Wizard (Mage)

CLASS TRAITS

Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence; Constitution, Wisdom, or Charisma

Armor Proficiencies: Cloth.
Weapon Proficiencies: Dagger, quarterstaff.
Implement: Orbs, staffs, wands
Bonus to Defense: +2 Will.

Hit Points at 1st Level: 10+ Constitution Score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int).

Class features: Level 1 Apprentice Mage, Level 1 Mage Daily Powers, Level 1 Mage Encounter Powers, Mage At-Will Powers, Mage Cantrips, Mage's Spellbook, Magic Missile.

A mage is a specialized wizard, a spellcaster who focuses on the tenets of a particular school of magic. This specialization makes each mage distinctive. After all, a mage who casts evocation spells presents a very different picture to the world from a mage who has mastered the art of illusion or enchantment.
    Mages tend to approach arcane magic with a more scholarly bent than other wizards, and that’s saying a lot. Don’t expect to find adventuring mages hidden away in dusty towers, however. They hit the ground running, ready to explore every dungeon and ancient ruin in search of lore and knowledge that will increase their understanding of everything arcane—and thereby increase their personal power.
    The ancient traditions of the schools have been handed down since the first mortals began to dabble in arcane magic. What started as techniques and methods of training between masters and apprentices eventually became more institutionalized, and eventually actual academies of arcane study sprang up in the world and even among the eladrin of the Feywild. In time, single towers devoted to a single arcane discipline gave way to grand academies where illusion magic was taught alongside evocation magic.
    Today, where and how arcane magic is taught depends on where you happen to be. On the borderlands, in places such as Fallcrest, solitary mages pass on their knowledge to one or two apprentices at a time. In larger settlements, such as the city of Nera, academies are dedicated to the training of mages in all of the schools of magic.

WIZARD (MAGE) CLASS FEATURES



Level 1:

LEVEL 1 APPRENTICE MAGE
Choose a school of magic. You gain the Apprentice Mage benefit associated with that school.

Enchantment Apprentice
When one of your arcane enchantment powers allows you to pull, push, or slide a creature, the maximum distance of the forced movement increases by 2 squares.

Evocation Apprentice
When you roll damage for an arcane evocation power, if any of the dice come up with a result of 1, pick one of them, reroll it, and use the new result.

Illusion Apprentice
When you hit a target with an arcane illusion power, the target takes a -2 penalty to the next attack roll it makes against you before the end of your next turn.

Necromancy Apprentice
When you hit at least one target with an arcane necromancy attack power, you gain 2 temporary hit points.

Nethermancy Apprentice
Creatures hit by your arcane nethermancy attack powers treat enemies more than 2 squares away from them as having partial concealment until the end of your next turn.

Pyromancy Apprentice
You gain a +1 bonus to damage rolls with arcane fire attacks. This bonus increases to +2 at 11th level and +3 at 21st level. Additionally, your attacks ignore fire resistance.

LEVEL 1 MAGE DAILY POWERS
You add two of the following powers to your spellbook.

Wizard Attack 1Fountain of Flame

You weave a fiery pillar that spins like a top. With each revolution, it douses your enemies with searing heat.

Daily        Arcane, Evocation, Fire, Implement, Zone
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in the burst

Attack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier fire damage.

Miss: Half damage.

Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn.


Update (2/17/2012)
Changed in December 2011 updates.

Wizard Attack 1Phantom Chasm

Your enemies shriek in terror as, at least in their mind’s eye, a bottomless pit opens beneath their feet.

Daily        Arcane, Illusion, Implement, Psychic, Zone
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: 2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn.

Miss: Half damage, and the target falls prone.

Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.


Update (8/4/2010)
Power updated to match Essentials data.

Wizard Attack 1Sleep

You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.

Daily        Arcane, Charm, Enchantment, Implement
Standard Action      Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Will

Hit: The target is slowed (save ends).

  First Failed Saving Throw: The target is unconscious instead of slowed (save ends).

Miss: The target is slowed (save ends).


Update (1/24/2012)
Updated in Class Compendium.

LEVEL 1 MAGE ENCOUNTER POWERS
You add two of the following powers to your spellbook.

Wizard Attack 1Burning Hands

A gout of flame erupts from your hands and scorches nearby foes.

Encounter        Arcane, Evocation, Fire, Implement
Standard Action      Close blast 5

Target: Each creature in the blast

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier fire damage.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 1Charm of Misplaced Wrath

You bend your foe’s mind, filling it with wrath even as you twist its senses.

Encounter        Arcane, Charm, Enchantment, Implement
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

Hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn.

Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.


Wizard Attack 1Illusory Obstacles

The image of treacherous terrain appears in the minds of your enemies, which become disoriented.

Encounter        Arcane, Illusion, Implement
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: The target is dazed and unable to charge until the end of your next turn.

Miss: The target is unable to charge until the end of your next turn.


MAGE AT-WILL POWERS
You gain two of the following powers of your choice.

Wizard Attack 1Arc Lightning

Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your foes.

At-Will        Arcane, Evocation, Implement, Lightning
Standard Action      Ranged 20

Target: One or two creatures

Attack: Intelligence vs. Reflex

Hit: 1d6 + Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage.


Wizard Attack 1Beguiling Strands

A strand of scintillating colors and gleaming lights clouds your enemies’ minds and forces them to move away.

At-Will        Arcane, Charm, Enchantment, Implement, Psychic
Standard Action      Close blast 5

Target: Each enemy in the blast

Attack: Intelligence vs. Will

Hit: Intelligence modifier psychic damage, and you push the target up to 3 squares.
Level 21: 3 + Intelligence modifier psychic damage.


Wizard Attack 1Freezing Burst

You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick.

At-Will        Arcane, Cold, Evocation, Implement
Standard Action      Area burst 1 within 10 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square.
Level 21: 2d6 + Intelligence modifier cold damage.


Wizard Attack 1Hypnotism

Your piercing gaze and whispered word let you seize momentary control of your enemy’s mind.

At-Will        Arcane, Charm, Enchantment, Implement
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

Hit: Choose one of the following effects:
* The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
* You slide the target up to 3 squares.


Wizard Attack 1Phantasmal Assault

A fearsome ogre appears, threatening your foe with a massive club. Or perhaps a snarling drake, or maybe a troll.

At-Will        Arcane, Illusion, Implement, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 1d8 + Intelligence modifier psychic damage, and the target grants combat advantage and can’t make opportunity attacks until the end of your next turn.
Level 21: 2d8 + Intelligence modifier psychic damage.


Wizard Attack 1Phantom Cage

Your enemy shrieks in terror, desperately trying to avoid the cage of razor-sharp blades that it sees closing in around it.

At-Will        Arcane, Illusion, Implement, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 1d8 + Intelligence modifier psychic damage. If the target moves before the end of your next turn, it takes 5 psychic damage.
Level 21: 2d8 + Intelligence modifier psychic damage.


MAGE CANTRIPS
You gain three of the following powers of your choice.

Wizard Utility Ghost Sound

With a wink, you create an illusory sound that emanates from a distant location.

At-Will        Arcane, Illusion
Standard Action      Ranged 10

Target: One object or unoccupied square

Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility Light

With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.

At-Will        Arcane
Minor Action      Ranged 5

Target: One object or unoccupied square

Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility Mage Hand

You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.

At-Will        Arcane, Conjuration
Minor Action      Ranged 5

Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.

  Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.

  Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.

  Free Action: The hand drops the object it is holding.

Sustain Minor: The hand persists until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility Prestidigitation

You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.

At-Will        Arcane
Standard Action      Ranged 2

Effect: Use this cantrip to accomplish one of the effects given below:
         Change the color of items in 1 cubic foot.
         Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
         Clean or soil items in 1 cubic foot.
         Instantly light (or snuff out) a candle, a torch, or a small campfire.
         Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
         Make a small mark or symbol appear on a surface for up to 1 hour.
         Produce out of nothingness a small item or image that exists until the end of your next turn.
         Make a small, handheld item invisible until the end of your next turn.

Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility Suggestion

You weave arcane power through your words, infusing each phrase with persuasive magic.

Encounter        Arcane
Free Action      Personal

Trigger: You make a Diplomacy check.

Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.


MAGE'S SPELLBOOK
At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. These are the powers that you can use during that day, in addition to your at-will attack powers, cantrips, and nonwizard powers, such as a racial power. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day.
    Find your level on the Spells Prepared per Day table. The row corresponding to your level indicates how many encounter attack powers, daily attack powers, and utility powers you are allowed to prepare each day. You cannot prepare more than one encounter attack power, daily attack power, or utility power of any given level on the same day. For example, a 14th-level mage who has taken the enigmatic mage paragon path can prepare four encounter attack powers per day. Her spellbook contains multiple encounter attack powers at various levels. She can prepare four powers from any of the levels, as long as none of the prepared powers are of the same level.

SPELLS PREPARED PER DAY
LevelEncounterDailyUtility
111
2111
3-4211
5221
6222
7-8322
9332
10-15333
16-21334
22-30335

*Certain wizard paragon paths, such as the enigmatic mage, allow you to prepare one additional spell per day in certain cases.

