Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Power of Knowledge (Old Wizard's Handbook)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Veep" data-source="post: 6745440" 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>Epic 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><strong></strong></p><p><strong>Level 22 Utility Advice: </strong>Wraithform, Mass Fly, Time Stop, Wall of Force.<strong></strong></p><p><strong></strong></p><p><strong><u>Level 22 Utility Spells</u></strong></p><p>[sblock]</p><p></p><p><strong>Acererak's Apotheosis (HoS) </strong><em>Daily, Necromancy, Shadow</em>: decent necrotic resistance, immunity to poison and basically the surge cost is nullified by the temp hp. Quite vanilla at level 22 but not so bad. The necrotic resistance could be higher, though.</p><p></p><p><span style="color: #008000"><strong>Arcane Recall (HoFL)</strong></span></p><p><em>Daily</em>: again, an hard to judge beforehand the use... it can be a lifesaving tool or an useless slot-filler.</p><p></p><p><span style="color: #ff00ff"><strong>Dimensional Journey (D 380) </strong></span><em>Daily, Teleportation</em>: Dimension door on steroids. Not enough for a level 22 daily.</p><p></p><p><strong>Dire Familiar Incantation (D 382) </strong><em>Daily, Polymorph</em>: a nice power overall, it gives your party another meatshield. The pushing/proning effects are nice</p><p></p><p><span style="color: #ff0000"><strong>Fire Sigil (D 388)</strong></span></p><p><em>Daily</em>: i'd like to give this power little more but the condition "if you move you lose it" is too much to bear</p><p></p><p><span style="color: #ff0000"><strong>Globe of Invulnerability (AP) </strong></span><em>Daily, Conjuration, Force</em>: unless you have to enter in a sieged castle and they are throwing boiling oil at you, avoid this power.</p><p></p><p><span style="color: #0000ff"><strong>Mass Fly (PHB-HoFL)</strong></span></p><p><em>Daily</em>: like fly, but better. The usual nice choice, always useful. The HoFL version didn't change the power.</p><p></p><p><strong>Mordenkainen's Lucubration (AP)</strong> Daily: depending on your power selection this can be a <strong><span style="color: #00ccff">great choice</span></strong> or <strong><span style="color: #ff0000">really bad</span></strong>. You can really save a lot of minor actions, and thus be a little more mobile, which is never a bad thing</p><p></p><p><span style="color: #008000"><strong>Mordenkainen's Mansion (PHB) </strong></span><em>Daily, Conjuration, Teleportation</em>: camping is nice, but you may want something nicer at level 22. This power offers everything, and there's not even an hint of IKEA stuff inside it.</p><p></p><p><span style="color: #ff0000"><strong>Phantom Legion (AP) </strong></span><em>Daily, Illusion</em>: nice if you want to create a no-theatre comedy company or a cricket game with the queen of hearts, but it's not that great even as non-combat power. So, it is red.</p><p></p><p><span style="color: #0000ff"><strong>Time Stop (PHB-HoFL) </strong></span><em>Daily</em>: you can make many tricks with this power: conjurations (yes, you, storm pillar) and summons aren't attack spells, as utilities. You can move around, you can gain buffs with your items and some other stuff.</p><p></p><p><span style="color: #0000ff"><strong>Wall of Force (HoFL)</strong></span><em> Daily, Conjuration, Force:</em> it would be good, but creatures gain line of sight and so can teleport around the wall. Not to shabby, though. It is also not party-friendly.</p><p></p><p><span style="color: #00ccff"><strong>Wraithform (HoS)</strong></span></p><p><em>Daily, Nethermancy, Shadow</em>: constant fly speed (hover) and insubstantiality AND phasing. A really mix of defensive powers, for a power probably even superior than the best level 22 spells. You will be very hard to damage.</p><p>[/sblock]</p><p></p><p><strong>Level 23 Encounter Advice:</strong> Controllers: Charm of False Heroism, Animate Shadows, Deceptive Shadow. Blasters: Chain Lightning, Acid Storm.</p><p></p><p><strong><u>Level 23 Encounter Spells</u></strong></p><p>[sblock]</p><p></p><p><strong>Acid Storm (PHB)</strong></p><p><em>Fortitude, Evocation, Acid, E</em>: burst 4 10 squares... the targeting isn't the best, and the area covers successive ranged and melee targeting. But the damage this power deal is incredible, the area is <u>huge</u> and the damage type isn't really so shabby. An <strong><span style="color: #00ccff">incredibly nice</span></strong> choice for blasters, especially if coupled with <strong><span style="color: #ff9900">forced movement heavy parties</span></strong>.</p><p></p><p><span style="color: #0000ff"><strong>Animate Shadows (HoS)</strong></span></p><p><em>Will, Necrotic, Nethermancy, Shadow, E</em>: large area and good effect if you can enhance sufficiently forced movement. The necrotic extra damage isn't enough to stop creatures from moving, but you can abuse forced movement to invalidate targets of melee attacks (stopping movement and charges, a bit like a little fighter) and bring back enemies in the CA zone.</p><p></p><p><strong><span style="color: #ff0000">Arcane Volley (D 381) </span></strong><em>Autohit, Force</em>: again a bad power in the autohit line. Fixed damage as effect isn't really good.