Surrealistik
2011-06-04, 04:44 PM
A couple of at-will powers came to mind when I was thinking over Transmutation school powers. I intend to use this thread as a repository of Wizard powers that I come up with. Feedback/constructive criticism are welcome as ever.
At-Wills:
Force Lance - Wizard Attack 1
At-Will * Arcane, Force, Implement
Standard Action - Ranged 20
Target: One creature and each creature granting cover to that creature
Attack: Intelligence vs. Reflex
Hit: 1d6 force damage. You push the target 1 + Wisdom or Charisma modifier squares.
Level 21: 2d6 force damage. You push the target 1 + Wisdom or Charisma modifier squares.
Special: You can use this power as a ranged basic attack.
Force Field - Wizard Attack 1
At-Will * Arcane, Conjuration, Force, Implement
Standard Action - Area Wall 5 within 10 squares
Target: Each creature in the wall
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier force damage.
Effect: You conjure a wall of force. It can be up to 2 squares high. Creatures in the wall when it is conjured are pushed to the nearest unoccupied square adjacent to the wall's space of your choice. The wall lasts until the end of your next turn. Any creature that enters the wall's space or starts its turn there takes 1d10 + Intelligence modifier force damage. Creatures that end their turn in the wall are pushed to the nearest unoccupied square adjacent to the wall of your choice. The wall provides superior cover. Entering a square occupied by the wall costs 4 extra squares of movement.
Level 21: 5 + Intelligence modifier force damage. Any creature that enters the wall's space or starts its turn there takes 2d10 + Intelligence modifier force damage.
Special: A creature can only take damage from the wall once per turn.
Sustain Minor: The wall persists, and you can increase the size of the wall by +1 (to a maximum increase equal to your Intelligence modifier).
Grasping Force - Wizard Attack 1
At-Will * Arcane, Force, Evocation, Implement
Standard Action - Ranged 20
Attack: Intelligence vs. Fortitude
Hit: 1d6 force damage, or you slide the target 1 square. The target is grabbed until the end of your next turn. The DC to escape this grab is equal to 15 + half your level + your Intelligence modifier.
Level 21: 2d6 force damage.
Sustain Standard: The effect persists. You can slide the target 1 square, or the target takes 1d6 force damage.
Blastmine - Wizard Attack 1
At-Will * Arcane, Conjuration, Force, Thunder, Implement
Minor Action - Ranged 10
Effect: You conjure a blastmine in a square within range. The blastmine lasts until the end of the encounter. Whenever an enemy enters the blastmine's space, you can expend that blastmine to deal Intelligence modifier force and thunder damage to that enemy and knock it prone. If an enemy entered that space unwillingly, make an Intelligence attack against its Reflex defense. On a miss, the blastmine is expended without effect.
Level 21: 5 + Intelligence modifier force and thunder damage.
Special: Whenever you conjure a blastmine and have more blastmines in play than your Intelligence modifier, remove a number of blastmines from play until you have blastmines remaining equal to your Intelligence modifier.
Temporal Anomaly - Wizard Attack 1
At-Will * Arcane, Implement, Teleportation, Transmutation
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: Intelligence modifier damage and the target is slowed until the end of its next turn.
Effect: The burst creates a zone of dilated time. The zone lasts until the end of your next turn. Whenever an enemy ends its turn in the zone, it takes Intelligence modifier damage, is slowed until the end of its next turn, and you can teleport it to any other square in the zone.
Level 21: 5 + Intelligence modifier damage.
Sustain Minor: The zone persists.
Temporal Anchor - Wizard Attack 1
At-Will * Arcane, Implement, Teleportation, Transmutation
Standard Action - Area 1 square within 10 squares
Target: Each enemy in the target square.
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage. Until the end of your next turn, at the end of each turn, if the target has left the target square, you can teleport it to the target square at the end of its turn. The target does not get its normal save against hindering terrain for this forced movement. If the target square is occupied, you can teleport it to the nearest unoccupied square of your choice instead.
Level 21: 2d6 + Intelligence modifier damage.
Treacherous Visions - Wizard Attack 1
At-Will * Arcane, Illusion, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, whenever the target makes an attack or takes a move action, it makes a saving throw. If the target fails that saving throw you make all decisions for that attack, or that move action. If the target succeeds on that saving throw, it takes Intelligence modifier psychic damage instead.
