in my opinion, but very nice. [COLOR=#ff00ff][b]Chill Claws (AP)[/b][/COLOR] [i]Reflex, Cold[/i]: This is like Illusory Ambush, except that i targets up to two creatures. The single target version is even worse than illusory ambush, because it doesn't have the illusion and psychic keyword. It is better than the bags full of idiotic things that are arcane bolt and cinderfall [COLOR=#ff0000][b]Cinderfall (D 383)[/b][/COLOR] [i]Reflex, Fire, E:[/i] ern, what? Bad aoe damage and those 5 damage as an effect. It is barely better than Scorching Burst and much worse, for instance, than Force Orb [COLOR=#00ccff][b]Color Spray (PHB)[/b][/COLOR] [i]Will, Radiant, Evocation, E[/i]: Huge blast of radiant damage and santa arrives with a bag full of dazing. Simple to use and nice effect, expecially great at low levels where form of movements are few. Radiant Damage is nice because it is rarely resisted and can be easily enhanced. Now it sports the Evocation keyword, making it a viable choice also for Evocation Mages. [b]Cordon of Bones (HoS)[/b] [i]Fortitude, Necromancy, Shadow, E[/i]: damage can stack [b][COLOR=#0000ff]high [/COLOR][/b]with minion killing, but the control is quite lacking. [b]Ebony Razors (HoS)[/b] [i]Will,Nethermancy, Psychic, Shadow[/i]: unfriendly blast 5, large area but clearly inferior to Color Spray. Works with nethermancer features, but it's nothing incredible. [COLOR=#0000ff][b]Fireshroud (PHB) [/b][/COLOR][i]Fortitude, Evocation Fire, E[/i]: i love this power, even if it is only damage. Ongoing 5 as an encounter is rare, and the new tiefling article in dragon 388 has surely the ways to make this power even better. An obvious choice for fire blasters and mages, with the evocation keyword. [COLOR=#00ccff][b]Hypnotic Pattern (AP)[/b][/COLOR] [i]Will, conjuration, Illusion[/i]: how to waste an enemy round. I love this power, it's a pity that it can't be enlarged. Not too easy to use decently, though. [COLOR=#0000ff][b]Icy Rays (PHB)[/b][/COLOR] [i]Reflex, Evocation Cold[/i]: The bigger brother of Ray of Frost. The immobilized condition, while not AoE, is very strong. Slowed on a miss is the icing on the cake. It also deals good damage and is a nice pick for frost blasters. [COLOR=#00ccff][b]Maze of Mirrors (HoFL) [/b][/COLOR][i]Will, Illusion[/i]: another illusion concurrent. It's a lovely power as hypnotic pattern, even easier to use but not friendly-aoe as H.P. Unfortunately this power doesn't have the psychic keyword and can't be enlarged but these are details. The HoFL version changed the penalty cap to -4 but added a slowing effect on a miss. The heart of the power didn't change and it is still very strong [COLOR=#ff00ff][b]Melting Pool (D 382)[/b][/COLOR] [i]Fortitude, Acid, E[/i]: not really better than cinderfall. The familiar kicker, the larger are and the better damage type takes this power at least to a violet range [COLOR=#ff00ff][b]Radiant Pillar (D 380) [/b][/COLOR][i]Radiant, Zone[/i]: blindness is a really heavy condition at level 3, but it last only if the target is in the zone. Imho is a bad power unless you need to scatter enemies (and this generally isn't good for you). It is not enlargeable. [COLOR=#ff0000][b]Pinioning Vortex (AP)[/b][/COLOR][i] Fortitude[/i]: the target at the start of its next turn is freed from your effect... i don't know what kind of uses can have a power like this. Maybe better if you have a party full of ranged that can benefit from the immobilized foe to move. [COLOR=#ff00ff][b]Shock Beetle Swarm (AP)[/b][/COLOR] [i]Fortitude, Conjuration, Lightning, E[/i]: if it weren't for that "at least" in the power text this power could deal stupid damage. Unfortunately this power isn't good