</p><p></p><p><span style="color: #ff00ff"><strong>Astral Claw (AP)</strong></span></p><p><em>Fortitude, Conjuration</em>: push + prone isn't a good choice in the epic tier. The punishment for standing up is just silly, and this targets fortitude.</p><p></p><p><span style="color: #00ccff"><strong>Chain Lightning (HoFL) </strong></span><em>Reflex, Lightning, Evocation</em>: like its little brother Lightning Bolt it got an huge upgrade. Once (or more) per encounter you wipe the battlefield, expecially if you have decent static modifiers. Miss Half even on tertiary target for HUGE dpr. Add mark of storm for real laugh. Probably<span style="color: #ff9900"><strong> mandatory</strong></span> for blasters. </p><p></p><p><span style="color: #0000ff"><strong>Charm of False Heroism (HoFL) </strong></span><em>Will, Charm, Enchantment</em>: the target becomes your handyman for one round. This Charm of --- spell line is tremendously good and well thought. If you use it correctly it can really change the game. While it doesn't possess the raw power of mass charm it can be really useful. </p><p></p><p><span style="color: #ff0000"><strong>Crushing Necrotism (D 382)</strong></span></p><p><em>Reflex, Necrotic</em>: another bag of fail: pitiful necrotic damage, idiotic range and the damage you deal depends on the target. Blah</p><p></p><p><span style="color: #0000ff"><strong>Deceptive Shadows (HoFL) </strong></span><em>Will, Illusion, Psychic, E</em>: it is fairly better than it was in Arcane Power at the moment: the "cannot see" now is an effect, the damage got upgraded and now is psychic. Overall a quite nice power that covers a fairly large area for an encounter... It doesn't get the best rating because it is still unfriendly.</p><p></p><p><span style="color: #ff00ff"><strong>Flaming Rebuke (D 388) </strong></span><em>Reflex, Fire</em>: another addition for your dpr, but probably blasters' top choice is chain lightning. Anyway this is another off-turn action, and since fire damage is quite common it maybe <strong>worth</strong> for single target blasters</p><p></p><p><strong>Freezing Bolts (AP)</strong></p><p><em>Reflex, Cold</em>: overall nice targeting, even if immobilized is a bit surpassed at 23th level. It is <span style="color: #0000ff"><strong>better</strong></span></p><p><span style="color: #0000ff"></span>for wand users.</p><p></p><p><strong>Orbmaster's Insuperable Lethargy (AP) </strong><em>Fortitude, E</em>: again a nice power but not incredible. Weakening is a nice effect, thowugh. overall at the level of deceptive shadows.</p><p></p><p><span style="color: #ff0000"><strong>Staffstrike Shock (AP)</strong></span></p><p><em>Fortitude, Lightning</em>: bad, except <strong><span style="color: #0000ff">if you use a staff</span></strong>. In that case you will be able to escape 1 attack/encounter and get a nice teleport.</p><p></p><p><span style="color: #0000ff"><strong>Thunderclap (PHB)</strong></span></p><p><em>Fortitude, Evocation, Thunder</em>: single target and decent damage, but it's always a stun, and a daze on a miss.</p><p></p><p><span style="color: #ff0000"><strong>Vampiric Strike (HoS)</strong></span></p><p><em>Fortitude, Healing, Necromancy, Psychic, Shadow</em>: yeah if i spend my entire wizard career in melee i totally need an healing power, right? Fortitude, meh healing and the effect doesn't even cover all the following round. If i thought i saw enough with Firescythe and Staffstrike Corrosion I was wrong: this power really deserves to join the Fail Club. </p><p></p><p>[/sblock]</p><p></p><p><strong>Level 25 Daily Advice</strong>: Controllers: Phantom Reality, Prismatic Spray, Mind of Rage, Summon Marility. Blasters: Prismatic Spray, Summon Marilith, Summon Abyssal Horde.</p><p></p><p><strong><u>Level 25 Daily Spells</u></strong></p><p>[sblock]</p><p></p><p><strong>Bubbling Acid (AP) </strong><em>Reflex, Fortitude, Acid, Zone</em>: decent targeting and nice effect overall. A bit vanilla, though, for level 25. Expecially when confronted with other powers.</p><p></p><p><span style="color: #ff00ff"><strong>Cinder Storm (AP) </strong></span>Reflex, Fire, Zone: strictly worse than bubbling acid, overall. And worded strangely, the target needs to be in a 5 square range and failed its saving throw, for "mere" blinding. Overall a subpar choice.</p><p></p><p><span style="color: #ff0000"><strong>Delayed Blast Fireball (HoFL)</strong></span></p><p><em>Reflex, Evocation, Fire</em>: blow 4 minor actions and 1 standard action to deal 8d8 damage in burst 2 unfriendly? There's something wrong in this, expecially when you take a look to the other powers in this level.</p><p></p><p><span style="color: #0000ff"><strong>Dooming Darkness (HoS) </strong></span><em>Fortitude, Necrotic, Nethermancy, Psychic, Shadow, Zone</em>: this really looks like a damaging Visions of Avarice, littler but with a really clever OA attached. As for Animate Shadow you need some kind of forced movement enhancer, but it's not so easy to escape from the zone and the damage can stack quite high. It doesn't get a better rating only because the spell targeting and the effect are very unfriendly.