Level 21: 5 + Intelligence modifier psychic damage.
Enfeebling Alteration - Wizard Attack 1
At-Will * Arcane, Implement, Polymorph, Transmutation
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target takes Intelligence modifier damage and a -2 penalty to its defenses, attack rolls and saving throws until the end of its next turn.
Level 21: 5 + Intelligence modifier damage.
Miring Transmutation - Wizard Attack 1
At-Will * Arcane, Implement, Transmutation, Zone
Standard Action - Area burst 1 within 10 squares.
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: The target takes Intelligence modifier damage and is grabbed.
Effect: The burst creates a zone of dense gases and grasping terrain that lasts until the end of your next turn. Squares in the zone are difficult terrain. Whenever a creature ends its turn in the zone, that creature takes Intelligence modifier damage and is grabbed. All attempts to escape this power's grabs are against your choice of Fortitude or Reflex. All grabs by this power end if the zone created by this power ends.
Sustain Standard: Each creature grabbed by the zone takes Intelligence modifier damage and the zone persists.
Level 21: 5 + Intelligence modifier damage.
Sustain Standard: Each creature grabbed by the zone takes 5 + Intelligence modifier damage.
Force Cell - Wizard Attack 1
At-Will * Arcane, Force, Evocation, Implement, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each creature in the burst's origin square.
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier force damage.
Effect: The burst creates a zone of force. Enemies in the zone don't have line of sight or effect to squares not in or adjacent to the zone. Moving to a square outside of the zone costs 3 extra squares of movement for enemies inside the zone. Whenever an enemy inside the zone leaves the zone, it takes 1d10 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier psychic damage. Whenever an enemy leaves the zone, it takes 2d10 + Intelligence modifier force damage.
Special: A creature can only take damage from the zone once per turn.
Sustain Minor: The zone persists.
Horrid Degeneration - Wizard Attack 1
At-Will * Arcane, Implement, Transmutation
Standard Action - Ranged 10
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: The target degenerates (save ends). While degenerating, the target can't regain hit points or gain temporary hit points and takes ongoing Intelligence modifier damage. If it already is taking ongoing untyped damage, increase that damage by your Intelligence modifier instead.
Each Failed Save: The target takes a cumulative -2 penalty to its skill and ability checks, defenses or attack rolls until the effect ends.
Level 21: 5 + Intelligence modifier ongoing damage.
Terraformation - Wizard Attack 1
At-Will * Arcane, Implement, Transmutation, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier damage.
Effect: The burst creates a zone of mutable terrain that lasts until the end of your next turn. You can fill up to Intelligence modifier squares in the zone with difficult terrain that provides cover, up to Intelligence modifier squares in the zone with hazards that deal Intelligence modifier damage to any creature that enters their space, and up to Charisma modifier squares in the zone (minimum 2) with blocking terrain that provides superior cover.
Level 21: 5 + Intelligence modifier damage.
Sustain Minor: The effect persists.
Special: A creature can only take damage from the zone once per turn.
Staggering Feedback - Wizard Attack 1
At-Will * Arcane, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage. Until the end of your next turn, whenever the target takes an action, it takes 1d6 psychic damage.
Level 21: 2d6 + Intelligence modifier damage. Until the end of your next turn, whenever the target takes an action, it takes 2d6 psychic damage.
Sealing Hex - Wizard Attack 1
At-Will * Abjuration, Arcane, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage. Until the end of your next turn, the target can't use non at-will powers.
Level 21: 2d6 + Intelligence modifier damage.
Nether Lightning - Wizard Attack 1
At-Will * Arcane, Implement, Necrotic, Nethermancy, Lightning
Standard Action - Close blast 4
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic and lightning damage, and the target is slowed until the end of your next turn. If the target is already slowed by this power, it is immobilized, weakened or dazed instead, and all effects of this power last until the end of your next turn.
Level 21: 2d6 + Intelligence modifier necrotic and lightning damage.
Nether Bolt - Wizard Attack 1
At-Will * Arcane, Implement, Force, Necrotic, Nethermancy
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic and force damage, and all creatures have concealment from the target until the end of your next turn.
