D&D 4th Edition Wizard Spells

Here is a collection of 4th edition wizard spells. New spells that are leaked will be updated to this list.

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

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

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

Mesmeric Hold Wizard Attack 13
You immobilize your foes by commanding them to remain still.
Encounter * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Targets: One, two, or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.
Hit: 3d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.

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

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

Bigby’s Grasping Hands Wizard Attack 15

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

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

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

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

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

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

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

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

Dispel Magic Wizard Utility 6
You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.
Daily * Arcane
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.

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wow. Invisibility got raped.

I wouldn’t necessarily call it a nurf. More a redesign. Unlimited duration at the cost of your minor(swift) action.

lol @ gavrisom, that’s exactly what I was thinking.

Fly got raped too

I think its still equal power instead of duration 1 round per a level its unlimited, but as a down side it ends when you attack unlike 3.5 greater invisibility.

Plus i like what they did with fly.

pretty sure Sustain Minor means you have to use your minor action (kind of like a swift action) to keep the effect going. That is punishment, and probably unmaintainable during combat for any real length of time; the minor is going to be too valuable to use up every round. Daily means you don’t get to “cast” it again today, so there are some hard tactical decisions coming soon to a table near you. Raped is a good word for it. However, as long as it’s balanced, fun and easy, we’ll all soon forget the cheesy goodness of 3.5

It makes a lot of sense that you’d have to sustain effects like Fly or Invisibility, it’s more like the way magic is presented in novels and movies.

Also, it keeps you from just turning them on and then shooting off a bunch of fireballs from invisible flight.

I’m seriously disappointed in these spells. They took the “prismatic” line of spells and changed them from unique interesting spells to just one more wizard damage spell.

Im having a problem with the number after thenames… is that the spells level????? because that would mean that no wizard is going to cast fly until level 16 THAT would be nerfing
please tell me Im wrong…

I think that what one think of as rape another may think is balance. I like the idea of using minor actions to sustain some of the effects. especially as it looks like encounters are going to last much longer than in 3.5 where major encounters only last 2 rounds. I am exited about the 4th edition. It looks good to me.

Invisibility didn’t get nerfed too badly. At least you seem to be able to stay invisibled if you don’t make an attack, so perhapse if you cast Bigsby’s Hands you can remain invisible while beating the opponents to death.

Surely the number after the wizard utility bit is 10 + spell level thats how I’d read it!!!

That would make Mirror image a cantrip so I doubt it. It’s more likely that it actually is the level at which it becomes available.

What bothers me most is that a majority of the spells presented are attacks or at least combat related. Blowing stuff up is all nice and dandy but where are all the enchantment and divination spells?

Divinations are handled by rituals, as is everything else outside of combat. So the only things listed here will be combat spells. As non-combat related ones are handled differently now.

Hmm, just looked at the 4e Tiers Excerpt from WOTC site. Looks like a 10th level Wizard will have 9 spells + 2 at-wills +cantrips. Oh yeah +1 Spellbook Daily Spell. Feels weird at first, to not have all the spells in one’s spellbook(

yeah…balancing, except how does a spell caster deal with multiple spells? I prefer the cast and forget type, I mean, I LIKE being able to go invisable AND fly at the same time, with this, it is not possible to sneakily fly up a chute to see whats up there before everyone begins climbing up only to find a pissed beholder waiting for them.

THere may be a Feat or Implement that allows a second minor to sustain style effect(be a good use for a familiar)
i.e. I cast Fly, my ferret familiar Twitchnose will sustain it. Next round I cast Invisibility and fly up while maintaining invisibility….

Not saying that will happen I have seen no mention yet of familiars but would be a good use for them

Also remember you can downgrade an action type(standard to move or minor/move to minor) so you can maintain 3 spells and do nothing or 2 spells and either move or make a standard action if I’m understanding the rules correctly.

It seems mobs of lvl 9-11 have around 100 hp… I really want to know how a wizard can battle against these monsters with spells doing 3d6 or 4D6 damage oO

Probably the same way fighters and rangers and clerics do. Hit them often enough to do the 100 points. 3d6+Int for a wizard(18 Int) average about 15 points(7 min 22 max) wich meshes in nicely with the damage most of the other classes do. figure 5-7 rounds of combat per encounter at 9th – 11th. and the wizard is holding up his end specially when he hits more than one monster with an encounter or daily power. I believe this to be more fun than the one shot kill spells that are the current stock in trade of the combat oriented wizard.

Its good to know that a level 13 Wizard can’t one-shot a level 1 Human Soldier from the spoiled mobs.

What are they doing with this class?