MAGIC MISSILE
You gain the magic missile power.

Wizard Attack 1Magic Missile

A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.

At-Will        Arcane, Evocation, Force, Implement
Standard Action      Ranged 20

Target: One creature

Effect: 2 + Intelligence modifier force damage.
    Level 11: 3 + Intelligence modifier force damage.
    Level 21: 5 + Intelligence modifier force damage.

Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.


Update (1/24/2012)
Updated in Class Compendium.

Level 2:

LEVEL 2 MAGE UTILITY POWERS
You add two of the following powers to your spellbook.

Wizard Utility 2Expeditious Retreat

Your form blurs as you hastily withdraw from the battlefield.

Daily        Arcane
Move Action      Personal

Effect: You shift up to twice your speed.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 2Instant Friends

Your magic infuses your words with the power of persuasion, clouding a creature’s mind and tricking it into thinking of you as its dearest friend.

Daily        Arcane, Charm, Enchantment
Standard Action      Ranged 10

Requirement: You must use this power outside a combat encounter.

Target: One creature

Effect: The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
    If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
    On a failed saving throw, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
    This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn’t remember that you used this power on it.


Wizard Utility 2Shield

You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.

Encounter        Arcane
Immediate Interrupt      Personal

Trigger: You are hit by an attack.

Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 2Spectral Image

You make a complex illusion of a creature or an object to fool your enemies.

Encounter        Arcane, Illusion
Minor Action      Ranged 10

Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it.
    An Insight check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine that the image is an illusion.


Level 3:

LEVEL 3 MAGE ENCOUNTER POWERS
You add two of the following powers to your spellbook.

Wizard Attack 3Blissful Ignorance

A tangle of fey magic soothes and distracts your enemies, leaving them vulnerable as they chase after pleasant dreams.

Encounter        Arcane, Charm, Enchantment
Standard Action      Area burst 2 within 10 squares

Target: Each creature in the burst

Effect: Each target is slowed and can’t take opportunity actions or immediate actions until the end of your next turn.


Wizard Attack 3Maze of Mirrors

You envelop your enemies in an illusory labyrinth of mirrors, which conceals the world around them.

Encounter        Arcane, Illusion, Implement
Standard Action      Area burst 1 within 10 squares

Target: Each creature in the burst

Attack: Intelligence vs. Will

Hit: The target is immobilized and takes a -4 penalty to attack rolls until the end of your next turn.

Miss: The target is slowed until the end of your next turn.


Wizard Attack 3Shock Sphere

You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.

Encounter        Arcane, Evocation, Implement, Lightning
Standard Action      Area burst 2 within 10 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier lightning damage.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

Level 4:

LEVEL 4 APPRENTICE MAGE
Choose a school of magic different from the one you chose at 1st level. You gain the Apprentice Mage benefit associated with your second school.

Enchantment Apprentice (Secondary)
When one of your arcane enchantment powers allows you to pull, push, or slide a creature, the maximum distance of the forced movement increases by 2 squares.

Evocation Apprentice (Secondary)
When you roll damage for an arcane evocation power, if any of the dice come up with a result of 1, pick one of them, reroll it, and use the new result.

Illusion Apprentice (Secondary)
When you hit a target with an arcane illusion power, the target takes a -2 penalty to the next attack roll it makes against you before the end of your next turn.

Level 5:

EXPERT MAGE
Choose one of the schools of magic for which you have the Apprentice Mage benefit. You gain the Expert Mage benefit associated with the chosen school.

Enchantment Expert
You gain a +2 bonus to Bluff checks and Diplomacy checks.

Evocation Expert
You gain a +2 bonus to Endurance checks and Intimidate checks.

Illusion Expert
You gain a +2 bonus to Bluff checks and Stealth checks.

Necromancy Expert
You gain a +2 bonus to Athletics checks and Endurance checks.

Nethermancy Expert
You gain a +2 bonus to Intimidate checks and Stealth checks.

Pyromancy Expert
You gain a +2 bonus to Bluff checks and Intimidate checks.

LEVEL 5 MAGE DAILY POWERS
You add two of the following powers to your spellbook.

Wizard Attack 5Fireball

A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.

Daily        Arcane, Evocation, Fire, Implement
Standard Action      Area burst 3 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier fire damage.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 5Tasha's Forcible Conscription

By digging deep into an enemy’s mind, you unleash crippling pain that causes it to lash out blindly.