Special: You can expend any number of minor actions when you use this power. For each minor action you expend in this way, you can select another target.
Level 21: 2d6 + Intelligence modifier necrotic and force damage.
Gloom Shroud - Wizard Attack 1
At-Will * Arcane, Implement, Necrotic, Nethermancy, Illusion, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic and psychic damage. Until the end of your next turn, squares non-adjacent to the target are lightly obscured and squares more than 5 squares away from the target are heavily obscured.
Level 21: 2d6 + Intelligence modifier necrotic and psychic damage.
Shadow Pillar - Wizard Attack 1
At-Will * Arcane, Implement, Necrotic, Nethermancy, Illusion, Psychic
Standard Action - Ranged 10
Effect: You conjure three shadow pillars within range in unoccupied squares within range. Each shadow pillar is up to 5 squares high. These shadow pillars last until the end of your next turn. A shadow pillar blocks line of sight and effect for enemies, has 1 hit point, can be attacked by enemies as if it were an object, and occupies its space. If an enemy attempts to enter a square occupied by a shadow pillar, or moves to a square adjacent to one, the shadow pillar makes the following attack against that enemy:
Attack: Intelligence vs. Will
Hit: Intelligence modifier necrotic and psychic damage, and the target can't enter the shadow pillar's space until the start of its next turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage.
Encounters:
Nether Duplicate - Wizard Attack 1
Shadowstuff becomes a solid, semi-real figment at your command.
Encounter * Arcane, Implement, Illusion, Necrotic, Nethermancy, Shadow, Summoning
Minor Action - Close burst 10
Target: One creature in the burst with a level equal to your level + 5 or lower
Effect: You summon a shadowy duplicate of the target in unoccupied squares within the burst that lasts until the end of your next turn. The duplicate is identical to the target and has all its characteristics with the following differences:
The duplicate's origin changes to shadow.
The only non-attack powers that the shadowy duplicate can use are ones that can be used at will. The only attack powers that the duplicate can use are basic attacks.
Attacks the duplicate makes target Will instead of their normal defenses, gain the nethermancy, illusion and shadow keywords, deal necrotic and psychic damage instead of their normal damage types, and have a bonus to their attack and damage rolls equal to your implement bonus. Attacks that normally target AC take a -2 penalty to the attack roll.
A successful Insight check against a DC equal to 10 + Intelligence modifier + half your level reveals the duplicate as partially illusory. The duplicate deals only half damage to creatures that have succeeded on this check. When the duplicate is destroyed or otherwise leaves play, you do not lose a healing surge.
The Clutching Dead - Wizard Attack 1
At your command, the ground parts, spewing skeletal undead that clutch and tear at your foes.
Encounter * Arcane, Implement, Necromancy, Shadow, Summoning
Minor Action - Close burst 5
Effect: You summon four undead skeletal minions in unoccupied squares within burst on solid ground that last until the end of the encounter. Whenever you use issue a command to a minion, all other minions can also take that action. Only one minion within range of a target can make an opportunity attack against that target. You do not lose a healing surge until all the minions summoned by this power are destroyed. These minions have the following properties:
Skeletal Minion - Summoned Creature
Medium natural animate (undead)
[B]HP: 1 (a missed attack never damages a minion)
Defenses: your defenses, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: 5
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Standard Actions:
Melee Basic; Grabbing Claws * At-Will
Attack: Melee 1 (one creature); Intelligence vs. Reflex
Hit: The target is grabbed until the end of your next turn. For each ally grabbing the target, the target takes a -1 penalty to escape attempts against this grab. While 3 or more allies are grabbing the target, the target is restrained while grabbed.
Sustain Standard: The grab persists, and the target takes Intelligence modifier damage.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Skills & Attributes:
Str: 12 (+X) - Dex: 10 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 3 (+X) - Cha: 3 (+X)
Alignment: Unaligned - Languages: None
Temporal Drain - Wizard Attack 1
A black whorl materializes about those you designate, diverting their alacrity to your allies.