</p><p></p><p><strong>Elemental Maw (PHB)</strong></p><p><em>Reflex, Teleportation, Acid, Cold, Fire, Lightning or Thunder</em>: a nice movement denial power, the area is large and it has a large selection of elemental damage, and the daze+prone effect is strong if you have forced movement. Overall not too bad and the errata actually makes sense since you cannot repeat the daze+prone endlessly.</p><p></p><p><span style="color: #ff0000"><strong>Finger of Death (HoS)</strong></span></p><p><em>Fortitude, Necromancy, Necrotic, Shadow</em>: at least deals more damage than disintegrate, but the total effect isn't very different. If you want damage, take Summon Marilith... it's just a little below.</p><p></p><p><strong>Maze (PHB) </strong><em>Will, Enchantment, Psychic, Teleportation</em>: the power was completely revamped. Now it grants at least one round of banish, two if you have at least a decent will defense (or if the monster is particularly dumb). There are other better choices, but at least the power is viable now.</p><p></p><p><span style="color: #0000ff"><strong>Mind of Rage (HoFL)</strong></span></p><p><em>Autohit, Enchantment, Charm, Fear</em>: the effect is a bit fragile, but incredibly strong. This is a power that makes your party have fun for this charger run havoc-er fear dispenser charm-controlled enemy. Deactivate your auras, people: we get our personal charging rageblood barbarian and it's free! It is blue-rated, but <strong><span style="color: #00ccff">Skyblue </span></strong>for fun. I'd take it even over other better spells.</p><p></p><p><span style="color: #ff00ff"><strong>Necrotic Web (PHB) </strong></span><em>Reflex, Necromancy, Necrotic, Zone</em>: web with attached good necrotic damage. Overall not so great, expecially when you look at other powers.</p><p></p><p><span style="color: #0000ff"><strong>Orbmaster's Prismatic Sphere (AP) </strong></span><em>All defenses, Fire, Poison</em>: strictly worse than prismatic spray, decently better for orb users but aoe stun >>> aoe daze.</p><p></p><p><strong><span style="color: #00ccff">Phantom Reality (HoFL) </span></strong><em>Will, Illusion</em>: overall can be even stronger than a domination. You get full control of the enemy's targets and the target retains the ability to use its strongest abilities. Now the HoFL version is MOAR skyblue than it was, with the miss effect and any successful save doesn't make the target end the spell. I have to compliment with the power designer for the lovely work. </p><p> </p><p><span style="color: #00ccff"><strong>Prismatic Spray (PHB) </strong></span><em>All defenses, Evocation, Fire, Poison, Fear</em>: great targeting, great damage, aoe stunning+slow. An incredible choice for everyone, even if the damage now is a little lower.</p><p></p><p><span style="color: #00ccff"><strong>Summon Abyssal Horde (AP) </strong></span><em>Summoning</em>: this is one of the best summon in the game: great standard damage, opportunity attacks and marking at will. A very strong choice and summoners should get definitely both this and marilith. This is more useful when there are many enemies around, the marilith when things gets dangerous (you are near the bbeg, for example, or you have the classical tough fights with 2-3 elites)</p><p></p><p><strong>Summon Earthwind Ravager (D 385) </strong><em>Summoning</em>: immobilization at-will and hovering makes this summon difficult to reach and punish. Overall not strong as abyssal horde and not so damaging as marilith.</p><p></p><p><span style="color: #00ccff"><strong>Summon Marilith (D 385) </strong></span><em>Summoning</em>: the damage you take is fixed, so no great problems. The damage IT deals to enemies is absurd. The symbiosis effect is very strong. Overall, probably, <strong><span style="color: #ff9900">one of the best summons in the game</span></strong>. </p><p></p><p>[/sblock]</p><p></p><p><strong>Level 27 Encounter Advice: </strong>Controllers: Charm of the Puppet Strings, Impenetrable Gloom, Steal Time, Confusion. Blasters: Blazing Death Storm, Steal Time, Sequestering Force.</p><p></p><p><strong><u>Level 27 Encounter Spells</u></strong></p><p>[sblock]</p><p></p><p><strong>Black Fire (PHB)</strong></p><p><em>Reflex, Necromancy, Fire, Necrotic, E</em>: large friendly blast of fire and necrotic damage. Good damage and damage on miss (but blazing death storm is better).</p><p></p><p><strong>Blazing Death Storm (HoS)</strong><em> Fortitude, Necromancy, Fire, Necrotic, Shadow, E</em>: finally level 27 gets an <strong><span style="color: #00ccff">election blastery</span></strong> power. This is the bigger brother of Blackening Pyre, and the effect is quite similar, but lacks the (little) control of BP for half damage on miss (which is good to have). Compared to Acid Storm (level 23), this has a more little area, but more range. Imho they are quite similar, since fire is better than acid.</p><p></p><p><span style="color: #00ccff"><strong>Charm of the Puppet Strings (D 381) </strong></span><em>Will, Charm</em>: the target is dominated, slided, put inside a bunch of enemies and into a death gauntlet. One of the many great powers this level possess</p><p></p><p><span style="color: #0000ff"><strong>Confusion (HoFL)</strong></span></p><p><em>Will, Enchantment, Charm, Psychic</em>: damage, free action sliding + MBA. Overall simple and nice. I think, though, that Charm of Puppet Strings is still superior</p><p></p><p><strong>Forcecage (PHB) </strong><em>Reflex, Evocation, Implement</em>: this is a conditional stun. So why not directly stun the enemy? Still, not a too shabby power.