Let's face it, Wizard and Sorcerer trees are getting stale. And are often downright inferior to more recently updated Divine trees and, of course, the Warlock trees. Lower Costs of getting more DC, interesting, useful SLAs, and in general interesting, engaging abilities are all things the Wizards and Sorcerers trees lack that newer spellcasting trees have. Same with spells. Barring the new 1st and 9th level spells, there really hasn't been new ones for arcane casters since other elemental spells were added waaaaay back when. When I prep spells as a wizard and in the 5-8 range, I look at them and think, what spells can I slot here just to fill space? We need some new blood, new toys to play with. There are glaring gaps in the spell list that I think it is well within reason to rectify. The EK update was a great and welcomed update, and an Arcane pass is supposedly on the horizon, so it is a perfect time to make new, interesting spells. Here is my dollars worth of cents, a mix of spell suggestions and enhancement tree suggestions
1) The Elements - despite the addition of 9th and 1st level spells, there are still holes, both in roles of spells and in elements. And just cool spells to have. Ice and acid still lag behind Fire and Air in popularity (Ice especially), and in all lack some of the more interesting options Divine casters have in mixing damage and CC. I see two main solutions - adding in Evocation Archmage/Savant abilities that add effects or making spells with new ones. For example, spells like Cometfall can Trip. It seems logical to me that especially powerful Fire spells for a Savant should have the possibility to do the same. Air savants would get stun/daze/paralyze. Acid gets sunder, slow. Cold can get freezing, as Cone of Cold should have had all along (looking at you, Burst of Glacial Wrath and Snowslide).
On the adding spell side, evolutions of earlier spells works excellently, like adding a Blizzard Spell, an upgraded Ice Storm that could be the 9th level spell Cold deserves, doing DoT over an area and occasionally freezing/slowing. A strong electricity spell that serves as a single target paralyze. An acid spell that applies vunerability and sundering, as a continuation of Acid Rain/Cloudkill/Acid Fog. Additionally, Force spell need some love. Chain Missiles is a nifty little spell in the right circumstances. Force Missiles less so. The most obvious addition would be a Missie Storm spell in the 6-8 range, a direct upgrade to Chain Missile like Delayed Blast Fireball and Chain Lightning are to Fireball and Lightning Bolt. Possibly more interesting additions could be in the form of Bigby's Crushing Hands. Inflicting force damage to a single target while holding them would make a nice level 9 Force spell (on bosses, this can change to just a DoT, maybe drops AC a bit).
In all though, the elements/evocation magic are far less in need of new spell than other schools. Illusion, Conjuration, Abjuration, and Transmutation all have much smaller amount of (useful) spells. And playing an Archmage of them is (With the Exception of Illusion gnomes with triple PK) is unheard of. Which leads me to
2) Other Schools
- Illusion - The highest level Illusion spell is a (albeit situationally nice) buff that is mainly used to run about town half blind. Illusion has never been a well-represented school in DnD, and because this is a game that needs graphical representation, spells like Major Image and related shenanigans in PnP just don't translate. But there are some spells that can translate. One option is to give Illusion a mass instakill spell like Wail, but Illusion. Give us a bit more view into that tentacled illusion in Phantasmal Killer. Another, perhaps more complex option, is Area Denial. Illusury walls, trapping enemies inside (functionally similar to Ottos Dance). Spells that can either Attract (Intimidate) or repel (Diplo/bluff) effects on allies, or an illusory dummy that takes the heat off you and allies. Spells like Maze can trick enemies who might be immune to holds, but would be tricked by sight or sound.
- Conjuration - I haven't someone summon anything in a long time, mostly because they serve as fodder and little else. In the spirit of things like the bird in Falconry, the floating orbs from Renegade Master Maker and others, conjuration spells that summon something that isn't targetable, but supports, CCs, or damages in a reliable way would be an interesting way to boost visibility of the school. In addition, as a capstone spell, Gate, summoning a small army of summonables for a short time would be enough to stem the tide long enough for a caster to get away, or do some side damage/cc.
- Transmutaion - One word: Polymorph. Basically spells that buff allies or debuff creatures by transforming them into other things. Mass Frog is great, but it would be awesome to have similar (not nearly as broken Mass Frog is) on the Wizard lists. Mass Flesh to Stone would also make a nice capstone, affecting different, overlapping set of creatures that Mass Hold does. Sphere of Annihilation as a mass Distintigrate also makes a nice capstone spell.