for damage (you have fire shroud), but is nice for fluff. [b]Shock Sphere (HoFL)[/b] [i]Reflex, Lightning, Evocation, E[/i]: unfriendly aoe damage (decent but nothing extraordinary)... The area, though, is fairly large. The HoFL version adds only half damage on a miss. Decent, but overall probably fireshroud deals more damage. [/sblock] [b]Level 5 Daily Advice[/b]: Controllers: Stinking Cloud, Tasha's Conscription, Visions of Avarice. Blasters: Stinking Cloud, Summon Magma Beast [b][b][u]Level 5 Daily Spells[/u][/b][/b] [sblock] [COLOR=#ff00ff][b]Acid Mire (AP) [/b][/COLOR][i]Fortitude, Acid, Zone[/i]: quite a simple spell, but i liked the extra damage on prone effect. The only issue is that you can't move a zone which isn't very large. [COLOR=#ff00ff][b]Bigby's Icy Grasp (PHB)[/b][/COLOR][i] Reflex, Evocation, Cold, Conjuration[/i]: this is the single target version of Web, with additional damage tied. It's quite situational since your grab can be escaped quite easily. All in all an underwhelming power. [COLOR=#ff00ff][b]Fireball (HoFL) [/b][/COLOR][i]Reflex, Evocation, Fire[/i]: i'll give this power a violet for my eternal love, but is probably the worst of level 5 dailies... oh, the pity! Oh, the waste! It's a bit better for level [b]10+ pyromancer, [/b]since it leaves an huge carpet of fire on the ground if you have the pyromancer master feature. [b]Glitterdust (AP) [/b][i]Reflex, Radiant[/i]: blinded is a very strong condition, add the impossibility to gain concealment and this is the definitive lurker bane. Not a bad power, but the little area and the little duration of the effect keeps this power in a mid-rating range. [b]Grasp of the Grave (D 372)[/b] [i]Reflex, Necrotic, Zone[/i]: a little better than acid mire for the zone and the dazing. Again, you can't move the zone and it deals necrotic damage which is high-resistable [COLOR=#ff00ff][b]Phantasmal Assillant (AP) [/b][/COLOR][i]Will, Illusion, Psychic[/i]: a nice psychic power but it's single target and the condition isn't too harsh. Overall illusionists should go for vision of avarice [b]Scattering Shock (D 383)[/b][i] Fortitude, Reflex, Lightning[/i]: large area for a very tactical spell. Rememeber to slide your friends not adjacent to enemies, so you can target them freely. [COLOR=#0000ff][b]Stinking Cloud (PHB)[/b] [/COLOR][i]Fortitude, Poison, Zone[/i]: a really lovely damaging powers, nice to couple with forced movement tricks but not so abusable as before. For blasters it's still good, since it can still deal a lot of damage, especially if you have multiple characters with forced movement powers in your party. [b]Summon Abyssal Maw (AP)[/b] [i]Reflex, Summoning[/i]: a nice summoning power, expecially for the defender-like property on OAs. A nice choice, but other summons are probably better. [COLOR=#0000ff][b]Summon Imp (D 385)[/b][/COLOR] [i]Poison, Summoning[/i]: a very nice summon. The instrinsic nature is party-friendly and the damage is nice. Poison damage isn't great but isn't bad neither. [COLOR=#0000ff][b]Summon Magma Beast (D 385) [/b][/COLOR][i]Fire, Summoning[/i]: this summon has a little more control for the slow (save end) spreaded in the battlefield. Be sure to position the beast in a way he can attack only enemies. The instrinsic penalties are minimal, since you gain the ability to shift 2 squares as a minor action. A nice choice, overall maybe better than the imp. [COLOR=#008000][b]Summon Shadow Servant (HoS)[/b][/COLOR][i] Shadow, Summoning[/i]: creature you summon is tied to your master specialization. Both creatures are quite good. I prefer the [b][COLOR=#0000ff]skeleton[/COLOR][/b], which has a good OA and hits fairly hard. The [b]shadow beast[/b] has