</p><p></p><p><span style="color: #00ccff"><strong>Impenetrable Gloom (HoS) </strong></span><em>Will, Nethermancy, Psychic, Shadow, Zone, E</em>: basically this is Dark Gathering (E 13) bigger brother, but this spell rocks 4d6 hit and stuns the enemy in the burst's origin square. Imho it is at the level of Charm of Puppet Strings and Steal Time.</p><p></p><p><span style="color: #0000ff"><strong>Lost in the Mists (AP)</strong></span></p><p><em>Will, Charm, Illusion</em>: a little worse than charm of the puppet strings, it gets the illusion keyword, though, for extra accuracy <strong><span style="color: #00ccff">for illusionists</span></strong></p><p></p><p><span style="color: #ff00ff"><strong>Mind-Numbing Presence (D 382)</strong></span></p><p><em>Will, Psychic, Zone</em>: the effect pales in comparison with other powers. Simply no.</p><p></p><p><span style="color: #0000ff"><strong>Orb of Doom (D 380) </strong></span><em>Will</em>: a nice aoe power. Restrained is a very nice effect, the burst is large and the penalty is effectively -7 (-5-2 for restrained). A nice choice if you like a more tactical way of controlling, but probably steal time is simply superior.</p><p></p><p><span style="color: #ff00ff"><strong>Phantasmal Dread (HoFL)</strong></span></p><p><em>Will, Illusion, Fear, Psychic</em>: not easy to use, not great when used. -6 to hit with Psychic Lock is nice, but at level 27 it isn't an autofail. If you really want to use this power be sure to use it when the target is already hindered. Overall in my opinion it is a bit underwhelming.</p><p></p><p><strong>Sequestering Force (HoFL) </strong><em>Fortitude, Evocation, Force, E</em>: a bit better than it was before, but imho there are much better options at this level, even for evokers/blasters.</p><p></p><p><strong>Soul Fire (AP) </strong><em>Will, Fire, Necrotic, E</em>: vanilla effect, decent damage but nothing more. Pass. (and no, i won't make a free wow quip <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> )</p><p></p><p><span style="color: #00ccff"><strong>Steal Time (AP)</strong></span></p><p><em>Will</em>: this is probably the best encounter power in the game. You stun the target and gain back the action. Unbelievable. Maybe <strong><span style="color: #ff9900">gold</span></strong>!</p><p></p><p><strong>Tomebound Bloodbeast (AP)</strong></p><p><em>Fortitude, Conjuratio</em>n: a superior version of tomebound ooze, this power can be<strong><span style="color: #0000ff"> useful</span></strong> for summoners who took many HP-leeching summons like the marilith or the dretch. </p><p></p><p>[/sblock]</p><p></p><p><strong>Level 29 Daily Advice</strong>: Controllers: False Reality, Visions of Wrath. Blasters: take the other spell you didn't take at level 25.</p><p></p><p><strong><u>Level 29 Daily Spells</u></strong></p><p>[sblock]</p><p></p><p><strong>Energy Drain (HoS)</strong></p><p><em>Fortitude, Necrotic, Nethermancy, Shadow</em>: single target stun (save end) + weakening and hit penalty as aftereffect and substantial healing. Imho this is on par with other level 29 spells, but clearly inferior than top choices: the direct comparison points towards False Reality, which is really better.</p><p></p><p><span style="color: #00ccff"><strong>False Reality (HoFL) </strong></span><em>Will, Illusion, Psychic</em>: helpless and stunned? Yes please. Good luck living to take those 4d10 psychic damage. Probably one of the best single target control spells in the game</p><p></p><p><span style="color: #ff00ff"><strong>Greater Ice Storm (PHB)</strong></span></p><p><em>Fortitude, Evocation, Cold, Zone</em>: really, not too bad. But you probably want something else, especially at level 29.</p><p></p><p><strong>Legion's Hold (PHB-HoFL) </strong><em>Will, Enchantment, Charm, Psychic</em>: You Won. And it was a fatality. But enemies lived through the stun, called wizards and they nerfed this power to hell. Now Visions of Wrath is definitely superior. Now it has the enchantment keyword</p><p></p><p><span style="color: #ff0000"><strong>Meteor Swarm (PHB-HoFL)</strong></span></p><p><em>Reflex, Evocation, Fire</em>: fireball, round III. Always a bad choice </p><p></p><p><span style="color: #ff00ff"><strong>Miasma of Enfeeblement (AP)</strong></span></p><p><em>Fortitude, Necrotic, Zone</em>: this power is very good, but it deals necrotic damage and isn't party friendly. Plus it still targets fortitude.</p><p></p><p><span style="color: #ff00ff"><strong>Moilian Flames (HoS) </strong></span><em>Reflex, Cold, Necromancy, Necrotic, Shadow</em>: basically this is an AoE masquerading as single target spell. Huge ongoing damage rolling with a substantial save penalty is good, but the initial damage isn't decent at all. Quite a mixed bag, even for <strong>blasters.</strong></p><p></p><p><span style="color: #0000ff"><strong>Prismatic Wall (AP)</strong></span></p><p><em>Conjuration, Fire, Poison</em>: this power is a bit better than wall of force, coupled with orbmaster's prismatic sphere effect. Not really a bad power, friendly targeting too.