Encounter * Arcane, Implement, Transmutation
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is slowed until the end of your next turn and can't shift. This slowed status reduces the target's teleportation speed as well. While the target is slowed in this way, one creature within range gains a +X power bonus to speed, where X is equal to the target's speed minus 2, and whenever that creature shifts it shifts 1 extra square.
Miss: The target is slowed and can't shift until the end of your next turn. This slowed status reduces the target's teleportation speed as well.
Stasis Cell - Wizard Attack 3
Crystalizing time around a friend or foe, you seal the target away in an impenetrable stasis.
Encounter * Arcane, Implement, Transmutation
Standard Action - Close burst 10
Target: One creature in the burst
Attack: Intelligence vs. Will (no attack roll is needed against yourself or a willing ally)
Hit: Until the end of your next turn, the target cannot move, be moved, or take actions, nothing has line of effect to the target, and the target is invulnerable and ignores all damage and effects.
Lesser Shadow Conjuration - Wizard Attack 7
You shape the raw energies of the Shadowfell to conjure forth shadow energy into a form of your choosing.
Encounter * Arcane, Illusion, Implement, Necrotic, Nethermancy, Psychic, Shadow
Minor Action - Personal
Effect: Once until the end of the encounter, you can use a level 3 or under at-will or encounter Wizard attack power at its normal action cost. That power gains the illusion, nethermancy and shadow keywords, attacks Will instead of its normal defenses, and deals necrotic and psychic damage instead of its normal damage types.
Stasis Field - Wizard Attack 13
Time slows to a halt where you designate, all within frozen in temporal stasis.
Encounter * Arcane, Implement, Transmutation, Zone
Standard Action - Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, the target cannot move, be moved, or take actions, nothing has line of effect to the target, and the target is invulnerable and ignores all damage and effects.
Effect: The burst creates a zone. The zone blocks line of effect, and creatures within the zone are slowed, and cannot teleport. Whenever a creature enters the zone, the zone makes this attack against that creature as no action. A creature can only be attacked in this way once per turn.
Wall of Trauma - Wizard Attack 13
You produce a wall of roiling psychic energy that manifests the worst fears and terrors of your foes.
Encounter * Arcane,Conjuration, Fear, Illusion, Implement, Nethermancy, Psychic, Shadow
Standard Action - Wall 8 within 10 squares
Effect: You conjure a wall in unoccupied squares within range. The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight, and counts as difficult terrain for your enemies. Once per turn, when any enemy moves adjacent or starts its turn in or adjacent to the wall, you can make the following attack against that enemy as no action:
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage. The target runs its speed away from the wall as a free action. Each square of this movement must bring the target further away from the wall. The target cannot move closer to the wall, and is dazed until the end of your next turn.
Miss: The target ignores the wall's effects until it ends.
Shadow Conjuration - Wizard Attack 17
Molding great reserves of shadow energy, you conjure forth vast power in a shape of your choosing.
Encounter * Arcane, Illusion, Implement, Necrotic, Nethermancy, Psychic, Shadow
No Action - Personal
Effect: Once until the end of the encounter, you can use a level 13 or under at-will or encounter Wizard or Wizard paragon path attack power at its normal action cost. That power gains the illusion, nethermancy and shadow keywords, attacks Will instead of its normal defenses, and deals necrotic and psychic damage instead of its normal damage types.
Stasis Storm - Wizard Attack 23
Time crystalizes about you, slowed to a standstill.
Encounter * Arcane, Implement, Transmutation, Zone
Standard Action - Close burst 10
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, the target cannot move, be moved, or take actions, nothing has line of effect to the target, and the target is invulnerable and ignores all damage and effects.
Effect: The burst creates a zone. The zone blocks line of effect, and creatures within the zone are slowed, and cannot teleport. Whenever a creature enters the zone, the zone makes this attack against that creature as no action. A creature can only be attacked in this way once per turn. You ignore all effects of the zone.
Greater Shadow Conjuration - Wizard Attack 27
Harrowing shades you direct coalesce and materialize into spells of ineffable power.
Encounter * Arcane, Illusion, Implement, Necrotic, Nethermancy, Psychic, Shadow
No Action - Personal
Effect: Once until the end of the encounter, you can use a level 23 or under at-will or encounter Wizard or Wizard paragon path attack power at its normal action cost. That power gains the illusion, nethermancy and shadow keywords, attacks Will instead of its normal defenses, and deals necrotic and psychic damage instead of its normal damage types.
