Wizard Spells
Instead of the usual at-will/encounter/daily powers, wizards have a set amount of spells they can use as many times as they want, free of charge or components.The catch is, they take for freaking ever to cast. Outside of combat, a spell that takes 3 or 4 minutes to cast will, in combat, be rushed enough to take only 6-8 rounds. The round in which the wizard begins the spell does count to the rounds it takes to cast. Thus, a spell that takes 1 round to cast can be used immediately.
A wizard can prepare a spell ahead of time so they can cast it immediately, but only one at a time, and they must use it within [INT modifier] hours, or it is wasted.
At the first level, a wizard gets 3 spells. Every time they level up, they may take one more. They cannot replace or remove taken spells.
Preparing and casting spells are standard actions. As such, an action point can be used to speed up preparation by 1 round.
LEVEL 1
Acid Splash
Time: 3 minutes (6 rounds)
Range: 6/12
Target: one creature
Attack: INT vs Reflex
Hit: 1d8 +INT mod acid damage, ongoing 5 acid damage (save ends)
miss: Half damage, no ongoing
Blast of Wind
Time: 1 minute (2 rounds)
close blast 3
Target: All creatures in blast
Attack: INT vs Fortitude
hit: 2d4 +INT mod force damage, targets are pushed 2 squares and are knocked prone
Cure Light Wounds
Time: 2 minutes (4 rounds)
Target: personal or one creature within melee touch range
Effect: Target is healed 1d4 +INT mod hit points
Flare
Time: 3 minutes (6 rounds)
Range: 10/20
Target: one creature
Attack: INT vs Reflex
Hit: 1d10 + INT mod fire damage, all creatures adjacent to the target take INT mod fire damage
Flash of Light
Time: 4 minutes (8 rounds)
Close burst 5
Target: All creatures in burst
Attack: INT vs Will
Hit: 1d10 +INT radiant damage, all targets are blinded, save ends
miss: half damage
Illuminate
Time: 1 minute (2 rounds)
range: melee touch
Target: Any inanimate object
effect: the object emits low light in a burst 3 area. minor action to maintain.
Magic Missile
Time: 30 seconds (1 round)
Range: 10/20
Target: one creature
Attack: INT vs Reflex
Hit: 1d4 +INT mod damage
LEVEL 3
Great Leap
Time: 1 minute (2 rounds)
personal
Effect: Make an athletics jump check with a +10 bonus. This jump is considered to have a running start. Do not take opportunity attacks if you pass adjacent to an enemy. Where you land, make the following secondary attack:
Secondary attack:
burst 1
Attack: STR vs Fort
Hit: 1d6 force damage, all targets are knocked prone
Ignite
Time: 1 minute (2 rounds)
Range: Melee Touch
Target: one creature
Attack: INT vs Reflex
Hit: 1d6 + INT mod fire damage, ongoing 10 fire damage, save ends
Ray of Frost
Time: 2 minutes (4 rounds)
Range: 5/10
Target: one creature
Attack: INT vs Fortitude
Hit: 1d10 +INT mod cold damage, target is slowed
Sleep
Time: 3 minutes (6 rounds)
Close burst 2 within 10 squares
Hit: INT vs Will
Effect: Target falls asleep (unconcious) for 1d4 turns, or save ends
LEVEL 5
Acid Rain
Time: 4 minutes (8 rounds)
Close Burst 10
Effect: All creatures in the burst as it is created take 1d8 +INT mod acid damage.
All creatures that begin their turn in the burst take 1d4 acid damage.
The burst counts as difficult terrain.
The burst is centered on the caster, so as they move, so does the burst
Minor action to maintain.
Great Shield
Time: 2 minutes (4 rounds)
Personal or any creature within 5 spaces
Effect: Gain +4 AC. Caster's minor action to sustain.
Teleport
Time: 2 minutes (4 rounds)
Personal
Effect: teleport 10 squares
Trick Mind
Time: 3 minutes (6 rounds)
Range 5
Target: one creature
Attack: INT vs Will
Hit: Target is dominated (save ends)
LEVEL 7
Barkskin
Time: 1 minute (2 rounds)
Target: personal or one ally within 5 squares
Effect: The target gains +2 AC and Fortitude until the end of the encounter. This does not stack.