a good at will penalty attack that fits thematically the nethermancer and is quite sturdy. These summons, unlike other ones, last [b][COLOR=#00ccff]until destroyed[/COLOR][/b], which is really interesting. [u]Attention[/u]: At current time the [b][COLOR=#ff00ff]shadow beast [/COLOR][/b]has hp equal to your healing surge, which is fairly bad: I hope this issue will be addressed, but for now its rating is substantially worse. [b]Tasha's Forcible Conscription (HoFL)[/b] [i]Will, Enchantment, Charm[/i]: a weird power. Stunning at level 5 is very powerful, as the successive melee or ranged attack. But it breaks on attack (not hit) and this make it a bit fragile. Nice but not gamebreaking like visions of avarice. [b]Thunderstaff (D 380)[/b] [i]Fortitude, Thunder[/i]: actually i like this power. Immediate interrupt capable to save you, huge push (as effect) and dazing. Not too bad for very defensive wizards, but in this level is hard to shine with such other options. [COLOR=#00ccff][b]Visions of Avarice (HoFL)[/b][/COLOR] [i]Will, Illusion, Zone[/i]: this power was changed and errataed to a less powerful version: the immobilization cannot be repeated anymore, but the pull is always very nice and imho this power is still very good anyway. Orb expertise feat applies here, to a whopping 5 square control. In my opinion it is still the best power of the level, but not an autopick anymore. [COLOR=#0000ff][b]Web (PHB)[/b][/COLOR] [i]Reflex, Zone[/i]: still a great choice, but suffers a little competition with vision of avarice. The area is very large, though, and doesn't need to be sustained. [/sblock] [b]Level 6 Utility Advice[/b]: Emerald Eye (enchanters and illusionists), Iron Cohort, Fire Shield, Insightful Warning [b][u][b]Level 6 Utility Spells[/b][/u][/b] [sblock] [b]Able Companion (D 380)[/b] [i]Daily, Conjuration[/i]: this power could be incredibly good as encounter. As a daily, it is still passable. [COLOR=#008000][b]Darklight (HoS)[/b][/COLOR]: [i]Encounter, Shadow, Zone[/i]: a zone that completely denies the darkvision issue until the end of the encounter. A bit campaign dependant, but i really like it. [COLOR=#ff00ff][b]Dimension Door (PHB-HoFL) [/b][/COLOR][i]Daily, Teleportation[/i]: nice, but overshadowed in every single way by wizard's escape. [COLOR=#008000][b]Disguise Self (PHB) [/b][/COLOR][i]Daily, Illusion:[/i] this is not a combat power, so i won't rate it. By the way: it is really a [b][COLOR=#ff0000]bad choice[/COLOR][/b]. The power lasts only for one hour and you only gain a bonus to perception check. Bad. [COLOR=#008000][b]Dispel Magic (PHB-HoFL)[/b][/COLOR] [i]Encounter:[/i] you can't find a power more situational than this. I took it for my wizard and retrained it after 3 levels because i've never had the chance to use it. However, like in video games: gameplay experience may vary, so you could even find this power useful, sometimes. Don't wait too much time to retrain if you find that it's not useful, there are better powers in this level. Note that after July errata-HoFL rewrite it is an encounter power. [COLOR=#0000ff][b]Emerald Eye (AP)[/b][/COLOR] [i]Encounter: [/i]this is really a good power for every wizard, but it is [b][COLOR=#ff9900]GOLD[/COLOR][/b] for illusionists and enchanters, who in practice attacks only will. [b]Familiar Call (D 382)[/b] [i]Encounter, Teleportation[/i]: a nice power for those who likes to have an active familiar, this version is surely better than dimension door [COLOR=#0000ff][b]Fire Shield (AP)[/b][/COLOR] [i]Daily, Fire[/i]: this power is really great. The resistances are very useful since fire and cold damage are common. 