Daily        Arcane, Charm, Enchantment, Implement
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

Hit: The target is stunned until the start of your next turn. This effect also ends if the target is attacked.

  Aftereffect: The target makes a basic attack against a target of your choice as a free action.

Miss: The target is dazed until the end of your next turn. This effect also ends if the target is attacked.


Wizard Attack 5Visions of Avarice

The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.

Daily        Arcane, Illusion, Implement, Zone
Standard Action      Area burst 5 within 10 squares

Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.

  Primary Target: Each enemy in the burst

  Primary Attack: Intelligence vs. Will

  Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).

Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.


Update (8/4/2010)
Power updated to match Essentials data.

Visions of Avarice Attack

The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.

Daily      Arcane, Illusion, Implement, Zone
Minor Action      Close burst 5 centered on the zone

Requirement: The Visions of Avarice power must be active to use this power.

Secondary Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: You pull the secondary target up to 4 squares toward the zone.


Update (8/4/2010)
Power updated to match Essentials data.

Level 6:

LEVEL 6 MAGE UTILITY POWERS
You add two of the following powers to your spellbook.

Wizard Utility 6Dimension Door

You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby.

Daily        Arcane, Teleportation
Move Action      Personal

Effect: You teleport up to 10 squares.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 6Dispel Magic

You send out a ray of crackling arcane energy that destroys a magical effect created by an opponent.

Encounter        Arcane, Implement
Standard Action      Ranged 10

Target: One conjuration or zone

Attack: Intelligence vs. Will defense of the creator of the conjuration or the zone

Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 6Invisibility

A creature you choose vanishes from sight.

Daily        Arcane, Illusion
Standard Action      Ranged 5

Target: You or one creature

Effect: The target becomes invisible until the end of your next turn. If the target makes an attack, the invisibility ends.

Sustain Standard: If the target is within 5 squares of you, the invisibility persists until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 6Wizard's Escape

With a flash, you are gone.

Daily        Arcane, Teleportation
Immediate Interrupt      Personal

Trigger: An enemy hits you with a melee attack.

Effect: You teleport up to 5 squares to a space that is not adjacent to an enemy.


Update (8/4/2010)
Power updated to match Essentials data.

Level 7:

LEVEL 7 MAGE ENCOUNTER POWERS
You add two of the following powers to your spellbook.

Wizard Attack 7Charm of the Defender

You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies.

Encounter        Arcane, Charm, Enchantment, Implement
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement’s enhancement bonus.

Miss: You slide the target up to 3 squares.


Update (8/4/2010)
Power updated to match Essentials data.

Wizard Attack 7Lightning Bolt

Brilliant strokes of blue-white lightning erupt from your outstretched hand.

Encounter        Arcane, Evocation, Implement, Lightning
Standard Action      Ranged 10

Target: One, two, or three creatures

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier lightning damage.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 7Phantom Foes

Spectral warriors swirl around your enemies, causing them to lash out in a blind panic.

Encounter        Arcane, Fear, Illusion
Standard Action      Area burst 2 within 10 squares

Target: Each creature in the burst

Effect: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage.


Level 8:

LEVEL 8 EXPERT MAGE
You gain the Expert Mage benefit associated with the second school of magic for which you have the Apprentice Mage benefit.

Enchantment Expert (Secondary)
You gain a +2 bonus to Bluff checks and Diplomacy checks.

Evocation Expert (Secondary)
You gain a +2 bonus to Endurance checks and Intimidate checks.

Illusion Expert (Secondary)
You gain a +2 bonus to Bluff checks and Stealth checks.

Level 9:

LEVEL 9 MAGE DAILY POWERS
You add two of the following powers to your spellbook.

Wizard Attack 9Ice Storm

A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.

Daily        Arcane, Cold, Evocation, Implement, Zone
Standard Action      Area burst 3 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is slowed (save ends).

Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 9Phantasmal Killer

Your enemy wails as its greatest fears manifest within its mind.

Daily        Arcane, Fear, Illusion
Minor Action      Ranged 10

Target: One creature

Effect: The target becomes haunted by an illusion of its deepest fears (save ends). Until the illusion ends, the target can’t make opportunity attacks and you can use the secondary power against it. Whenever the target is either hit by or takes damage from any effect other than the secondary power, it can make another saving throw to end the illusion.


Phantasmal Killer Secondary Power

Daily      Arcane, Illusion, Implement, Psychic
Standard Action      Ranged 20

Requirement: The power Phantasmal Killer must be active in order to use this power.

Attack: Intelligence vs. Will. The attack roll takes no penalty from concealment, if any.