At-Wills:
Force Lance - Wizard Attack 1
At-Will * Arcane, Force, Implement
Standard Action - Ranged 20
Target: One creature and each creature granting cover to that creature
Attack: Intelligence vs. Reflex
Hit: 1d6 force damage. You push the target 1 + Wisdom or Charisma modifier squares.
Level 21: 2d6 force damage. You push the target 1 + Wisdom or Charisma modifier squares.
Special: You can use this power as a ranged basic attack.
Force Field - Wizard Attack 1
At-Will * Arcane, Conjuration, Force, Implement
Standard Action - Area Wall 5 within 10 squares
Target: Each creature in the wall
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier force damage.
Effect: You conjure a wall of force. It can be up to 2 squares high. Creatures in the wall when it is conjured are pushed to the nearest unoccupied square adjacent to the wall's space of your choice. The wall lasts until the end of your next turn. Any creature that enters the wall's space or starts its turn there takes 1d10 + Intelligence modifier force damage. Creatures that end their turn in the wall are pushed to the nearest unoccupied square adjacent to the wall of your choice. The wall provides superior cover. Entering a square occupied by the wall costs 4 extra squares of movement.
Level 21: 5 + Intelligence modifier force damage. Any creature that enters the wall's space or starts its turn there takes 2d10 + Intelligence modifier force damage.
Special: A creature can only take damage from the wall once per turn.
Sustain Minor: The wall persists, and you can increase the size of the wall by +1 (to a maximum increase equal to your Intelligence modifier).
Grasping Force - Wizard Attack 1
At-Will * Arcane, Force, Evocation, Implement
Standard Action - Ranged 20
Attack: Intelligence vs. Fortitude
Hit: 1d6 force damage, or you slide the target 1 square. The target is grabbed until the end of your next turn. The DC to escape this grab is equal to 15 + half your level + your Intelligence modifier.
Level 21: 2d6 force damage.
Sustain Standard: The effect persists. You can slide the target 1 square, or the target takes 1d6 force damage.
Blastmine - Wizard Attack 1
At-Will * Arcane, Conjuration, Force, Thunder, Implement
Minor Action - Ranged 10
Effect: You conjure a blastmine in a square within range. The blastmine lasts until the end of the encounter. Whenever an enemy enters the blastmine's space, you can expend that blastmine to deal Intelligence modifier force and thunder damage to that enemy and knock it prone. If an enemy entered that space unwillingly, make an Intelligence attack against its Reflex defense. On a miss, the blastmine is expended without effect.
Level 21: 5 + Intelligence modifier force and thunder damage.
Special: Whenever you conjure a blastmine and have more blastmines in play than your Intelligence modifier, remove a number of blastmines from play until you have blastmines remaining equal to your Intelligence modifier.
Temporal Anomaly - Wizard Attack 1
At-Will * Arcane, Implement, Teleportation, Transmutation
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: Intelligence modifier damage and the target is slowed until the end of its next turn.
Effect: The burst creates a zone of dilated time. The zone lasts until the end of your next turn. Whenever an enemy ends its turn in the zone, it takes Intelligence modifier damage, is slowed until the end of its next turn, and you can teleport it to any other square in the zone.
Level 21: 5 + Intelligence modifier damage.
Sustain Minor: The zone persists.
Temporal Anchor - Wizard Attack 1
At-Will * Arcane, Implement, Teleportation, Transmutation
Standard Action - Area 1 square within 10 squares
Target: Each enemy in the target square.
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage. Until the end of your next turn, at the end of each turn, if the target has left the target square, you can teleport it to the target square at the end of its turn. The target does not get its normal save against hindering terrain for this forced movement. If the target square is occupied, you can teleport it to the nearest unoccupied square of your choice instead.
Level 21: 2d6 + Intelligence modifier damage.
Treacherous Visions - Wizard Attack 1
At-Will * Arcane, Illusion, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, whenever the target makes an attack or takes a move action, it makes a saving throw. If the target fails that saving throw you make all decisions for that attack, or that move action. If the target succeeds on that saving throw, it takes Intelligence modifier psychic damage instead.