</p><p></p><p><span style="color: #ff0000"><strong>Summon Balor (D 385)</strong></span></p><p><em>Fire, Lightning, Summoning</em>: what a mess. A great power ruined by its difficulty of using it against your enemies. You can potentially deal more damage to yourself (and to your allies) than to enemies using this summon. A real waste</p><p></p><p><span style="color: #ff00ff"><strong>Summon Djinn Stormcaller (D 385)</strong></span></p><p><em>Lightning, Summoning, Thunder</em>: when i read the instrisic action penalties i cried. If you are stunned, or dominated, or in another way unable to make your standard action you find yourself prone and restrained. Too bad. It manages to be a little better than the balor, though.</p><p></p><p><u><em>A little note: naturally for summoners the two level 25 summons are the best choice in the game. You may want to take Living Mountain as third choice, or use a non-summoning spell.</em></u></p><p></p><p><span style="color: #0000ff"><strong>Summon Living Mountain (AP)</strong></span></p><p><em>Summoning</em>: not a bad choice at all, the huge size and the range of the melee attack and of the burst makes this summon the kind of large rooms or open spaces. This power isn't skyblue only because it misses Threatening Reach on the OAs, a real pity.</p><p></p><p><span style="color: #00ccff"><strong>Visions of Wrath (AP) </strong></span><em>Will, illusion</em>: this power can win fights for you and the lack of the charm keyword is a godsend for those pesky creatures immune to charm effects. Aoe large zone of domination, who cares if they have to attack? Auto-fail save if they miss. A lovely power. Do you see an hint of <strong><span style="color: #ff9900">gold</span></strong>, in this power? I do. </p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6745440, member: 6793297"] [b]Originally posted by Nausicaa:[/b] [CENTER][Size=4][b]Epic 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) Level 22 Utility Advice: [/b]Wraithform, Mass Fly, Time Stop, Wall of Force.[b] [/b] [b][u]Level 22 Utility Spells[/u][/b] [sblock] [b]Acererak's Apotheosis (HoS) [/b][i]Daily, Necromancy, Shadow[/i]: decent necrotic resistance, immunity to poison and basically the surge cost is nullified by the temp hp. Quite vanilla at level 22 but not so bad. The necrotic resistance could be higher, though. [COLOR=#008000][b]Arcane Recall (HoFL)[/b][/COLOR] [i]Daily[/i]: again, an hard to judge beforehand the use... it can be a lifesaving tool or an useless slot-filler. [COLOR=#ff00ff][b]Dimensional Journey (D 380) [/b][/COLOR][i]Daily, Teleportation[/i]: Dimension door on steroids. Not enough for a level 22 daily. [b]Dire Familiar Incantation (D 382) [/b][i]Daily, Polymorph[/i]: a nice power overall, it gives your party another meatshield. The pushing/proning effects are nice [COLOR=#ff0000][b]Fire Sigil (D 388)[/b][/COLOR] [i]Daily[/i]: i'd like to give this power little more but the condition "if you move you lose it" is too much to bear [COLOR=#ff0000][b]Globe of Invulnerability (AP) [/b][/COLOR][i]Daily, Conjuration, Force[/i]: unless you have to enter in a sieged castle and they are throwing boiling oil at you, avoid this power. [COLOR=#0000ff][b]Mass Fly (PHB-HoFL)[/b][/COLOR] [i]Daily[/i]: like fly, but better. The usual nice choice, always useful. The HoFL version didn't change the power. [b]Mordenkainen's Lucubration (AP)[/b] Daily: depending on your power selection this can be a [b][COLOR=#00ccff]great choice[/COLOR][/b] or [b][COLOR=#ff0000]really bad[/COLOR][/b]. You can really save a lot of minor actions, and thus be a little more mobile, which is never a bad thing [COLOR=#008000][b]Mordenkainen's Mansion (PHB) [/b][/COLOR][i]Daily, Conjuration, Teleportation[/i]: camping is nice, but you may want something nicer at level 22. This power offers everything, and there's not even an hint of IKEA stuff inside it. [COLOR=#ff0000][b]Phantom Legion (AP) [/b][/COLOR][i]Daily, Illusion[/i]: nice if you want to create a no-theatre comedy company or a cricket game with the queen of hearts, but it's not that great even as non-combat power. So, it is red. [COLOR=#0000ff][b]Time Stop (PHB-HoFL) [/b][/COLOR][i]Daily[/i]: you can make many tricks with this power: conjurations (yes, you, storm pillar) and summons aren't attack spells, as utilities. You can move around, you can gain buffs with your items and some other stuff. [COLOR=#0000ff][b]Wall of Force (HoFL)[/b][/COLOR][i] Daily, Conjuration, Force:[/i] it would be good, but creatures gain line of sight and so can teleport around the wall. Not to shabby, though. It is also not party-friendly. [COLOR=#00ccff][b]Wraithform (HoS)[/b][/COLOR] [i]Daily, Nethermancy, Shadow[/i]: constant fly speed (hover) and insubstantiality AND phasing. A really mix of defensive powers, for a power probably even superior than the best level 22 spells. You will be very hard to damage. [/sblock] [b]Level 23 Encounter Advice:[/b] Controllers: Charm of False Heroism, Animate Shadows, Deceptive Shadow. Blasters: Chain Lightning, Acid Storm. [b][u]Level 23 Encounter Spells[/u][/b] [sblock] [b]Acid Storm (PHB)[/b] [i]Fortitude, Evocation, Acid, E[/i]: burst 4 10 squares... the targeting isn't the best, and the area covers successive ranged and melee targeting. But the damage this power deal is incredible, the area is [u]huge[/u] and the damage type isn't really so shabby. An [b][COLOR=#00ccff]incredibly nice[/COLOR][/b] choice for blasters, especially if coupled with [b][COLOR=#ff9900]forced movement heavy parties[/COLOR][/b]. [COLOR=#0000ff][b]Animate Shadows (HoS)[/b][/COLOR] [i]Will, Necrotic, Nethermancy, Shadow, E[/i]: large area and good effect if you can enhance sufficiently forced movement. The necrotic extra damage isn't enough to stop creatures from moving, but you can abuse forced movement to invalidate targets of melee attacks (stopping movement and charges, a bit like a little fighter) and bring back enemies in the CA zone. [b][COLOR=#ff0000]Arcane Volley (D 381) [/COLOR][/b][i]Autohit, Force[/i]: again a bad power in the autohit line. Fixed damage as effect isn't really good. [COLOR=#ff00ff][b]Astral Claw (AP)[/b][/COLOR] [i]Fortitude, Conjuration[/i]: push + prone isn't a good choice in the epic tier. The punishment for standing up is just silly, and this targets fortitude. [COLOR=#00ccff][b]Chain Lightning (HoFL) [/b][/COLOR][i]Reflex, Lightning, Evocation[/i]: like its little brother Lightning Bolt it got an huge upgrade. Once (or more) per encounter you wipe the battlefield, expecially if you have decent static modifiers. Miss Half even on tertiary target for HUGE dpr. Add mark of storm for real laugh. Probably[COLOR=#ff9900][b] mandatory[/b][/COLOR] for blasters. [COLOR=#0000ff][b]Charm of False Heroism (HoFL) [/b][/COLOR][i]Will, Charm, Enchantment[/i]: the target becomes your handyman for one round. This Charm of --- spell line is tremendously good and well thought. If you use it correctly it can really change the game. While it doesn't possess the raw power of mass charm it can be really useful. [COLOR=#ff0000][b]Crushing Necrotism (D 382)[/b][/COLOR] [i]Reflex, Necrotic[/i]: another bag of fail: pitiful necrotic damage, idiotic range and the damage you deal depends on the target. Blah [COLOR=#0000ff][b]Deceptive Shadows (HoFL) [/b][/COLOR][i]Will, Illusion, Psychic, E[/i]: it is fairly better than it was in Arcane Power at the moment: the "cannot see" now is an effect, the damage got upgraded and now is psychic. Overall a quite nice power that covers a fairly large area for an encounter... It doesn't get the best rating because it is still unfriendly. [COLOR=#ff00ff][b]Flaming Rebuke (D 388) [/b][/COLOR][i]Reflex, Fire[/i]: another addition for your dpr, but probably blasters' top choice is chain lightning. Anyway this is another off-turn action, and since fire damage is quite common it maybe [b]worth[/b] for single target blasters [b]Freezing Bolts (AP)[/b] [i]Reflex, Cold[/i]: overall nice targeting, even if immobilized is a bit surpassed at 23th level. It is [COLOR=#0000ff][b]better[/b] [/COLOR]for wand users. [b]Orbmaster's Insuperable Lethargy (AP) [/b][i]Fortitude, E[/i]: again a nice power but not incredible. Weakening is a nice effect, thowugh. overall at the level of deceptive shadows. [COLOR=#ff0000][b]Staffstrike Shock (AP)[/b][/COLOR] [i]Fortitude, Lightning[/i]: bad, except [b][COLOR=#0000ff]if you use a staff[/COLOR][/b]. In that case you will be able to escape 1 attack/encounter and get a nice teleport. [COLOR=#0000ff][b]Thunderclap (PHB)[/b][/COLOR] [i]Fortitude, Evocation, Thunder[/i]: single target and decent damage, but it's always a stun, and a daze on a miss. [COLOR=#ff0000][b]Vampiric Strike (HoS)[/b][/COLOR] [i]Fortitude, Healing, Necromancy, Psychic, Shadow[/i]: yeah if i spend my entire wizard career in melee i totally need an healing power, right? Fortitude, meh healing and the effect doesn't even cover all the following round. If i thought i saw enough with Firescythe and Staffstrike Corrosion I was wrong: this power really deserves to join the Fail Club. [/sblock] [b]Level 25 Daily Advice[/b]: Controllers: Phantom Reality, Prismatic Spray, Mind of Rage, Summon Marility. Blasters: Prismatic Spray, Summon Marilith, Summon Abyssal Horde. [b][u]Level 25 Daily Spells[/u][/b] [sblock] [COLOR=#ff0000][b][/b][/COLOR][b]Bubbling Acid (AP) [/b][i]Reflex, Fortitude, Acid, Zone[/i]: decent targeting and nice effect overall. A bit vanilla, though, for level 25. Expecially when confronted with other powers. [COLOR=#ff00ff][b]Cinder Storm (AP) [/b][/COLOR]Reflex, Fire, Zone: strictly worse than bubbling acid, overall. And worded strangely, the target needs to be in a 5 square range and failed its saving throw, for "mere" blinding. Overall a subpar choice. [COLOR=#ff0000][b]Delayed Blast Fireball (HoFL)[/b][/COLOR] [i]Reflex, Evocation, Fire[/i]: blow 4 minor actions and 1 standard action to deal 8d8 damage in burst 2 unfriendly? There's something wrong in this, expecially when you take a look to the other powers in this level. [COLOR=#0000ff][b]Dooming Darkness (HoS) [/b][/COLOR][i]Fortitude, Necrotic, Nethermancy, Psychic, Shadow, Zone[/i]: this really looks like a damaging Visions of Avarice, littler but with a really clever OA attached. As for Animate Shadow you need some kind of forced movement enhancer, but it's not so easy to escape from the zone and the damage can stack quite high. It doesn't get a better rating only because the spell targeting and the effect are very unfriendly. [b]Elemental Maw (PHB)[/b] [i]Reflex, Teleportation, Acid, Cold, Fire, Lightning or Thunder[/i]: a nice movement denial power, the area is large and it has a