Colour Spray
Time: 2 minutes (4 rounds)
Blast 3
Attack: INT vs Will
Hit: 1d6 +INT mod damage, all targets are blinded and stunned (save ends both)
Invisibility
Time: 2 minutes (4 rounds)
Target: personal or one ally within 5 squares
Effect: the target is invisible until the end of your next turn, or if the target attacks
Minor action to sustain, must remain in range
Lightning
Time: 5 minutes (10 rounds)
Range: 20
Target: one creature
Attack: INT +3 vs Reflex
Hit: 2d12 +INT mod lightning damage, all creatures adjacent to the target take 1d6 +INT lightning damage and are pushed 1 square from the primary target
LEVEL 9
Chain Lightning
Time: 3 minutes (6 rounds)
Range: 10
Attack: INT vs Reflex
Hit: 1d12 +INT mod lightning damage, make secondary attack
Secondary attack:
Range: 5 from previous target
Attack: Caster's INT vs Reflex
Hit: 1d6 + caster's INT mod lightning damage, make secondary attack again. This spell cannot hit the same target twice in a single round.
Fly
Time: 4 minutes (8 rounds)
Personal
Effect: You can fly with a speed of 8
Sustain minor, if you are in the air when you end this power, you descend safely to the ground
Mass Teleport
Time: 6 minutes (12 rounds)
Close burst 3
Effect: Teleport you and all creatures in the burst 30 squares
Dragon's Fire
Time: 3 minutes (6 rounds)
Blast 5
Attack: INT vs Fort
Hit: 3d8 + INT mod fire damage
LEVEL 11
Commander's Hold
Time: 3 minutes (6 rounds)
Close burst 10
Attack: INT vs Will
Hit: 2d12 +INT mod psychic damage, all targets are immobilized (save ends)
LEVEL 11
PARAGON TIER
DRUID
Prerequisites: Wizard, trained in Nature
Feats:
Level 11: Wild Empathy
Ability to speak with animals, +3 nature skill
Level 15: Thrill of the Chase
When running, take no attack penalties and do not grant combat advantage
Level 19: Frenzied Claws
When in beast form, score critical hits with a 18-20
Powers:
Level 12: Summon Wolf Companion (Encounter, Standard)
Effect: A wolf comes to your aid in battle (you control its actions)
The wolf has the following stats:
Speed: 7
Health: 30
Defenses:
Fort: 20
Reflex: 23
Will: 18
AC:
Head: 21
Neck: 23
Body: 25
Legs: 19
Powers:
Bite (standard, at-will)
Melee Touch
Atk: +7 vs AC
Hit: 1d10 +4 damage, if target is prone, add an extra 1d10
Level 14: Beast Form (daily, minor)
Personal
Effect: you become beastly in appearance, gaining the following bonuses:
+2 AC and Reflex
-2 Fortitude and Will
+1 speed
+3 Dexterity and Strength based skills
-3 Charisma and Intelligence based skills
This form ends at the end of the encounter, or it can be ended with a minor action
Level 18: Earth Spike (Daily, Standard)
Range: 5
Attack: INT vs Reflex
Hit: 3d10 +INT mod damage, target is dazed
SAGE
Prerequisites: Wizard, Wisdom 14
Feats:
Level 11: Wise Casting
All instances of using the intelligence modifier for spellcasting now use the wisdom modifier, if it is higher
Level 15: Quick Casting
Spells take 30 seconds (1 round) less to cast (to a minimum of 30 seconds/1 round)
Level 19: Multitasker
Can prepare two spells at once.
Powers:
Level 12: Augmented Magic Missile (Encounter, Standard)
Range: 10/20
Target: one creature
Attack: WIS vs Reflex
Hit: 2d6 +WIS mod force damage
Level 14: Parade Rainer (Daily, Standard)
Range: 10
Target: one creature
Attack: WIS vs Will
Hit: All beneficial effects caused by powers are removed
Level 18: Ray of Enfeeblement
Range: 5
Target: one creature
Attack: WIS vs Fort
Hit: 2d8 damage, target is weakened and has a -2 penalty to all saving throws (save ends)
Doomguide
Prerequisites: Wizard, any Lawful alignment
Feats:
Level 11: Slayer
+5 attack and damage bonus against all undead
Level 15: Third Eye
No penalties for blindness or enemy's concealment
Level 19: Doomguide's Oath
When bloodied, gain a +3 bonus to attack rolls
Powers:
Level 12: Intimidating Presence (Encounter, Immediate Interrupt)
Trigger: A creature within 5 squares succeeds a saving throw
Hit: They reroll the saving throw with a penalty equal to your CHA mod
Level 14: Vampyric Touch (Daily, Standard)
Melee Touch
Attack: INT vs Fortitude
Hit: 2d10 +INT mod damage. You heal 1d10 points.
Level 18: Fly of Despair (Daily, Standard)
Range 5
Target: one creature
Attack: INT vs Will
Hit: 3d10 + INT mod damage, target is immobilized (fear save ends) and prone
LEVEL 20
EPIC TIER (unfinished)
Demon Ties
Prerequisite: Wizard, any non-good alignment
Feats:
Level 20: Fire of the Hells
Gain resistance 15 fire, all fire damage you deal increases by an extra 1d6
POWERS
Level 21: Deal With The Devil
Trigger: You are reduced to 0 hit points
Effect: Spend a healing surge, however you take a -5 penalty to saving throws until the end of the encounter
A wizard can prepare a spell ahead of time so they can cast it immediately, but only one at a time, and they must use it within [INT modifier] hours, or it is wasted.
