I've been looking at the wizard's at wills from the early books and I have to say they are not as appealing as the ones that have been coming out in recent books and articles. I always felt that powers of the same level from the same class should all be equally wanted. Where it stands now I feel there really is only 2 wizard at wills that mostly everyone says are better than the rest. So what I propose for your consideration are some changes to wizard at wills. I apologize if anyone else has done this before but I could not find a thread that addressed this.
Winged Horde - change the target to all creatures. attacking enemies only makes it way to good cause you can drop it on party members and not worry about it.
Scorching Burst - up the damage to a d10, but whoever is hit by this power can drop prone to halve the damage taken
Storm Pillar - change to be more like the Druid power Flame seed. One guy gets hit and then creates a damage zone. I'd change it a little from the wording of Flame Seed and make it as such.
Range 10, Target one creature, Int vs Ref, Hit: 1d6 lightning dmg and a zone of lightning is created in the squares adj to the target that lasts until the end of your next turn. If any enemy enters or starts it's turn in the zone they take lightning damage equal to your Int modifier. (You do not add implement enhancement to the secondary dmg since there is no dmg roll) Enemies can take this damage for every square they enter.
Ray of Frost - change slow to immobilize (i never see this one in play prolly cause slow is kinda meh)
Magic Missle - change it to an attack that can target one, two, or three people. If he targets 3 people each takes 1d4+int. If he targets 2 then one take 2d4+int and one takes 1d4+int. If he targets one person then the target takes 3d4+int. It still counts as a ranged basic but when used as a ranged basic it must only target one person.
Cloud of Daggers - change to attack 2 targets
Thunderwave and Illusory Ambush and Chilling Cloud and Phantom Bolt and Nightmare Eruption keep as written.
So those are the changes. I haven't gotten to play test them at all but my group doesn't get together often so if anyone else would like to evaluate, test, and give me some feed back I'd appreciate it.
Winged Horde - change the target to all creatures. attacking enemies only makes it way to good cause you can drop it on party members and not worry about it.
Scorching Burst - up the damage to a d10, but whoever is hit by this power can drop prone to halve the damage taken
Storm Pillar - change to be more like the Druid power Flame seed. One guy gets hit and then creates a damage zone. I'd change it a little from the wording of Flame Seed and make it as such.
Range 10, Target one creature, Int vs Ref, Hit: 1d6 lightning dmg and a zone of lightning is created in the squares adj to the target that lasts until the end of your next turn. If any enemy enters or starts it's turn in the zone they take lightning damage equal to your Int modifier. (You do not add implement enhancement to the secondary dmg since there is no dmg roll) Enemies can take this damage for every square they enter.
Ray of Frost - change slow to immobilize (i never see this one in play prolly cause slow is kinda meh)
Magic Missle - change it to an attack that can target one, two, or three people. If he targets 3 people each takes 1d4+int. If he targets 2 then one take 2d4+int and one takes 1d4+int. If he targets one person then the target takes 3d4+int. It still counts as a ranged basic but when used as a ranged basic it must only target one person.
Cloud of Daggers - change to attack 2 targets
Thunderwave and Illusory Ambush and Chilling Cloud and Phantom Bolt and Nightmare Eruption keep as written.
So those are the changes. I haven't gotten to play test them at all but my group doesn't get together often so if anyone else would like to evaluate, test, and give me some feed back I'd appreciate it.