Level 21: 5 + Intelligence modifier psychic damage.
Enfeebling Alteration - Wizard Attack 1
At-Will * Arcane, Implement, Polymorph, Transmutation
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target takes Intelligence modifier damage and a -2 penalty to its defenses, attack rolls and saving throws until the end of its next turn.
Level 21: 5 + Intelligence modifier damage.
Miring Transmutation - Wizard Attack 1
At-Will * Arcane, Implement, Transmutation, Zone
Standard Action - Area burst 1 within 10 squares.
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: The target takes Intelligence modifier damage and is grabbed.
Effect: The burst creates a zone of dense gases and grasping terrain that lasts until the end of your next turn. Squares in the zone are difficult terrain. Whenever a creature ends its turn in the zone, that creature takes Intelligence modifier damage and is grabbed. All attempts to escape this power's grabs are against your choice of Fortitude or Reflex. All grabs by this power end if the zone created by this power ends.
Sustain Standard: Each creature grabbed by the zone takes Intelligence modifier damage and the zone persists.
Level 21: 5 + Intelligence modifier damage.
Sustain Standard: Each creature grabbed by the zone takes 5 + Intelligence modifier damage.
Force Cell - Wizard Attack 1
At-Will * Arcane, Force, Evocation, Implement, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each creature in the burst's origin square.
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier force damage.
Effect: The burst creates a zone of force. Enemies in the zone don't have line of sight or effect to squares not in or adjacent to the zone. Moving to a square outside of the zone costs 3 extra squares of movement for enemies inside the zone. Whenever an enemy inside the zone leaves the zone, it takes 1d10 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier psychic damage. Whenever an enemy leaves the zone, it takes 2d10 + Intelligence modifier force damage.
Special: A creature can only take damage from the zone once per turn.
Sustain Minor: The zone persists.
Horrid Degeneration - Wizard Attack 1
At-Will * Arcane, Implement, Transmutation
Standard Action - Ranged 10
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: The target degenerates (save ends). While degenerating, the target can't regain hit points or gain temporary hit points and takes ongoing Intelligence modifier damage. If it already is taking ongoing untyped damage, increase that damage by your Intelligence modifier instead.
Each Failed Save: The target takes a cumulative -2 penalty to its skill and ability checks, defenses or attack rolls until the effect ends.
Level 21: 5 + Intelligence modifier ongoing damage.
Terraformation - Wizard Attack 1
At-Will * Arcane, Implement, Transmutation, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier damage.
Effect: The burst creates a zone of mutable terrain that lasts until the end of your next turn. You can fill up to Intelligence modifier squares in the zone with difficult terrain that provides cover, up to Intelligence modifier squares in the zone with hazards that deal Intelligence modifier damage to any creature that enters their space, and up to Charisma modifier squares in the zone (minimum 2) with blocking terrain that provides superior cover.
Level 21: 5 + Intelligence modifier damage.
Sustain Minor: The effect persists.
Special: A creature can only take damage from the zone once per turn.
Staggering Feedback - Wizard Attack 1
At-Will * Arcane, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage. Until the end of your next turn, whenever the target takes an action, it takes 1d6 psychic damage.
Level 21: 2d6 + Intelligence modifier damage. Until the end of your next turn, whenever the target takes an action, it takes 2d6 psychic damage.
Sealing Hex - Wizard Attack 1
At-Will * Abjuration, Arcane, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage. Until the end of your next turn, the target can't use non at-will powers.
Level 21: 2d6 + Intelligence modifier damage.
Nether Lightning - Wizard Attack 1
At-Will * Arcane, Implement, Necrotic, Nethermancy, Lightning
Standard Action - Close blast 4
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic and lightning damage, and the target is slowed until the end of your next turn. If the target is already slowed by this power, it is immobilized, weakened or dazed instead, and all effects of this power last until the end of your next turn.
Level 21: 2d6 + Intelligence modifier necrotic and lightning damage.
Nether Bolt - Wizard Attack 1
At-Will * Arcane, Implement, Force, Necrotic, Nethermancy
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic and force damage, and all creatures have concealment from the target until the end of your next turn.
Special: You can expend any number of minor actions when you use this power. For each minor action you expend in this way, you can select another target.