2d6+int damage is a very good damage to chastise who attacked you. A nice choice. [COLOR=#008000][b]Force Ladder (D 383)[/b][/COLOR] [i]Encounter, Conjuration[/i]: this is not a combat power, so it can't be rated. A nice trick, though. [b]Glowering Wrath (D 381)[/b] [i]Encounter[/i]: a nice pick if you focus on power which slides or push, like Thunderwave, Beguiling Strands or Vision of Avarice. There are much simpler, and cheaper, ways to get forced movement increase, though. [b][COLOR=#ff00ff]Invisibility (PHB-HoFL)[/COLOR][/b] [i]Daily, Illusion[/i]: the sustain standard note and the abysmal range ruin this power. [COLOR=#0000ff][b]Levitate (PHB)[/b][/COLOR] [i]Daily[/i]: i love this power. You become immune to melee damage for the entire encounter. Probably not at the level of Iron Cohort and Wizard's Escape, though, but it offsets the -defenses with added mobility. [COLOR=#008000][b]Refocus (PHBH)[/b][/COLOR] [i]Daily[/i]: this power is very nice because it copies what spellbook does. Like spellbook, though, is tied to your knowledge about the adventure, so it can vary from abysmal to very nice. [COLOR=#ff0000][b]Shadow Investiture (HoS)[/b][/COLOR] [i]Daily, Shadow[/i]: no, simply no. Darkvision and necrotic resistance for a level 6 daily? No, thanks [b]Spectral Hound (AP)[/b] [i]Daily, Illusion[/i]: a nice overall power, expecially for the bonus to perception. It can flank and it gives a nice bonus to defenses. There are better choices, though. [COLOR=#0000ff][b]Summon Iron Cohort (AP)[/b][/COLOR] [i]Daily, summoning[/i]: this is definitely one of the best choices. It emulates what shield does multiple times and has very good AC and it protects you against melee and ranged attacks. Its only issues, for non-summoners, are AoE. A very nice power, even if it's a daily. [b][COLOR=#ff9900]Exceptionally powerful [/COLOR][/b]for high level summoners (with Rimetongue Caller or Bonded Summoner PP), who can add extra defenses and/or regeneration and damaging aura to the Iron Cohort, effectively deflecting the incoming attack to a very sturdy target. [b]Wall of Fog (PHB)[/b][i] Daily, Conjuration[/i]: not a bad power, it creates a zone of blockade for ranged attackers and blocks line of sight. Overall pretty decent, if it hadn't to be sustained. [b]Wizard's Escape (AP-HoFL)[/b] [i]Daily, Teleportation[/i]: this is the level 6 version of shield, with an extra teleport 5. If you like defending utilities, the choice is between this, Summon Iron Cohort or Fire Shield. July 2010 update changed it to a daily and it went from autopick to a bit situational. [COLOR=#0000ff][b]Insightful Warning (PHB3, arcana skill power)[/b][/COLOR] [i]Encounter[/i]: the AoE version of shield, is a nice power. I preferred wizard's escape or summon iron cohort, but if you have a group with 3+ melee allies this is a nice addition. +2 isn't a great bonus, though, so the enemy may hit anyway. [/sblock] [b]Level 7 Encounter Advice[/b]: Controllers: Charm of the Defender, Phantom Foes, Twist of Space. Blasters: Corrosive Mist, Lightning Bolt, Tomebound Ooze, Winter's Wrath. [b][b][u]Level 7 Encounter Spells[/u][/b][/b] [sblock] [COLOR=#00ccff][b]Charm of the Defender (HoFL)[/b][/COLOR] [i]Will, Enchantment, Charm[/i]: the HoFL version of the power is much better than the old one (in D 381). From charm of misplaced wrath the condition changes to Immobilized, they added a miss effect but.... much better, there's no more attack limit. So if you can slide the target into a bunch of enemies, congratulations: you just made a carnage. [COLOR=#ff00ff][b]Concussive Echo (AP)[/b][/COLOR][i] Will, Charm, Thunder[/i]: Quite underwhelming. 