At the first level, a wizard gets 3 spells. Every time they level up, they may take one more. They cannot replace or remove taken spells.
Preparing and casting spells are standard actions. As such, an action point can be used to speed up preparation by 1 round.
LEVEL 1
Acid Splash
Time: 3 minutes (6 rounds)
Range: 6/12
Target: one creature
Attack: INT vs Reflex
Hit: 1d8 +INT mod acid damage, ongoing 5 acid damage (save ends)
miss: Half damage, no ongoing
Blast of Wind
Time: 1 minute (2 rounds)
close blast 3
Target: All creatures in blast
Attack: INT vs Fortitude
hit: 2d4 +INT mod force damage, targets are pushed 2 squares and are knocked prone
Cure Light Wounds
Time: 2 minutes (4 rounds)
Target: personal or one creature within melee touch range
Effect: Target is healed 1d4 +INT mod hit points
Flare
Time: 3 minutes (6 rounds)
Range: 10/20
Target: one creature
Attack: INT vs Reflex
Hit: 1d10 + INT mod fire damage, all creatures adjacent to the target take INT mod fire damage
Flash of Light
Time: 4 minutes (8 rounds)
Close burst 5
Target: All creatures in burst
Attack: INT vs Will
Hit: 1d10 +INT radiant damage, all targets are blinded, save ends
miss: half damage
Illuminate
Time: 1 minute (2 rounds)
range: melee touch
Target: Any inanimate object
effect: the object emits low light in a burst 3 area. minor action to maintain.
Magic Missile
Time: 30 seconds (1 round)
Range: 10/20
Target: one creature
Attack: INT vs Reflex
Hit: 1d4 +INT mod damage
LEVEL 3
Great Leap
Time: 1 minute (2 rounds)
personal
Effect: Make an athletics jump check with a +10 bonus. This jump is considered to have a running start. Do not take opportunity attacks if you pass adjacent to an enemy. Where you land, make the following secondary attack:
Secondary attack:
burst 1
Attack: STR vs Fort
Hit: 1d6 force damage, all targets are knocked prone
Ignite
Time: 1 minute (2 rounds)
Range: Melee Touch
Target: one creature
Attack: INT vs Reflex
Hit: 1d6 + INT mod fire damage, ongoing 10 fire damage, save ends
Ray of Frost
Time: 2 minutes (4 rounds)
Range: 5/10
Target: one creature
Attack: INT vs Fortitude
Hit: 1d10 +INT mod cold damage, target is slowed
Sleep
Time: 3 minutes (6 rounds)
Close burst 2 within 10 squares
Hit: INT vs Will
Effect: Target falls asleep (unconcious) for 1d4 turns, or save ends
LEVEL 5
Acid Rain
Time: 4 minutes (8 rounds)
Close Burst 10
Effect: All creatures in the burst as it is created take 1d8 +INT mod acid damage.
All creatures that begin their turn in the burst take 1d4 acid damage.
The burst counts as difficult terrain.
The burst is centered on the caster, so as they move, so does the burst
Minor action to maintain.
Great Shield
Time: 2 minutes (4 rounds)
Personal or any creature within 5 spaces
Effect: Gain +4 AC. Caster's minor action to sustain.
Teleport
Time: 2 minutes (4 rounds)
Personal
Effect: teleport 10 squares
Trick Mind
Time: 3 minutes (6 rounds)
Range 5
Target: one creature
Attack: INT vs Will
Hit: Target is dominated (save ends)
LEVEL 7
Barkskin
Time: 1 minute (2 rounds)
Target: personal or one ally within 5 squares
Effect: The target gains +2 AC and Fortitude until the end of the encounter. This does not stack.
Colour Spray
Time: 2 minutes (4 rounds)
Blast 3
Attack: INT vs Will
Hit: 1d6 +INT mod damage, all targets are blinded and stunned (save ends both)
Invisibility
Time: 2 minutes (4 rounds)
Target: personal or one ally within 5 squares
Effect: the target is invisible until the end of your next turn, or if the target attacks
Minor action to sustain, must remain in range
Lightning
Time: 5 minutes (10 rounds)
Range: 20
Target: one creature
Attack: INT +3 vs Reflex
Hit: 2d12 +INT mod lightning damage, all creatures adjacent to the target take 1d6 +INT lightning damage and are pushed 1 square from the primary target
LEVEL 9
Chain Lightning
Time: 3 minutes (6 rounds)
Range: 10
Attack: INT vs Reflex
Hit: 1d12 +INT mod lightning damage, make secondary attack
Secondary attack:
Range: 5 from previous target
Attack: Caster's INT vs Reflex
Hit: 1d6 + caster's INT mod lightning damage, make secondary attack again. This spell cannot hit the same target twice in a single round.