Level 21: 2d6 + Intelligence modifier necrotic and force damage.
Gloom Shroud - Wizard Attack 1
At-Will * Arcane, Implement, Necrotic, Nethermancy, Illusion, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic and psychic damage. Until the end of your next turn, squares non-adjacent to the target are lightly obscured and squares more than 5 squares away from the target are heavily obscured.
Level 21: 2d6 + Intelligence modifier necrotic and psychic damage.
Shadow Pillar - Wizard Attack 1
At-Will * Arcane, Implement, Necrotic, Nethermancy, Illusion, Psychic
Standard Action - Ranged 10
Effect: You conjure three shadow pillars within range in unoccupied squares within range. Each shadow pillar is up to 5 squares high. These shadow pillars last until the end of your next turn. A shadow pillar blocks line of sight and effect for enemies, has 1 hit point, can be attacked by enemies as if it were an object, and occupies its space. If an enemy attempts to enter a square occupied by a shadow pillar, or moves to a square adjacent to one, the shadow pillar makes the following attack against that enemy:
Attack: Intelligence vs. Will
Hit: Intelligence modifier necrotic and psychic damage, and the target can't enter the shadow pillar's space until the start of its next turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage.
Encounters:
Nether Duplicate - Wizard Attack 1
Shadowstuff becomes a solid, semi-real figment at your command.
Encounter * Arcane, Implement, Illusion, Necrotic, Nethermancy, Shadow, Summoning
Minor Action - Close burst 10
Target: One creature in the burst with a level equal to your level + 5 or lower
Effect: You summon a shadowy duplicate of the target in unoccupied squares within the burst that lasts until the end of your next turn. The duplicate is identical to the target and has all its characteristics with the following differences:
The duplicate's origin changes to shadow.
The only non-attack powers that the shadowy duplicate can use are ones that can be used at will. The only attack powers that the duplicate can use are basic attacks.
Attacks the duplicate makes target Will instead of their normal defenses, gain the nethermancy, illusion and shadow keywords, deal necrotic and psychic damage instead of their normal damage types, and have a bonus to their attack and damage rolls equal to your implement bonus. Attacks that normally target AC take a -2 penalty to the attack roll.
A successful Insight check against a DC equal to 10 + Intelligence modifier + half your level reveals the duplicate as partially illusory. The duplicate deals only half damage to creatures that have succeeded on this check. When the duplicate is destroyed or otherwise leaves play, you do not lose a healing surge.
The Clutching Dead - Wizard Attack 1
At your command, the ground parts, spewing skeletal undead that clutch and tear at your foes.
Encounter * Arcane, Implement, Necromancy, Shadow, Summoning
Minor Action - Close burst 5
Effect: You summon four undead skeletal minions in unoccupied squares within burst on solid ground that last until the end of the encounter. Whenever you use issue a command to a minion, all other minions can also take that action. Only one minion within range of a target can make an opportunity attack against that target. You do not lose a healing surge until all the minions summoned by this power are destroyed. These minions have the following properties:
Skeletal Minion - Summoned Creature
Medium natural animate (undead)
[B]HP: 1 (a missed attack never damages a minion)
Defenses: your defenses, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: 5
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Standard Actions:
Melee Basic; Grabbing Claws * At-Will
Attack: Melee 1 (one creature); Intelligence vs. Reflex
Hit: The target is grabbed until the end of your next turn. For each ally grabbing the target, the target takes a -1 penalty to escape attempts against this grab. While 3 or more allies are grabbing the target, the target is restrained while grabbed.
Sustain Standard: The grab persists, and the target takes Intelligence modifier damage.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Skills & Attributes:
Str: 12 (+X) - Dex: 10 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 3 (+X) - Cha: 3 (+X)
Alignment: Unaligned - Languages: None
Temporal Drain - Wizard Attack 1
A black whorl materializes about those you designate, diverting their alacrity to your allies.
Encounter * Arcane, Implement, Transmutation
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is slowed until the end of your next turn and can't shift. This slowed status reduces the target's teleportation speed as well. While the target is slowed in this way, one creature within range gains a +X power bonus to speed, where X is equal to the target's speed minus 2, and whenever that creature shifts it shifts 1 extra square.