Hit: 3d10 + Intelligence modifier psychic damage.

Miss: Half damage.


Wizard Attack 9Symphony of the Dark Court

Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy.

Daily        Arcane, Enchantment, Implement
Standard Action      Area burst 2 within 20 squares

Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: The target is dazed and immobilized (save ends both).

Miss: The target is dazed until the end of its next turn.

Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.


Level 10:

LEVEL 10 MAGE UTILITY POWERS
You add two of the following powers to your spellbook.

Wizard Utility 10Arcane Gate

You open a dimensional rift connecting two nearby locations.

Daily        Arcane
Minor Action      Ranged 20

Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but for movement only.

Sustain Minor: The rift persists until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 10Blur

You cloak yourself with a shimmering aura, making your outline almost impossible to discern.

Daily        Arcane, Illusion
Minor Action      Personal

Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 10Energy Devourer

As you shrug off an enemy’s attack, you capture that attack’s power for your own use.

Daily        Arcane
Immediate Interrupt      Personal

Trigger: You are damaged by an area attack or a close attack.

Effect: You take half damage from the triggering attack. Until the end of your next turn, you gain a +5 power bonus to damage rolls with wizard attack powers that share at least one damage type with the triggering attack.


Wizard Utility 10Mass Resistance

You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage.

Daily        Arcane
Minor Action      Close burst 10

Target: You and each ally in the burst

Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to 5 + your Intelligence modifier.


Update (8/4/2010)
Power updated to match Essentials data.

MASTER MAGE
Choose one of the schools of magic for which you have the Expert Mage benefit. You gain the Master Mage benefit associated with the chosen school.

Enchantment Master
When one of your arcane enchantment powers forces a creature to make an attack, that creature gains a +2 power bonus to the attack roll.

Evocation Master
When you use an arcane evocation power that deals one or more specific types of damage, you ignore a target’s resistance to any of those types of damage. You do not ignore any immunities the target might have.

Illusion Master
When you hit or miss a target using an arcane illusion power, the target grants combat advantage for the next attack made against it before the end of your next turn.

Necromancy Master
Your arcane necromancy attack powers ignore necrotic resistance.

Nethermancy Master
While you have any concealment against a creature, you have combat advantage against it.

Pyromancy Master
When you use an area or close arcane fire attack power that is not already a zone, the area of the attack becomes a zone that lasts until the end of your next turn. Creatures that end their turns within the zone take fire damage equal to your Constitution modifier.

Level 13:

LEVEL 13 MAGE ENCOUNTER POWERS
You add two of the following powers to your spellbook.

Wizard Attack 13Hold Monster

Your magic clouds your foe’s mind, leaving it too disoriented to move or attack effectively.

Encounter        Arcane, Charm, Enchantment
Standard Action      Ranged 5

Target: One creature

Effect: The target is restrained until the end of your next turn.


Wizard Attack 13Mirror Sphere

Illusory barriers surround your foe, causing it phantom pain when it attacks you and your allies.

Encounter        Arcane, Illusion, Implement, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 1d10 + Intelligence modifier psychic damage. The first time the target makes an attack before the end of its next turn, it automatically hits itself with the attack, in addition to hitting or missing the attack’s intended targets. The target’s resistances and immunities do not apply against that attack.

Miss: The next time the target makes an attack before the end of its next turn, that attack automatically deals half damage to the target, in addition to whatever damage is dealt to the attack’s intended targets. The target’s resistances and immunities do not apply to this damage.


Update (8/4/2010)
Power updated to match Essentials data.

Wizard Attack 13Twisting Lightning

You unleash a deadly pulse of lightning that seeks out enemies wherever you direct it.

Encounter        Arcane, Evocation, Implement, Lightning
Standard Action      Area wall 6 within 10 squares

Target: Each creature in the wall

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier lightning damage.

Miss: Half damage.


Level 15:

LEVEL 15 MAGE DAILY POWERS
You add two of the following powers to your spellbook.

Wizard Attack 15Cone of Cold

A freezing blast spirals out from your outstretched hand.

Daily        Arcane, Cold, Evocation, Implement
Standard Action      Close blast 5

Target: Each creature in the blast

Attack: Intelligence vs. Fortitude

Hit: 3d8 + Intelligence modifier cold damage.

Effect: The target is immobilized and takes ongoing 5 cold damage (save ends both).

Special: If this power reduces an enemy to 0 hit points, that enemy is petrified instead of being killed. You can end the petrification as a minor action.


Wizard Attack 15Mental Maelstrom

The world appears to spin around your enemies, sending them careening in all directions.