- Abjuration - Abjuration Buffs like Shield lose their luster compared to item effects. And while offensive Abjuration exist, they either act too narrowly (summoned only) or take to long to cast to be useful (Disjunction) or typically aren't worth casting (Dispels). My first inclination would to add higher level wards, things an Abjurer could place to bolster allies intantaneously or over time. Adding the ability to temporarily Banish enemies for a small amount of time, simply removing them from the fight for a time, I think would be another interesting concept. Can't damage them, but niether can they damage you. Capstone could be a spell like that that puts them in some terrible plane that does damage them, or dazes them upon return. With Dispels/Disjunction, add a component that really disrupts enemy casters/buffs. Stun them when you strip a spell, Disjunction can do massive damage via feedback. Lower their DCs, prevent them from casting with (friendly) Antimagic fields of our own. Have spells that strip spell resistance from enemies.
Mass Holds and Finger/Wail are great, but in the face of red name mobs, or Deathblocked mobs, we go from asset to basically useless. We can switch to damage spells, but Archmages are supposed to be specialists. Adding more variety to spells gives us other things to do. Under these new spells, besides the standard CC and instakill suggestions, Illusionists can help make sure the tank holds focus, or take focus off an ally. Abjurers can take them off the map, or boost defenses (why should Artificers be the only one with Forcefields?). From here, we can fill things in with effects from Archmage/Savant/Palemaster that add things to existing spells that allow some more options.
3) Archmage pass.
Archmage is the main Wizard tree and hasn't been updated almost since its inception. Cores grant SLAs, which suffer from the lack of options that most schools have in their spell list, possibly fixed with additional spells. And the tree in general is just boring. Other classes/trees get special effects with specialty areas. Archmages spend 4 points as a Tier 5 to get +1 DC to two schools, where others get that much lower tier and for multiple schools. Giving effects to spells of a certain school can help the parts where DC casters literally have nothing to offer (red names, Hold immune mobs, DB mobs). Necromancers and Enchanters should have an ability that bypasses those limitations (temporarily, not on red names). Or add effects like Vulnerability to those that are immune (red names, DB) or softer CC options. Sorcerers, similarly, should get more abilities that add to their particular element. Move the SLAs in Sorc to cores, add up to spell level 5, and fill out the tree with metaelement abilities. Give Wizards and Sorcerers interesting abilities that play off their strengths, rather than the pretty boring mechanical increases.
Sorcerers and Wizards also desperately need a way to reliably recover SP or gain Temp SP. Every other full spellcasting classes gets some form of it, mostly on crit. Archmages getting a rebate on spells from their spell school would help a bit with spell pool woes. A Tier 5/high core ability could be a mode/buff that restores SP or severely discounts spell costs.
4) Feats. SF Feats are very boring and barely do anything with the every creeping DC line and yet are absolutely required for DC casters. Magical Toughness's 200 SP and 1% Spell crit are a drop in the bucket. Metamagics are expensive for what you get, especially now as gear outstrips the Spellpower boosts. SFs should boost DCs 1+1/5 or 1/10, get rid of GSF, unless you add in a 10% cost reduction in lieu of more DC. Metamagics should have reduced costs for low level spells, especially when casters progress to higher level spells. Adding Maximize, Empower, and Quicken to a level 1 damage spell does not equal an unboosted level 9 spell. Either scale cost (with existing costs the highest it gets) or just remove the costs, just adding faster casting, and more base spell power (for Empower) and Spell crit mult (for maximize) passively. Heighten shouldn't exist, have all spells by default scale at 10+1/2 level+modifiers. If the feat is to still exist after that, have it be like Embolden, and be the only metamagic feats with costs. Extend and Enlarge should have no cost. SP should stretch a little farther with this, DCs a little higher. And that is alright. DC casters require so much min maxing and gearing to be relevant, adding more of this burden to the class will help out immensely. Spell costs can be adjusted back up a tick with no cost metamagics, but overall should help mitigate current issues with higher difficulties and spell points.
Sorcerers and Wizards are still balanced like the gods they were in 3.5, which is not the case in DDO. They require more things to get to the same place. Some of that is due to creep and updating/revamping trees, but not all of it. Epic Destinies is a great example of this. Magister/Draconic Incarnation cores are all +1 to caster level and + SP. Exalted angels, Primal Avatars, Divine Disciples all get other, interesting abilities along with them. In the trees, Magisters get things that it feels like Archmages should already get in their tree. Reducing saves, cast time, etc for their school. The other half of the tree, with antimagic and sigils, get overshadowed because Wizards feel like they need the other stuff to keep up. It is mostly the same with Draconic Incarnation. Adding effects to elemental spells feels like something that would have made a great Tier 5 ability in the enhancements. And many Wizards and Sorcs end up sitting in other EDs anyways, particularly Exalted Angel.
I realize passes are coming down the line, but I don't see much about it yet. Judging from other forum posts, this is a concern for a lot of spellslinging players. Looking forward to those passes, hopefully they fix some of the problems I mentioned. Thank you for continuing to work on this game!