Fly
Time: 4 minutes (8 rounds)
Personal
Effect: You can fly with a speed of 8
Sustain minor, if you are in the air when you end this power, you descend safely to the ground
Mass Teleport
Time: 6 minutes (12 rounds)
Close burst 3
Effect: Teleport you and all creatures in the burst 30 squares
Dragon's Fire
Time: 3 minutes (6 rounds)
Blast 5
Attack: INT vs Fort
Hit: 3d8 + INT mod fire damage
LEVEL 11
Commander's Hold
Time: 3 minutes (6 rounds)
Close burst 10
Attack: INT vs Will
Hit: 2d12 +INT mod psychic damage, all targets are immobilized (save ends)
LEVEL 11
PARAGON TIER
DRUID
Prerequisites: Wizard, trained in Nature
Feats:
Level 11: Wild Empathy
Ability to speak with animals, +3 nature skill
Level 15: Thrill of the Chase
When running, take no attack penalties and do not grant combat advantage
Level 19: Frenzied Claws
When in beast form, score critical hits with a 18-20
Powers:
Level 12: Summon Wolf Companion (Encounter, Standard)
Effect: A wolf comes to your aid in battle (you control its actions)
The wolf has the following stats:
Speed: 7
Health: 30
Defenses:
Fort: 20
Reflex: 23
Will: 18
AC:
Head: 21
Neck: 23
Body: 25
Legs: 19
Powers:
Bite (standard, at-will)
Melee Touch
Atk: +7 vs AC
Hit: 1d10 +4 damage, if target is prone, add an extra 1d10
Level 14: Beast Form (daily, minor)
Personal
Effect: you become beastly in appearance, gaining the following bonuses:
+2 AC and Reflex
-2 Fortitude and Will
+1 speed
+3 Dexterity and Strength based skills
-3 Charisma and Intelligence based skills
This form ends at the end of the encounter, or it can be ended with a minor action
Level 18: Earth Spike (Daily, Standard)
Range: 5
Attack: INT vs Reflex
Hit: 3d10 +INT mod damage, target is dazed
SAGE
Prerequisites: Wizard, Wisdom 14
Feats:
Level 11: Wise Casting
All instances of using the intelligence modifier for spellcasting now use the wisdom modifier, if it is higher
Level 15: Quick Casting
Spells take 30 seconds (1 round) less to cast (to a minimum of 30 seconds/1 round)
Level 19: Multitasker
Can prepare two spells at once.
Powers:
Level 12: Augmented Magic Missile (Encounter, Standard)
Range: 10/20
Target: one creature
Attack: WIS vs Reflex
Hit: 2d6 +WIS mod force damage
Level 14: Parade Rainer (Daily, Standard)
Range: 10
Target: one creature
Attack: WIS vs Will
Hit: All beneficial effects caused by powers are removed
Level 18: Ray of Enfeeblement
Range: 5
Target: one creature
Attack: WIS vs Fort
Hit: 2d8 damage, target is weakened and has a -2 penalty to all saving throws (save ends)
Doomguide
Prerequisites: Wizard, any Lawful alignment
Feats:
Level 11: Slayer
+5 attack and damage bonus against all undead
Level 15: Third Eye
No penalties for blindness or enemy's concealment
Level 19: Doomguide's Oath
When bloodied, gain a +3 bonus to attack rolls
Powers:
Level 12: Intimidating Presence (Encounter, Immediate Interrupt)
Trigger: A creature within 5 squares succeeds a saving throw
Hit: They reroll the saving throw with a penalty equal to your CHA mod
Level 14: Vampyric Touch (Daily, Standard)
Melee Touch
Attack: INT vs Fortitude
Hit: 2d10 +INT mod damage. You heal 1d10 points.
Level 18: Fly of Despair (Daily, Standard)
Range 5
Target: one creature
Attack: INT vs Will
Hit: 3d10 + INT mod damage, target is immobilized (fear save ends) and prone
LEVEL 20
EPIC TIER (unfinished)
Demon Ties
Prerequisite: Wizard, any non-good alignment
Feats:
Level 20: Fire of the Hells
Gain resistance 15 fire, all fire damage you deal increases by an extra 1d6
POWERS
Level 21: Deal With The Devil
Trigger: You are reduced to 0 hit points
Effect: Spend a healing surge, however you take a -5 penalty to saving throws until the end of the encounter