large selection of elemental damage, and the daze+prone effect is strong if you have forced movement. Overall not too bad and the errata actually makes sense since you cannot repeat the daze+prone endlessly. [COLOR=#ff0000][b]Finger of Death (HoS)[/b][/COLOR] [i]Fortitude, Necromancy, Necrotic, Shadow[/i]: at least deals more damage than disintegrate, but the total effect isn't very different. If you want damage, take Summon Marilith... it's just a little below. [b]Maze (PHB) [/b][i]Will, Enchantment, Psychic, Teleportation[/i]: the power was completely revamped. Now it grants at least one round of banish, two if you have at least a decent will defense (or if the monster is particularly dumb). There are other better choices, but at least the power is viable now. [COLOR=#0000ff][b]Mind of Rage (HoFL)[/b][/COLOR] [i]Autohit, Enchantment, Charm, Fear[/i]: the effect is a bit fragile, but incredibly strong. This is a power that makes your party have fun for this charger run havoc-er fear dispenser charm-controlled enemy. Deactivate your auras, people: we get our personal charging rageblood barbarian and it's free! It is blue-rated, but [b][COLOR=#00ccff]Skyblue [/COLOR][/b]for fun. I'd take it even over other better spells. [COLOR=#ff00ff][b]Necrotic Web (PHB) [/b][/COLOR][i]Reflex, Necromancy, Necrotic, Zone[/i]: web with attached good necrotic damage. Overall not so great, expecially when you look at other powers. [COLOR=#0000ff][b]Orbmaster's Prismatic Sphere (AP) [/b][/COLOR][i]All defenses, Fire, Poison[/i]: strictly worse than prismatic spray, decently better for orb users but aoe stun >>> aoe daze. [b][COLOR=#00ccff]Phantom Reality (HoFL) [/COLOR][/b][i]Will, Illusion[/i]: overall can be even stronger than a domination. You get full control of the enemy's targets and the target retains the ability to use its strongest abilities. Now the HoFL version is MOAR skyblue than it was, with the miss effect and any successful save doesn't make the target end the spell. I have to compliment with the power designer for the lovely work. [COLOR=#00ccff][b]Prismatic Spray (PHB) [/b][/COLOR][i]All defenses, Evocation, Fire, Poison, Fear[/i]: great targeting, great damage, aoe stunning+slow. An incredible choice for everyone, even if the damage now is a little lower. [COLOR=#00ccff][b]Summon Abyssal Horde (AP) [/b][/COLOR][i]Summoning[/i]: this is one of the best summon in the game: great standard damage, opportunity attacks and marking at will. A very strong choice and summoners should get definitely both this and marilith. This is more useful when there are many enemies around, the marilith when things gets dangerous (you are near the bbeg, for example, or you have the classical tough fights with 2-3 elites) [b]Summon Earthwind Ravager (D 385) [/b][i]Summoning[/i]: immobilization at-will and hovering makes this summon difficult to reach and punish. Overall not strong as abyssal horde and not so damaging as marilith. [COLOR=#00ccff][b]Summon Marilith (D 385) [/b][/COLOR][i]Summoning[/i]: the damage you take is fixed, so no great problems. The damage IT deals to enemies is absurd. The symbiosis effect is very strong. Overall, probably, [b][COLOR=#ff9900]one of the best summons in the game[/COLOR][/b]. [/sblock] [b]Level 27 Encounter Advice: [/b]Controllers: Charm of the Puppet Strings, Impenetrable Gloom, Steal Time, Confusion. Blasters: Blazing Death Storm, Steal Time, Sequestering Force. [b][u]Level 27 Encounter Spells[/u][/b] [sblock] [b]Black Fire (PHB)[/b] [i]Reflex, Necromancy, Fire, Necrotic, E[/i]: large friendly blast of fire and necrotic damage. Good damage and damage on miss (but blazing death storm is better). [b]Blazing Death Storm (HoS)[/b][i] Fortitude, Necromancy, Fire, Necrotic, Shadow, E[/i]: finally level 27 gets an [b][COLOR=#00ccff]election blastery[/COLOR][/b] power. This is the bigger brother of Blackening Pyre, and the effect is quite similar, but lacks the (little) control of BP for half damage on miss (which is good to have). Compared to Acid Storm (level 23), this has a more little area, but more range. Imho they are quite similar, since fire is better than acid. [COLOR=#00ccff][b]Charm of the Puppet Strings (D 381) [/b][/COLOR][i]Will, Charm[/i]: the target is dominated, slided, put inside a bunch of enemies and into a death gauntlet. One of the many great powers this level possess [COLOR=#0000ff][b]Confusion (HoFL)[/b][/COLOR] [i]Will, Enchantment, Charm, Psychic[/i]: damage, free action sliding + MBA. Overall simple and nice. I think, though, that Charm of Puppet Strings is still superior [b]Forcecage (PHB) [/b][i]Reflex, Evocation, Implement[/i]: this is a conditional stun. So why not directly stun the enemy? Still, not a too shabby power. [COLOR=#00ccff][b]Impenetrable Gloom (HoS) [/b][/COLOR][i]Will, Nethermancy, Psychic, Shadow, Zone, E[/i]: basically this is Dark Gathering (E 13) bigger brother, but this spell rocks 4d6 hit and stuns the enemy in the burst's origin square. Imho it is at the level of Charm of Puppet Strings and Steal Time. [COLOR=#0000ff][b]Lost in the Mists (AP)[/b][/COLOR] [i]Will, Charm, Illusion[/i]: a little worse than charm of the puppet strings, it gets the illusion keyword, though, for extra accuracy [b][COLOR=#00ccff]for illusionists[/COLOR][/b] [COLOR=#ff00ff][b]Mind-Numbing