Miss: The target is slowed and can't shift until the end of your next turn. This slowed status reduces the target's teleportation speed as well.
Stasis Cell - Wizard Attack 3
Crystalizing time around a friend or foe, you seal the target away in an impenetrable stasis.
Encounter * Arcane, Implement, Transmutation
Standard Action - Close burst 10
Target: One creature in the burst
Attack: Intelligence vs. Will (no attack roll is needed against yourself or a willing ally)
Hit: Until the end of your next turn, the target cannot move, be moved, or take actions, nothing has line of effect to the target, and the target is invulnerable and ignores all damage and effects.
Lesser Shadow Conjuration - Wizard Attack 7
You shape the raw energies of the Shadowfell to conjure forth shadow energy into a form of your choosing.
Encounter * Arcane, Illusion, Implement, Necrotic, Nethermancy, Psychic, Shadow
Minor Action - Personal
Effect: Once until the end of the encounter, you can use a level 3 or under at-will or encounter Wizard attack power at its normal action cost. That power gains the illusion, nethermancy and shadow keywords, attacks Will instead of its normal defenses, and deals necrotic and psychic damage instead of its normal damage types.
Stasis Field - Wizard Attack 13
Time slows to a halt where you designate, all within frozen in temporal stasis.
Encounter * Arcane, Implement, Transmutation, Zone
Standard Action - Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, the target cannot move, be moved, or take actions, nothing has line of effect to the target, and the target is invulnerable and ignores all damage and effects.
Effect: The burst creates a zone. The zone blocks line of effect, and creatures within the zone are slowed, and cannot teleport. Whenever a creature enters the zone, the zone makes this attack against that creature as no action. A creature can only be attacked in this way once per turn.
Wall of Trauma - Wizard Attack 13
You produce a wall of roiling psychic energy that manifests the worst fears and terrors of your foes.
Encounter * Arcane,Conjuration, Fear, Illusion, Implement, Nethermancy, Psychic, Shadow
Standard Action - Wall 8 within 10 squares
Effect: You conjure a wall in unoccupied squares within range. The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight, and counts as difficult terrain for your enemies. Once per turn, when any enemy moves adjacent or starts its turn in or adjacent to the wall, you can make the following attack against that enemy as no action:
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage. The target runs its speed away from the wall as a free action. Each square of this movement must bring the target further away from the wall. The target cannot move closer to the wall, and is dazed until the end of your next turn.
Miss: The target ignores the wall's effects until it ends.
Shadow Conjuration - Wizard Attack 17
Molding great reserves of shadow energy, you conjure forth vast power in a shape of your choosing.
Encounter * Arcane, Illusion, Implement, Necrotic, Nethermancy, Psychic, Shadow
No Action - Personal
Effect: Once until the end of the encounter, you can use a level 13 or under at-will or encounter Wizard or Wizard paragon path attack power at its normal action cost. That power gains the illusion, nethermancy and shadow keywords, attacks Will instead of its normal defenses, and deals necrotic and psychic damage instead of its normal damage types.
Stasis Storm - Wizard Attack 23
Time crystalizes about you, slowed to a standstill.
Encounter * Arcane, Implement, Transmutation, Zone
Standard Action - Close burst 10
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, the target cannot move, be moved, or take actions, nothing has line of effect to the target, and the target is invulnerable and ignores all damage and effects.
Effect: The burst creates a zone. The zone blocks line of effect, and creatures within the zone are slowed, and cannot teleport. Whenever a creature enters the zone, the zone makes this attack against that creature as no action. A creature can only be attacked in this way once per turn. You ignore all effects of the zone.
Greater Shadow Conjuration - Wizard Attack 27
Harrowing shades you direct coalesce and materialize into spells of ineffable power.
Encounter * Arcane, Illusion, Implement, Necrotic, Nethermancy, Psychic, Shadow
No Action - Personal
Effect: Once until the end of the encounter, you can use a level 23 or under at-will or encounter Wizard or Wizard paragon path attack power at its normal action cost. That power gains the illusion, nethermancy and shadow keywords, attacks Will instead of its normal defenses, and deals necrotic and psychic damage instead of its normal damage types.