5 damage probably won't make the target stop attacks and it's single target. The thunder keyword is wasted and there are better charm spells (look above) [b]Corrosive Mist (D 383)[/b] [i]Fortitude, Acid, Zone, E[/i]: area burst 2 isn't really bad, and creates a huge zone. [b][COLOR=#0000ff]Blue[/COLOR][/b] for blasters [COLOR=#0000ff][b]Enemies Abound (AP) [/b][/COLOR][i]Will, Illusion, Psychic, E[/i]: not a bad power at all, expecially if enemies are positioned in a line or adjacent to each other. [b]Fire Sea Travel (D 388)[/b] [i]Reflex, Fire, Teleportation, E[/i]: not a bad effect overall. It's not so tactically rewarding but you can use it to hide again behind your defender and the condition isn't too bad if the enemy is stupid and can't remember where other targets was. [COLOR=#ff00ff][b]Fire Burst (PHB) [/b][/COLOR][i]Reflex, Evocation, Fire, E[/i]: this is the encounter version of Fireball. It deals exactly the same damage but has little less burst area. Only for [b]blasters[/b], and for them probably corrosive mist is better. [b]Ghoul Striker (HoS) [/b][i]Fortitude, Necromancy, Necrotic, Shadow, Zone[/i]: single target immobilize + CA and necrotic damage zone (but only for ending the movement in the zone). Without honor or shame, the black rank is earned with the nice miss effect. [COLOR=#0000ff][b]Lightning Bolt (HoFL)[/b][/COLOR] [i]Reflex, Lightning, Evocation[/i]: again, another power that gained a substantial increase of power from the original PHB version. Now it is Invoker Divine Bolt's bigger brother and deals a lot more possible damage to 3 different targets without having particular targeting problems. A nice pick [COLOR=#0000ff][b]Murderous Twin (HoS) [/b][/COLOR][i]Will, Nethermancy, Conjuration, Psychic, Shadow[/i]: basically a single target penalty + daze attached. Dazed as immediate interrupt with a full round of psychic penalty is pretty strong, and if you hit with the inital attack the psychic penalty is quite good. A nice power, especially if your DM rules that the dazing blocks further actions from the triggering enemy, which is the standard board interpretation, as [b]erachima [/b]pointed out: [i]If you attempt to disjoint the actions you take while dazed from the actions you take while not dazed, taking your standard action, being dazed in reaction, and then /taking another standard action/ is legal.[/i] Which makes the "best" intepretation (best for wizard) really plausible [COLOR=#00ccff][b]Phantom Foes (HoFL)[/b][/COLOR] [i]Will, Fear, Illusion[/i]: autoslowing effect, decent area enemies have chance to hit their allies for extra damage... Unfriendly but not so much: if you hit allies they are only slowed (if you aren't a prankster). Since there are many immunes to fear power, those, this power is a bit of chance-game, but most of the time is very strong. [b]Repelling Sphere (D 382)[/b] [i]Fortitude, Force, E[/i]: big sliding, even bigger if you enlarge it. The familiar kicker is a[b][COLOR=#0000ff] nice addition[/COLOR][/b]. Remember to push enemies decently because if you scatter them too much you will have difficulties. [COLOR=#ff00ff][b]Spectral Ram (PHB)[/b][/COLOR] [i]Fortitude, Evocation, Force[/i]: if you want to have a single target push, take charm of the defender. [b]Thunder Cage (D 375)[/b][i] Fortitude, Thunder[/i]: not bad damage, but the control is really lacking. The wording, though, does allow this power to become a [b][COLOR=#0000ff]good double hitter[/COLOR][/b], nice for single target blasters. [b]Tomebound Ooze (AP)[/b] [i]Reflex, Acid, Conjuration[/i]: big single target damage and scaling on the kicker. Nice to use expecially against multi-attacking soloes, but overall a cool power. [COLOR=#00ccff][b]Twist of Space (AP) [/b][/COLOR][i]Will, Teleportation, E[/i]: this is a