Daily        Arcane, Illusion, Implement, Psychic, Zone
Standard Action      Area burst 2 within 10 squares

Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: 3d6 + Intelligence modifier psychic damage, and you slide the target up to 4 squares.

Miss: Half damage, and you slide the target up to 2 squares.

Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes 5 psychic damage, and you can slide that enemy up to 4 squares as a free action.


Wizard Attack 15Slumber of the Winter Court

As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber.

Daily        Arcane, Charm, Enchantment, Implement
Standard Action      Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Will

Hit: The target is dazed and slowed (save ends both).

  First Failed Saving Throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.

Miss: The target is slowed (save ends).

First Failed Saving Throw: The target instead falls unconscious (save ends).


Level 16:

LEVEL 16 MAGE UTILITY POWERS
You add two of the following powers to your spellbook.

Wizard Utility 16Beneficient Transformation

Tendrils of wispy energy surround your foe, assessing and stealing away some essential aspect of its being for your own use.

Daily        Arcane
Minor Action      Ranged 5

Target: You or one ally

Effect: Choose an enemy you can see. The target gains one of the following benefits until the end of the encounter.
    Movement: If the enemy has a climb speed, a fly speed, or a swim speed, the target gains that movement mode and speed.
    Resist: If the enemy has resistance or immunity to a damage type, the target gains resist 10 to the same damage type.
    Senses: If the enemy has low-light vision, darkvision, blindsight, or tremorsense, the ally gains that sense.
    If the enemy has more than one option in one of these categories, you learn all the choices and choose one when you use this power.


Wizard Utility 16Dimension Switch

You and your ally teleport into each other’s locations.

Encounter        Arcane, Teleportation
Move Action      Close burst 10

Target: You and one ally in the burst

Effect: Each target teleports, swapping positions.


Update (8/4/2010)
Power updated to match Essentials data.

Wizard Utility 16Fly

You leap into the air and are borne aloft on wings of magic.

Daily        Arcane
Standard Action      Personal

Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage.

Sustain Minor: The fly speed persists until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 16Phantom Mask

With a gesture, you enable you and your allies to take on a nearly impenetrable disguise.

Daily        Arcane, Illusion
Minor Action      Close burst 10

Target: You and each ally in the burst

Effect: Until the end of the encounter, each target assumes the appearance of a humanoid creature of his or her size, even the appearance of a specific individual you have seen. You can choose a different disguise for each target. A creature can perceive a target’s true form by succeeding on an Insight check (DC 15 + one-half your level + your Intelligence modifier).

Standard Action: You can modify this illusion to cause any number of the targets to assume the appearance of a different humanoid creature.


Update (8/4/2010)
Power updated to match Essentials data.

Level 17:

LEVEL 17 MAGE ENCOUNTER POWERS
You add two of the following powers to your spellbook.

Wizard Attack 17Dancing Flames

You unleash shifting streams of fire that burn down your foes while leaving allies untouched.

Encounter        Arcane, Evocation, Fire, Implement
Standard Action      Close blast 5

Target: Each enemy in the blast

Attack: Intelligence vs. Reflex

Hit: 5d6 + Intelligence modifier fire damage.

Miss: Half damage.


Wizard Attack 17Mass Charm

Your foes suddenly stop dead in their tracks, howling in frustration as they lurch forward to attack their own allies.

Encounter        Arcane, Charm, Enchantment
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in the burst

Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.


Wizard Attack 17Phantasmal Horror

Your enemy is assailed by an imaginary monster ripped from its nightmares, frightening it into a catatonic state.

Encounter        Arcane, Fear, Illusion, Implement
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: The target is stunned until the end of your next turn. While the target is stunned by this power, you gain a +4 power bonus to damage rolls against it.

Miss: The target is dazed until the end of your next turn.


Update (8/4/2010)
Power updated to match Essentials data.

Level 19:

LEVEL 19 MAGE DAILY POWERS
You add two of the following powers to your spellbook.

Wizard Attack 19Disintegrate

A brilliant line of ravening green energy bursts from your pointing finger. Where the emerald beam touches, flesh and bone disappear in a puff of gray dust.

Daily        Arcane, Evocation, Implement
Standard Action      Ranged 10

Target: One creature or object

Attack: Intelligence vs. Reflex. You automatically hit an unattended object with this power.

Hit: 4d10 + Intelligence modifier damage, and ongoing 10 damage (save ends).

  Aftereffect: Ongoing 5 damage (save ends).

Miss: 2d10 + Intelligence modifier damage, and ongoing 5 damage (save ends).


