I wanted to take a stab at some new Wizard at-will powers, based on the new controller at-will powers we have seen. I'm probably overshooting the power curve granting the +2's to attack, but I tried to keep the damage low, and emphasize the control aspect of the wizard. I would like some feedback on how to make these powers work well as at-will powers.
I also felt implements should have a bit more of an affect on what a wizard does, so I added some specials, based on implement of choice. I also wanted to make sure the power is still good, even if you don't have the associated implement mastery. For instance Fire Lash works well for the wand wizard, but will also work well for the orb wizard due to "until the end of your next turn" wording.
Psychic Push - Wizard Attack 1
At-will * Arcane, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence + 2 vs. Fortitude
Hit: 1d6 psychic damage, and you push the target 1 square.
Special: If you have staff of defense implement mastery and are using a staff implement, you push the target a number of squares equal to your constitution modifier.
This attack does not provoke opportunity attacks.
Increase damage to 2d6 at 21st level.
Surprise Trip - Wizard Attack 1
At-will * Arcane, Force, Implement
Standard Action - Ranged 10
Target: One creature of size Large or smaller
Attack: Intelligence + 2 vs. Reflex
Hit: 1d6 force damage, if the target moves more than 2 squares during its next turn, the target is knocked prone.
Special: If you have orb of imposition implement mastery and are using an orb implement, you may slide the target 1 square if it is knocked prone during its turn.
Increase damage to 2d6 at 21st level.
Fire Lash - Wizard Attack 1
At-will * Arcane, Fire, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier fire damage and the target is grabbed until the end of your next turn. If the target attempts to escape use your fortitude or reflex defense to determine its success.
Special: If you have wand of accuracy implement mastery and are using a wand implement, you gain a bonus to the attack roll equal to half your dexterity modifier.
Increase damage to 2d4 + Intelligence modifier at 21st level.
I also felt implements should have a bit more of an affect on what a wizard does, so I added some specials, based on implement of choice. I also wanted to make sure the power is still good, even if you don't have the associated implement mastery. For instance Fire Lash works well for the wand wizard, but will also work well for the orb wizard due to "until the end of your next turn" wording.
Psychic Push - Wizard Attack 1
At-will * Arcane, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence + 2 vs. Fortitude
Hit: 1d6 psychic damage, and you push the target 1 square.
Special: If you have staff of defense implement mastery and are using a staff implement, you push the target a number of squares equal to your constitution modifier.
This attack does not provoke opportunity attacks.
Increase damage to 2d6 at 21st level.
Surprise Trip - Wizard Attack 1
At-will * Arcane, Force, Implement
Standard Action - Ranged 10
Target: One creature of size Large or smaller
Attack: Intelligence + 2 vs. Reflex
Hit: 1d6 force damage, if the target moves more than 2 squares during its next turn, the target is knocked prone.
Special: If you have orb of imposition implement mastery and are using an orb implement, you may slide the target 1 square if it is knocked prone during its turn.
Increase damage to 2d6 at 21st level.
Fire Lash - Wizard Attack 1
At-will * Arcane, Fire, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier fire damage and the target is grabbed until the end of your next turn. If the target attempts to escape use your fortitude or reflex defense to determine its success.
Special: If you have wand of accuracy implement mastery and are using a wand implement, you gain a bonus to the attack roll equal to half your dexterity modifier.
Increase damage to 2d4 + Intelligence modifier at 21st level.
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