Wizard Spells 10-16 Two Page Spread

keterys

First Post
Last day of the con had the juiciest PHB spread - wizard spells.

The spread begins with a partial of Level 10 Utility Spells and ends with a partial of Level 16 Utility spells, so there should be more of each of those. Everything else should, I guess, be complete for the levels listed. My picture was cropped in the lower left corner so I missed a single thing - the # of dice Mesmeric Hold does. I'm not uploading all the pictures at this time, just a couple to prevent any accusations.

Level 10 Utility Spells

Mirror Image Wizard Utility 10
'Three duplicate images of you appear, imitating your actions
perfectly and confusing your enemies.'
Daily * Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your
space, and you gain a +6 power bonus to AC. Each time
an attack misses you, one of your duplicate images disap-
pears and the bonus granted by this power decreases by 2.
When the bonus reaches 0, all your images are gone and
the power ends. Otherwise, the effect lasts for 1 hour.

Resistance Wizard Utility 10
'You make yourself or another creature in range resistant to a
particular kind of damage.'
Daily * Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Against a particular damage type chosen by you, the
target gains resistance equal to your level + your Intel-
ligence modifier until the end of the encounter or for 5
minutes. Choose the damage type from the following list:
acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.


Level 13 Encounter Spells

Frostburn Wizard Attack 13
'You whisper a word of elemental power and hurl a flaming ball
of ice. Waves of fire and ice explode outward from the point of
impact.'
Encounter * Arcane, Cold, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: This power's area is difficult terrain until the end of
your next turn. Any creature that starts its turn in the area
takes 5 cold and fire damage. You can dismiss the effect as
a minor action.

Mesmeric Hold Wizard Attack 13
'You immobilize your foes by commanding them to remain still.'
Encounter * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Targets: One, two, or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you
gain a +4 power bonus to the attack roll.
Hit: ?d6 + Intelligence modifier psychic damage, and the
target is immobilized until the end of your next turn.

Prismatic Burst Wizard Attack 13
'You lob a fist-sized orb of pulsating white light some distance
away, blasting creatures in the area with rays of multicolored
light.'
Encounter * Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the
target is blinded until the end of your next turn.

Thunderlance Wizard Attack 13
'A thunderous pulse of concussive energy rolls from your hand,
bowling over your enemies.'
Encounter * Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 4d6 + Intelligence moidifer thunder damage, and you
push the target 4 squares.


Level 15 Daily Spells

Bigby's Grasping Hands Wizard Attack 15
'Two hands of glowing golden force materialize, grab a couple of
your foes, and slam them together.'
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure two 5-foot tall hands of force, each one
occupying 1 square within range. Each hand attacks one
adjacent creature. A hand that is not grabbing a target can
be moved and made to attack a new target within range as a
move action. The hands last until the end of your next turn.
Targets: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the
hand grabs the target. If the target attempts to escape, the
hand uses your Fortitude or Reflex defense.
Special: If the hands have each grabbed an enemy, you can
slam the enemies into each other as a standard action
dealing 2d10 + Intelligence modifier force damage to each
grabbed target. After the attack, each hand returns to its
original square with its grabbed target.
Sustain Minor: The hands persist.

Blast of Cold Wizard Attack 15
'You create a tremendous blast of supernatural cold, freezing your
enemies.'
Daily * Arcane, Cold, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier cold damage, and tar-
get is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).

Otiluke's Resilient Sphere Wizard Attack 15
'You trap your enemy in a transparent, immobile globe of impen-
etrable force.'
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: You conjure a sphere of force that fills the target's
entire space until the end of your next turn. The target
is immobilized and can't attack anything outside its own
space. Creatures outside the sphere can't attack the target,
and the sphere blocks objects and creatures attempting to
pass through it.
The sphere, though impenetrable, is not impervious to
damage. Attacks against the sphere automatically hit, and
it has 100 hit points.
Sustain Minor: If your attack roll was successful, you can
sustain the sphere.
Miss: The target is immobilized (save ends).
Special: Instead of attacking an enemy, you can put the
sphere around yourself or a willing ally within range without
making an attack roll.

Prismatic Beams Wizard Attack 15
'Scintillating beams of rainbow-colored light spring from your
outstretched hand, affecting your foes in unpredictable ways.'
Daily * Arcane, Fire, Implement, Poison
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target's Fortitude de-
fense, the target takes 2d6 + Intelligence modifier poison
damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target's Reflex defense, the
target takes 2d6 + Intelligence modifier fire damage, and
ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target's Will defense, the
target is dazed (save ends).
Special: You make only one attack per target, but compare
that attack result against all three defenses. A target might
be subject to any, all, or none of the effects depending on
how many of its defenses were hit. The target must make a
saving throw against each ongoing effect separately.