Update (1/25/2012)
Updated in Class Compendium.

Wizard Attack 19Thought Cage

Your foe stands dumbfounded as the world around it seems to swirl into a pleasant and mesmerizing scene.

Daily        Arcane, Illusion, Implement
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: The target is stunned (save ends). This effect also ends if the target is attacked or subjected to forced movement.

  Aftereffect: The target is dazed until the end of its next turn.

Miss: The target is dazed until the end of its next turn.


Wizard Attack 19Wrath of Battle

With a shout, you tap deep into your foes’ hearts and minds, forcing them to turn on each other with devastating results.

Daily        Arcane, Charm, Enchantment, Fear, Psychic
Standard Action      Area burst 2 within 20 squares

Target: Each enemy in the burst

Effect: You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 15 psychic damage.


Level 21:

MASTER OF LORE
You gain a +3 bonus to Arcana checks, Dungeoneering checks, History checks, Nature checks, and Religion checks.

Level 22:

LEVEL 22 MAGE UTILITY POWERS
You add two of the following powers to your spellbook.

Wizard Utility 22Arcane Recall

You seek the arcane power within yourself, grasping and rebuilding the shards of a spell still echoing in your mind.

Daily        Arcane
Minor Action      Personal

Effect: You regain the use of one of your expended wizard utility powers of level 16 or lower.


Wizard Utility 22Mass Fly

White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and granting each of you the power of flight.

Daily        Arcane
Standard Action      Close burst 5

Targets: You and each ally in the burst

Effect: Each target gains a fly speed of 8 until the end of your next turn. When the fly speed ends, each target floats to the ground without taking falling damage.

Sustain Minor: The fly speed persists until the end of your next turn.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Utility 22Time Stop

Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.

Daily        Arcane
Minor Action      Personal

Effect: You gain two extra standard actions, which you must use before the end of your turn. You can’t use these extra actions to make attacks.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Utility 22Wall of Force

A transparent barrier of force springs up where you command.

Daily        Arcane, Conjuration, Force
Standard Action      Area wall 12 within 20 squares

Effect: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall.
    Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it.


Update (8/4/2010)
Power updated to match Essentials data.

Level 23:

LEVEL 23 MAGE ENCOUNTER POWERS
You add two of the following powers to your spellbook.

Wizard Attack 23Chain Lightning

From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another.

Encounter        Arcane, Evocation, Implement, Lightning
Standard Action      Ranged 20

Primary Target: One creature

Primary Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier lightning damage.

Miss: Half damage.

Effect: Make the secondary attack.

  Secondary Target: One or two creatures within 5 squares of the primary target

  Attack: Intelligence vs. Reflex

  Hit: 2d6 + Intelligence modifier lightning damage.

  Miss: Half damage.

Effect: Make the tertiary attack.

  Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target

  Attack: Intelligence vs. Reflex

  Hit: 1d6 + Intelligence modifier lightning damage.

  Miss: Half damage.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Attack 23Charm of False Heroism

Your magic twists your enemy’s loyalties, turning it into your eager vassal and accomplice.

Encounter        Arcane, Charm, Enchantment, Implement
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

Hit: You slide the target up to 6 squares, and it is dazed and immobilized until the end of your next turn. Until the end of your next turn, whenever a creature enters a square adjacent to the target, you can use an opportunity action to force the target to make a melee basic attack against that creature as a free action.

Miss: You slide the target up to 6 squares, and it is immobilized until the end of your next turn.


Wizard Attack 23Deceptive Shadows

Darkness swirls around your foes, assaulting their minds and clouding their vision.

Encounter        Arcane, Illusion, Implement, Psychic
Standard Action      Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Will

Hit: 3d8 + Intelligence modifier psychic damage.

Effect: Until the end of your next turn, each target cannot see any creatures that are not adjacent to it.


Update (8/4/2010)
Power updated to match Essentials data.

Level 24:

MASTER OF SPELLS
When you take a short rest, you can replace one unexpended wizard daily attack power with another wizard daily attack power from your spellbook of the same level or lower. The level of the second power must be different from that of any unexpended wizard daily attack powers you have prepared.

Level 25:

LEVEL 25 MAGE DAILY POWERS
You add two of the following powers to your spellbook.

Wizard Attack 25Delayed Blast Fireball

You gather elemental energy and fuse it into an orb of pure arcane essence. The longer you hold it, the greater its power becomes.

Daily        Arcane, Evocation
Minor Action      Personal

Effect: You create a small orb of energy that hovers by you until the end of your next turn. While the orb persists, you can use the secondary power. Once you do so, the orb is destroyed.