big control power. You can bring ranged in melee or make charge the only solution for soldiers, totally negating an entire round of nasty effects. At very least you can teleport them in the air, adding another 1d10 damage: remember, though, that they get a save if you teleport them in dangerous terrain/air. [COLOR=#0000ff][b]Winter's Wrath (PHB)[/b] [/COLOR][i]Fortitude, Cold, Zone, E[/i]. Large area and cold damage makes frost blaster [b][COLOR=#0000ff]love this power[/COLOR][/b], but it's good also for controllers, especially if you can ignore concealment. [COLOR=#ff00ff][b]Worms of Minauros (AP) [/b][/COLOR][i]Fortitude, Acid, Conjuration[/i]: the worse version of Tomebound Ooze. [/sblock] [b]Level 9 Daily Advice[/b]: Controllers: Mirage Arcana, Summon Succubus, Face of Death, Symphony of the Dark Court, Visions of Ruin. Blasters: Mordenkainen's Guardian Hound, Ice Storm, Summon Hell Hound, Wall of Fire. [b][u][b]Level 9 Daily Spells[/b][/u][/b] [sblock] [COLOR=#ff00ff][b]Animate Dead (D 372) [/b][/COLOR][i]Necrotic, Summoning:[/i] definitely a bad summon. It lasts less than other summons because you have to target a fallen enemy. It deals pitiful damage and you don't have control on the size of the monster. It deals necrotic damage. I don't give it red rating because it's definitely cool, and because it is marginally useful against leaders that raises their minion, but it really should deserve it [COLOR=#0000ff][b]Circle of Death (HoS)[/b][/COLOR] [i]Fortitude, Necromancy, Necrotic, Shadow[/i]: the damage is really bad, but the effect is extraordinary. It's better for [b][COLOR=#00ccff]necromancers[/COLOR][/b], who can ignore the necrotic damage penalty. [COLOR=#0000ff][b]Face of Death (AP) [/b][/COLOR][i]Will, Illusion, Fear[/i]: a nice power overall. Immobilized save end is strong against melee targets. Helpless without unconscious is a strange condition (i suppose they offer you their neck) but you need save end debuff to fully use this power. This is [b][COLOR=#00ccff]super-nice[/COLOR][/b] for orb of imposition users, though. [COLOR=#ff0000][b]Firescythe (D 383) [/b][/COLOR][i]Reflex, Fire[/i]: ern, what?? Sorry, wrong door. [COLOR=#0000ff][b]Ice Storm (PHB-HoFL)[/b][/COLOR] [i]Fortitude, Cold, Evocation, Zone[/i]: really BIG burst area (49 squares!), nice range, great immobliziation effect, nice miss effect. A very nice power, only a little inferior to Visions of Ruin but still perfectly viable if you want to deal huge aoe cold damage. It's a pity they nerfed a little frost blasters. The HoFL version added the Evocation Keyword. [COLOR=#ff00ff][b]Lightning Serpent (PHB)[/b][/COLOR] [i]Reflex, Evocation, Lightning, Poison[/i]: a strange single target damage power with a little ongoing effect. If you really want Single target powers, tome of Transposition is better and has a better miss effect. [COLOR=#00ccff][b]Mirage Arcana (HoS)[/b][/COLOR] [i]Will, Illusion, Nethermancy, Psychic, Shadow, Zone:[/i] wow. Simply Wow. If you target the zone decently, enemies can't leave it and they can't do anything at all. An incredible choice, with the double keyword illusion-nethermancy. Incredible. My favourite power of the level. [b][COLOR=#ff0000]Mordenkainen's Sword (PHB)[/COLOR][/b] [i]Conjuration, Evocation, Force[/i]: it deals less damage and requires more action than guardian hound. Not bad di per se but completely overshadowed, even after the addition of evocation keyword. [COLOR=#0000ff][b]Mordenkainen's Guardian Hound (AP) [/b][/COLOR] [i]Conjuration[/i]: The attack is nice and minor-action attacks are an huge dpr boost with a little debuff attached. Definitely superior to Sword, since it can be moved with a minor action. A really