Wall of Ice Wizard Attack 15
'A wall of glittering, jagged ice appears at your command.'
Daily * Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled
with arcane ice. The wall can be up to 12 squares long and
up to 6 squares high.
Any creature that starts its turn adjacent to the wall
takes 2d6 + Intelligence modifier cold damage. The wall
blocks line of sight and prevents movement. No creature
can enter a square containing the wall.
Special: As a standard action, a creature can attack one
square of the wall. Each square has 50 hit points. Any
creature that makes a melee attack against the wall takes
2d6 cold damage. The wall has vulnerability 25 to fire. If the
wall is not destroyed, it melts away after 1 hour.


Level 16 Utility Spells

Displacement Wizard Utility 16
'The recipient of this spell appears to be standing slightly to the
left or right of his actual position, making it harder for enemies
to kill him.'
Encounter * Arcane, Illusion
Immediate Interrupt Ranged 5
Trigger: A ranged or a melee attack hits you or one ally in range
Effect: The attacker must reroll the attack roll.

Fly Wizard Utility 16
'You leap into the air and don't look back.'
Daily * Arcane
Standard Action Personal
Effect: You gain a speed of fly 8 until the end of your next
turn.
Sustain Minor: You can sustain this power until the end of
the encounter or for 5 minutes. If you don't sustain it, you
float to the ground without taking falling damage.

Greater Invisibility Wizard Utility 16
'With a wave of your hand, you or another creature nearby fades
away, becoming invisible'
Daily * Arcane, Illusion
Standard Action Ranged 20
Target: You or one creature
Effect: The target is invisible until the end of your next turn.
If the target attacks, the target becomes visible.
Sustain Minor: If the target is within range, you can sustain
the effect.


You can infer some pretty interesting things from this - namely progression of powers. Utility power at 10 and 16 that can be encounter or daily. Encounter power at 13. Daily power at 15. Also gives a good feel for how damage expands over time (not a ton) and a pseudo-glimpse of summoned monsters (bigby's).
 

Attachments

  • Wiz1.JPG
    Wiz1.JPG
    207.6 KB · Views: 503
  • Wiz2.JPG
    Wiz2.JPG
    184.8 KB · Views: 379
  • Wiz3.JPG
    Wiz3.JPG
    173.3 KB · Views: 430
Last edited:

log in or register to remove this ad




I'm a bit shocked by how many of them are daily powers.

Presumably, higher-level wizards will have many daily "slots", or else many of these spells will never get cast.

There's also a pretty serious typo in Displacement:

Trigger: A ranged or a melee attack hits or one ally in range

Hopefully that's the OP's typo rather than the PHB text.
 
Last edited:

Wow. Mirror Image, Fly and Invisibility got grand-slammed by the nerf bat. Greater Invisibility lasts for 1 turn and ends if you attack? I'd hate to see how bad regular Invisibility sucks.
 

Assuming the spell level corresponds to the level it can be taken, that's pushed a lot of power pretty far back in the spell progression. Fly at level 16? The equivalent is 5th level in 3.5 today.

Either the wizard's been severely nerfed, or they really have spread out the power growth of all of the classes (not that fly isn't pretty powerful for a 3rd level spell today, even with the reduction in duration for 3.5).
 

I am a little confused. Where are the majority of these 'scoops' coming from? Are they in violation of a playtester's NDA?

I like seeing previews, but I am just wondering how certain we are in the info.

I'm also surprised that Mirror Image is a 10th level power. Hmmm.

C.I.D.
 


Olgar Shiverstone said:
Assuming the spell level corresponds to the level it can be taken, that's pushed a lot of power pretty far back in the spell progression. Fly at level 16? The equivalent is 5th level in 3.5 today.

Either the wizard's been severely nerfed, or they really have spread out the power growth of all of the classes (not that fly isn't pretty powerful for a 3rd level spell today, even with the reduction in duration for 3.5).

It's been suggested in some of the designers' comments (all the way back to last year's GenCon, IIRC) that spells that allow you to bypass "natural" challenges--such as being able to fly over pits, for instance--have largely and deliberately been pushed back to paragon tier, at least.
 

Remove ads

Top