Sustain Minor: The orb persists until the end of your next turn.


Delayed Blast Fireball Secondary Power

Daily      Arcane, Evocation, Fire, Implement
Standard Action      Area burst 2 within 20 squares

Requirement: The power Delayed Blast Fireball must be active in order to use this power.

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 5d8 + Intelligence modifier fire damage, plus 1d8 fire damage for each round you have sustained the orb (maximum 3d8).

Miss: Half damage.


Wizard Attack 25Mind of Rage

With a howl of mindless anger, your foe succumbs to all its fury, fear, and pain—then unleashes its rage against its own allies.

Daily        Arcane, Charm, Enchantment, Fear
Standard Action      Ranged 20

Target: One enemy

Effect: The target is affected by mind of rage (save ends). This effect also ends if you or any of your allies attacks or deals damage to the target. While the target is affected by mind of rage, at the start of its turn it charges a creature of your choice as a free action. The charge attack gains a +4 power bonus to the attack roll and the damage roll. In addition, when an ally of the target ends its turn adjacent to the target, the target makes a melee basic attack against that ally as a free action.

  Aftereffect: The target is dazed until the end of its next turn.


Wizard Attack 25Phantom Reality

You create an intricate illusion in your enemy’s mind, convincing it that friends are foes and leading it wherever you desire.

Daily        Arcane, Illusion, Implement
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: The target is subjected to a phantom reality until the end of the encounter.

Miss: The target is subjected to a phantom reality until the end of its next turn.

Effect: While the target is subjected to the phantom reality, it must make a saving throw whenever it uses an attack power. If the saving throw fails, you can either force the target to attack one creature instead of another or change the location of the attack power’s area of effect, if any. Either change must be valid for the power, and you cannot force the target to attack itself. In addition, whenever the target ends a move, you can slide it up to 4 squares as a free action.


Update (8/4/2010)
Power updated to match Essentials data.

Level 27:

LEVEL 27 MAGE ENCOUNTER POWERS
You add two of the following powers to your spellbook.

Wizard Attack 27Confusion

You magically compel your enemy to attack its ally.

Encounter        Arcane, Charm, Enchantment, Implement, Psychic
Standard Action      Ranged 20

Target: One enemy

Attack: Intelligence vs. Will

Hit: 3d10 + Intelligence modifier psychic damage.

Effect: At the start of the target’s next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Attack 27Phantasmal Dread

You draw forth your enemy’s greatest fears, wracking the foe with pain and holding it at bay.

Encounter        Arcane, Fear, Illusion, Implement, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: 3d10 + Intelligence modifier psychic damage, and the target cannot willingly move closer to you until the end of your next turn.

Effect: The target takes a -4 penalty to attack rolls until the end of your next turn, or until it has moved at least 5 squares farther away from you than it was when you used this power.


Wizard Attack 27Sequestering Force

Your spell rips apart planar boundaries, battering your enemies and trapping them in a fold of buckled space.

Encounter        Arcane, Evocation, Force, Implement, Zone
Standard Action      Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Fortitude

Hit: 4d6 + Intelligence modifier force damage.

Effect: The burst creates a zone that lasts until the end of your next turn. No creature can leave the zone by any means, including forced movement and teleportation.


Update (8/4/2010)
Power updated to match Essentials data.

Level 29:

LEVEL 29 MAGE DAILY POWERS
You add two of the following powers to your spellbook.

Wizard Attack 29False Reality

Your enemy is suddenly transfixed by the bliss of a pleasant dream, ignoring the tumult of battle as your allies close in for the kill.

Daily        Arcane, Illusion, Implement, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: The target is helpless and stunned (save ends both).

  Aftereffect: 4d10 + Intelligence modifier psychic damage.

Miss: The target is dazed until the end of its next turn.


Wizard Attack 29Legion’s Hold

Your eyes darken, becoming black orbs as you command your enemies to stop in their tracks.

Daily        Arcane, Charm, Enchantment, Implement, Psychic
Standard Action      Close burst 20

Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: 2d10 + Intelligence modifier psychic damage, and the target is dazed and immobilized (save ends both).

Miss: Half damage, and the target is immobilized (save ends).


Update (1/25/2012)
Updated in Class Compendium.

Wizard Attack 29Meteor Swarm

Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire.

Daily        Arcane, Evocation, Fire, Implement
Standard Action      Area burst 5 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 8d6 + Intelligence modifier fire damage.

Miss: Half damage.


Update (1/25/2012)
Updated in Class Compendium.

Published in Heroes of the Fallen Lands, page(s) 193.