nice power. Just remember that it is a conjuration, not a real summon. [COLOR=#ff00ff][b]Phantasmal Killer (HoFL)[/b][/COLOR] [i]Will, Fear, Illusion[/i]: this power is decent on paper, but it has some issues: it's too easy for the target to save (it gets a save even from effects as damage zones, MM and such); the secondary attack isn't that much, since it eats your standard action. Imho a bit too strict to be viable, but it is quite strong with psychic lock so it's not complete garbage. [COLOR=#ff00ff][b]Summon Arrowhawk (AP)[/b][/COLOR] [i]Summoning[/i]: there is no comparison with Succubus or Hell Hound. The difference is embarassing. This flies, ok, and marks, ok, but deals 1/3 of the damage of the hell hound and has no one of the great features of the succubus. [COLOR=#0000ff][b]Summon Hell Hound (D 385) [/b][/COLOR][i]Fire, Summoning[/i]: another great high-risk high profit summon. Keep this hell puppy in the fray of enemies and destroy them. 5 damage fire aura is great, at will aoe too. The intrinsic nature isn't even too much dangerous. [COLOR=#00ccff][b]Summon Succubus (D 385) [/b][/COLOR][i]Charm, Summoning[/i]: for lash-lovers this summon adds incredible control, in the form of constant field superiority. Each target can be dominated only once, but this is often enough. A great form of control, and the intrisic nature isn't too shabby, even if it raises a question: if the succubus attacks an ally and dominates it, i am her controller, so the round isn't completely wasted. [COLOR=#00ccff][b]Symphony of the Dark Court (HoFL)[/b][/COLOR] [i]Will, Enchantment[/i]: big burst friendly area, dazed and immobilized enemies, allies can shift as they want in the area with no worry since enemies are at worst dazed. +4 to damage is the icing on the cake. Overall a very nice power. [COLOR=#0000ff][b]Taunting Phantoms (AP) [/b][/COLOR][i]Will, Illusion[/i]: this power was one of the experiments of enchanter power, but without the charm keyword. AoE MBA is not really bad and you can gang up an enemy pretty hardly. The debuff will be hardly substantial for your allies. A nice choice. [b]Tome of Transposition (D 380) [/b][i]Reflex, Psychic[/i]: decent single target damage and condition, but the miss effect is too much randomic to plan in advance. [COLOR=#00ccff][b]Visions of Ruin (AP)[/b][/COLOR] [i]Will, Fear, Illusion, Psychic, Zone[/i]: the targets can't get out from the zone and are bunched together for subsequent aoes. A really great power because it doesn't hinder you or your allies. [COLOR=#00ccff][b]Wall of Fire (PHB) [/b][/COLOR][i]Conjuration, Fire[/i]: i am very partial towards wall and i really like this. Nice for blasters to pack extra damage, nice if you have sliding effects, nice if you put this as a protection against ranged attackers. A very nice choice, even if now the damage occurs only 1/turn (but if still works great with the power's pseudo-difficult terrain) [/sblock] [b]Level 10 Utility Advice[/b]: Illusiory Wall is strictly superior to every other power in the level. [b][u][b]Level 10 Utility Spells[/b][/u][/b] [sblock] [COLOR=#0000ff][b]Arcane Gate (PHB-HoFL)[/b][/COLOR] [i]Daily[/i]: i love this power, even if it can be used by enemies. The range is very nice and your defender can camp the exit gate. Expecially good if you have a party full of high-armored slow allies. It is also extremely good out of combat. With HoFL it lost the teleportation keyword. This means it is a bit more powerful in zones where teleport is prohibited (like in a Forbearance ritual zone, and such) [COLOR=#0000ff][b]Blur (HoFL)[/b][/COLOR] [i]Daily, Illusion[/i]: enemies can't make ranged attacks against you and you gain CA against them. A