I’m working on a handful of new 4e Wizard classes.

You could call them “reboots” or “remixes,” kind of like some of the classes I’ve made before, and these ones will have multiple encounter powers (many of them remixes of existing powers), plus daily powers. Unlike the majority of my 4e classes, these will be built for all three tiers — with a few notable features.

All pertinent features and powers will be gained in the first ten levels, and will scale through paragon and epic tiers. Now I have a couple campaigns behind me and a lot of practice with this math, I’m confident with these scaling powers.

I’m taking some cues from Essentials that will show up first in these new Wizards — controllers will benefit from multiple, unique encounter attack powers. The Evoker for example, will learn Burning Hands, Lightning Bolt, and Ice Storm.

Evoker daily powers include Acid Arrow, Fireball, and Chain Lightning — these powers generally draw inspiration from 3e/4e where they aren’t just rewrites.

In addition to the Evoker, I’m developing Beguiler (charm/domination), Defiler (blight/contagion), Mesmer (color spray/mirror image), and Reaver (death/fear) Wizards — these classes are an effort to make each Wizard “unique.”

Previous editions gave Wizards daily “win button” spells for ending encounters — and many of these spells were spun off into the Ritual system in 4e, while the Wizard was left without much of a foundation.

Compounding that are the problems all 4e controllers face.

For the time being, I’m developing each of the Wizard attack powers separately while keeping a running list of “class feature” ideas — stuff that all Wizards will have in common. Something better than “Implement Mastery,” good grief.

As for a number of other power types once associated with the Wizard — namely conjurations and summons — these will “spin off” into other classes. I intend to build up the Elemental power source with one or both of these keywords.

Edit: Something I forgot to mention initially as part of my reason for making each one of these Wizards so specific in its features and powers — is the increased potential for feat-based customization, especially in combination with race.

Tieflings for example, would make excellent Evokers, Reavers, or Defilers, where the Fey/Sylvan races would generally make for good Mesmers and Beguilers. Once Wizards are separated into respective disciplines, the way is open for the kind of customization that many classes currently enjoy.

I have to say that I never really bought into the idea that the Wizard was “all about versatility.” In a game, a character’s versatility actually can — and in my opinion, should — be represented in mechanics.