Presence (D 382)[/b][/COLOR] [i]Will, Psychic, Zone[/i]: the effect pales in comparison with other powers. Simply no. [COLOR=#0000ff][b]Orb of Doom (D 380) [/b][/COLOR][i]Will[/i]: a nice aoe power. Restrained is a very nice effect, the burst is large and the penalty is effectively -7 (-5-2 for restrained). A nice choice if you like a more tactical way of controlling, but probably steal time is simply superior. [COLOR=#ff00ff][b]Phantasmal Dread (HoFL)[/b][/COLOR] [i]Will, Illusion, Fear, Psychic[/i]: not easy to use, not great when used. -6 to hit with Psychic Lock is nice, but at level 27 it isn't an autofail. If you really want to use this power be sure to use it when the target is already hindered. Overall in my opinion it is a bit underwhelming. [b]Sequestering Force (HoFL) [/b][i]Fortitude, Evocation, Force, E[/i]: a bit better than it was before, but imho there are much better options at this level, even for evokers/blasters. [b]Soul Fire (AP) [/b][i]Will, Fire, Necrotic, E[/i]: vanilla effect, decent damage but nothing more. Pass. (and no, i won't make a free wow quip :P ) [COLOR=#00ccff][b]Steal Time (AP)[/b][/COLOR] [i]Will[/i]: this is probably the best encounter power in the game. You stun the target and gain back the action. Unbelievable. Maybe [b][COLOR=#ff9900]gold[/COLOR][/b]! [b]Tomebound Bloodbeast (AP)[/b] [i]Fortitude, Conjuratio[/i]n: a superior version of tomebound ooze, this power can be[b][COLOR=#0000ff] useful[/COLOR][/b] for summoners who took many HP-leeching summons like the marilith or the dretch. [/sblock] [b]Level 29 Daily Advice[/b]: Controllers: False Reality, Visions of Wrath. Blasters: take the other spell you didn't take at level 25. [b][u]Level 29 Daily Spells[/u][/b] [sblock] [b]Energy Drain (HoS)[/b] [i]Fortitude, Necrotic, Nethermancy, Shadow[/i]: single target stun (save end) + weakening and hit penalty as aftereffect and substantial healing. Imho this is on par with other level 29 spells, but clearly inferior than top choices: the direct comparison points towards False Reality, which is really better. [COLOR=#00ccff][b]False Reality (HoFL) [/b][/COLOR][i]Will, Illusion, Psychic[/i]: helpless and stunned? Yes please. Good luck living to take those 4d10 psychic damage. Probably one of the best single target control spells in the game [COLOR=#ff00ff][b]Greater Ice Storm (PHB)[/b][/COLOR] [i]Fortitude, Evocation, Cold, Zone[/i]: really, not too bad. But you probably want something else, especially at level 29. [b]Legion's Hold (PHB-HoFL) [/b][i]Will, Enchantment, Charm, Psychic[/i]: You Won. And it was a fatality. But enemies lived through the stun, called wizards and they nerfed this power to hell. Now Visions of Wrath is definitely superior. Now it has the enchantment keyword [COLOR=#ff0000][b]Meteor Swarm (PHB-HoFL)[/b][/COLOR] [i]Reflex, Evocation, Fire[/i]: fireball, round III. Always a bad choice [COLOR=#ff00ff][b]Miasma of Enfeeblement (AP)[/b][/COLOR] [i]Fortitude, Necrotic, Zone[/i]: this power is very good, but it deals necrotic damage and isn't party friendly. Plus it still targets fortitude. [COLOR=#ff00ff][b]Moilian Flames (HoS) [/b][/COLOR][i]Reflex, Cold, Necromancy, Necrotic, Shadow[/i]: basically this is an AoE masquerading as single target spell. Huge ongoing damage rolling with a substantial save penalty is good, but the initial damage isn't decent at all. Quite a mixed bag, even for [b]blasters.[/b] [COLOR=#0000ff][b]Prismatic Wall (AP)[/b][/COLOR] [i]Conjuration, Fire, Poison[/i]: this power is a bit better than wall of force, coupled with orbmaster's prismatic sphere effect. Not really a bad power, friendly targeting too. [COLOR=#ff0000][b]Summon Balor (D 385)[/b][/COLOR] [i]Fire, Lightning, Summoning[/i]: what a mess. A great power ruined by its difficulty of using it against your enemies. You can potentially deal more damage to yourself (and to your allies) than to enemies using this summon. A real waste [COLOR=#ff00ff][b]Summon Djinn Stormcaller (D 385)[/b][/COLOR] [i]Lightning, Summoning, Thunder[/i]: when i read the instrisic action penalties i cried. If you are stunned, or dominated, or in another way unable to make your standard action you find yourself prone and restrained. Too bad. It manages to be a little better than the balor, though. [u][i]A little note: naturally for summoners the two level 25 summons are the best choice in the game. You may want to take Living Mountain as third choice, or use a non-summoning spell.[/i][/u] [COLOR=#0000ff][b]Summon Living Mountain (AP)[/b][/COLOR] [i]Summoning[/i]: not a bad choice at all, the huge size and the range of the melee attack and of the burst makes this summon the kind of large rooms or open spaces. This power isn't skyblue only because it misses Threatening Reach on the OAs, a real pity. [COLOR=#00ccff][b]Visions of Wrath (AP) [/b][/COLOR][i]Will, illusion[/i]: this power can win fights for you and the lack of the charm keyword is a godsend for those pesky creatures immune to charm effects. Aoe large zone of domination, who cares if they have to attack? Auto-fail save if they miss. A lovely power. Do you see an hint of [b][COLOR=#ff9900]gold[/COLOR][/b], in this power? I do. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Power of Knowledge (Old Wizard's Handbook)
Top