nice overall bonus. Now you are only invisible, not more "they can't see you". This doesn't change the spell's power in normal conditions but sometimes it can be an annoyance. [b]Circle of Protection (D 382)[/b] [i]Daily, Zone[/i]: a very nice defensive power but the zone can't be moved. The damage resistance is nice and the difficult terrain zone remembers me some kind of warden power. [COLOR=#ff00ff][b]Energy Devourer (HoFL)[/b][/COLOR] [i]Daily[/i]: a bit under the par for being a daily. The element enemy attack not always matches your attacks and it cannot be used on your turn to suicide bomb yourself. [b]A little better[/b] for evokers and pyromancers who ignore enemy resistance but a lot worse than this levels' other options. [COLOR=#008000][b]Familiar Shape (D 381)[/b][/COLOR] [i]Daily, Polymorph[/i]: a nice scouting power, expecially if you change into something natural like a crow or a cat. Gelatineous cube for the cheese! [b]Feywild Spell Surge (DMA 2009)[/b] [i]Daily[/i]: gain a daily reroll with a bonus if you are eladrin. Not too bad. [COLOR=#ff9900][b]Illusory Wall (AP) [/b][/COLOR][i]Daily, Illusion[/i]: even if changed to a daily, this power remains a staple of the wizard's power. Enemies on the other side of the wall can't gain line of sight and can't step over the wall. An attack power disguised as utility, really deserves the gold rating. [b]Mass Resistance (HoFL)[/b] [i]Daily: [/i]nice scaling resistance of your choice. It can even [COLOR=#0000ff][b]be better[/b][/COLOR] if you play in elemental theme campaigns like P3. Not as good as illusory wall, but can gain a place in your spellbook. Changed to black since the HoFL version doesn't scale as well as it did before. [b]Mirror Image (PHB)[/b] [i]Daily, Illusion[/i]: a nice power but being daily quite ruins the feast. Wizard's Escape and Shield are surely better and also blur has greater chances to be useful. [b]Phoenix Step (D 388)[/b][i] Encounter, Teleportation[/i] : since fire damage is quite common this is a nice power. [COLOR=#0000ff][b]Nicer [/b][/COLOR]for fire blaster: [b][u]with caution[/u][/b] you can cast a well-placed scorching burst and use this nice power. (I won't accept complaints for bad use of this power) [COLOR=#0000ff][b]Repelling Shield (PHBH) [/b][/COLOR][i]Encounter[/i]: a nice higher level version of shield, which also repels enemy after the hit. A nice choice. [COLOR=#ff0000][b]Resistance (PHB)[/b][/COLOR] [i]Daily[/i]: completely overshadowed by mass resistance. [COLOR=#008000][b]Summon Hammerfist Crusher (AP) [/b][/COLOR][i]Daily, Summoning[/i]: quite nice if you want to destroy a fortress or your enemy wizard's tower, or something like that. It deals huge damage to objects only. [COLOR=#ff00ff][b]True Seeing (AP) [/b][/COLOR][i]Daily[/i]: little bonuses merge to create a decent overall power, even if a highly situational. [COLOR=#0000ff][b]Umbral Leap (HoS) [/b][/COLOR][i]Encounter, Shadow, Teleportation[/i]: a blind-spot encounter no-question asked teleport. Surely a good tactical choice [COLOR=#0000ff][b]Wall of Gloom (HoS) [/b][/COLOR][i][COLOR=#0000ff]D[/COLOR]aily, Nethermancy, Shadow, Zone[/i]: A really nice blinding+difficult terrain zone. Imho illusiory wall is stronger, but we have a really good power here: double LOS blocker makes it quite unfriendly, though. [b]Witch's Reversal (D 382) [/b][i]Daily[/i] : similar to feywild spell surge, with little differences that do not alter the total value. [COLOR=#ff0000][b]Words of Deceit (D 381) [/b][/COLOR][i]Encounter[/i]: [b][COLOR=#0000ff]workable[/COLOR][/b] only for enchanters. Stay away from it otherwise. [/sblock] , [/QUOTE]
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