Wizards aren’t really supposed to be doing lots of targeted direct damage. Notice how most of the damage spells are area effects. Wizards are crowd control, so that 2d6 to 4d6 damage will get targeted at the standard 4-cluster of minions. Frostburn, for instance, is dealing 3d6 + Int in a burst 2 area, so you should be able to catch at least two or three guys in that, effectively doing 6d6 + Int[x2] or 9d6 + Int[x3], much more respectable for a level 13 character to be dishing out.

More importantly, Frostburn turns the terrain difficult for a round and deals sustained damage. If you’re dealing with a group of fast skirmishers or mobile casters, this gives your strikers a chance to close in or your defenders/leaders a chance to disengage. The damage is just one half of the equation.

If the number after the spell name is indeed the level at which it is aquired i really can’t wait to see the level 21-30 spells. I’m hoping for the Global Warming or Ice Age spells from Sandstorm and Frostburn to make an apearance.

Soon forget, hah! I still haven’t forgotten that the power of a number of spells (i.e. fireball and magic missile) was reduced with the changes between 1st and 2nd edition.

Wow, the entire magic system got raped.

I like the changes for the most part.
Yes many spells were nurfed but you got to admit the magic was always way to powerful in DnD.

Hmm. I usually play blasty/tricky wizard types in 3.5. For me, the above spells don’t inspire confidence. Perhaps I’ll end up switching to a warrior. But I guess it’s too early to tell. Need to see how it all works once the books are released.

These spells don’t really feel like spells. They feel like magically-tinged combat utilities. My friend had made a comment that a lot of 4th edition has been streamlined and homogenized to the point of feeling “video-gamey”. In the earlier editions, the effects of spells were more general and flexible, and didn’t necessarily pertain to combat. I understand the need to balance the power curve of the wizard, but did they have to do it at the expense of his/her character? Everybody is pigeon-holed into something. The Ranger is a striker, the Cleric is a leader, goblins are minions (what’s the fun in fighting something that you know will die in one hit?), Fly is a utility, Fireball is an attack. I don’t know. It’s still to early to tell, but I have my reasons to be skeptical about how they’re managing the new game.

I think it’s safe to say that the wizard is getting the biggest ovehaul in the new edition.

In 3rd edition, especially if you were playing with all the expansions, 20th level arcane builds were practically like having a second DM at the table.

I think Wizards is doing a lot to clean up rules that enabled players to play D&D like it was a broken deck of Magic.

With non expiring at-will spells, Wizards aren’t going to need the game-bending big spells they used to enjoy (and frequently abuse).

It seems appropriate that the language used to describe this new edition is the language of mmrpgs. From what I can see this revision feels very much like one of those.

For my part, the best bit about pen and paper rpgs is that they’re not mmrpgs – if I wanted to play one of those I’d be doing that (again).

I dunno. I think this cut the wizards power too much. I agree that they were far to powerful, but they seem too weak now.

Also, I think the numbers next to the spell are somehow it’s casting cost. Sort of like Power Points for psycics. Thats just my guess.

I like the changes.
The “Vancian” model was long due a revamp.
I like the at-will and per-encounter powers. Means a wizard can wiz at all times.
It seems the sorcerer will be more powerful in damage and will gain more powerful abilities earlier than wizards with a dash of wild (almost uncontained) magic thrown in.
I just hope that there will be spells and or rituals that only a wizard can learn thus making up in versatility what he or she loses to the sorcerer in power.
Sorcerers are all about power and presence whereas a wizard is all about using his or her intellect to prepare thoroughly.
A wizard is now a thinking player even more than it used to be.
Can’t wait to see how the new rules play in actual play.

wizzards never get raped. inteligence is the trait tha devides the strong from the weak. play with the grey matter and illusion.

Anyone who thinks the Wizard was “overpowered” or needed to be nerfed should be shot. D&D was never about being balanced and fair between classes. That’s what made surviving so difficult. The risk versus reward system is what made the wizard so tough and rewarding. This has effectively killed that along with every update so far. A 13th level wizard should DESTROY a 1st level every time. Period. Magic is supposed to be all powerful, hard to obtain, and incredibly deadly. To the person who said that wizards are not supposed to be doing huge single target damage, what the hell are you talking about? Wizards are huge single and area damage. Both. The overused and abused spells are just that for a reason, they are earned with difficulty for the purpose of being immensely helpful. If that’s an issue, you’ll have to get over it.

i just bought D&D 4th edition and am wondering where can i find all the spells. compared with earlier editions i almost want to adapt the massive spell collections of old AD&d into my 4th edition game. Is there any particular literature i need to find a comprehensive spell list for 4th edition/