Arcane Foundations: Wizard Core Spells
Wizards are almost upon us, launching on July 20, 2024. If you missed the previous post, you might want to go check that out now. Here are the key points:
- Wizards will serve as an umbrella class for existing mage classes
- The first subclass available at launch will be Illusionists
- They'll use modern spell casting systems, similar to Sorcerers
- New features include spell charges and subclass-specific resource mechanics
- Wizards can bond with customizable, non-combat familiar pets
- Spell quests are being replaced with quests for Relic Weapons
Beta
Usually, it goes without saying, but we want to make it clear: the Wizard class is launching in Beta mode. This means everything is subject to change, and we need your feedback to make it great. Our goal is to perfect the core class and the Illusionist subclass before moving on to the next one.
- Expect frequent updates and adjustments to abilities and mechanics
- We'll be closely monitoring performance and balance
- Your feedback is essential for refining the class
- Be prepared for some rough edges along the way
Core Spells
Here are the foundational spells every Wizard will master—uniting all magical scholars under a shared tradition.
While the names might seem familiar, don't be deceived. Each spell has been redesigned from the ground up and tailored to fit the new class. Some spell names might differ slightly to distinguish them from older versions found in consumables or still attached to the subclasses that have yet to be transferred over.
And this is just the beginning. Subclasses will introduce many unique spells, adding variety and specialization to your magical repertoire. We might even add more core spells during the beta to cover any gaps.
Defensive Spells
- Mass Resistance: Grants physical resistance to the group for a short duration
- Mirror Images: Provides modest damage resistance and blocks combat maneuvers such as bash, trip, kick, etc.
- Elixir of Healing: Creates a healing elixirs in the caster's inventory that can be quaffed like a potion for instant, potent healing. The elixirs have three charges and are bound to the caster.
Utility Spells
- True Seeing: Allows detection of invisibility and magic
- Levitation: Float above the ground for reduced movement cost
- Cloak of Invisibility: Renders the caster invisible
- Find Familiar: Summons a customizable, non-combat pet
- Divination: Allows scrying on other locations or players
- Dimensional Step: Short-range teleportation within a zone
- Thunderclap: Interrupts enemy spell casting and leaves them deafened
- Flight: Grants flying movement for an extended period
- Web: Immobilizes targets. Immobilize is a new condition that blocks the target from both moving and performing combat powers like bash, kick and trip.
- Planar Gateway: Opens a portal to another plane or location
- Teleportation: Allows global teleportation to players or bind points
- Mass Flight: Grants flying ability to the entire group
Mark your calendars for the Wizard class launch on July 20, 2024. The Illusionist will be the first subclass available, bringing unique magic and flair to your gameplay. Stay tuned for two more blog posts before then—one diving into familiars and another exploring the shadowy spells of the Illusionist.