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I

Chill Fog - Deals ok damage but more importantly inflict blind which very useful. An amazing spell from start to end; just be careful not to get your allies caught in it.

Spirit Shield - Mostly for the Concentration effect. Less useful once you get Combat Focus.

Fleet Feet - +5 DEX is always good

 

II

Miasma of Dull-Mindedness - Incredibly useful. Lowers Will defense and Deflection, and also lowers PER.

Combusting Wounds - Good damage when paired up with other rapid damage effects, like the various Ray spells.

Necrotic Lance - Good nuke to take out dangerous targets.

Infuse with Vital Essence - +5 INT is quite nice as an opener.

Merciless Gaze - Increases Crit chance.

 

III

Arcane Dampener - Removes buffs which is very useful, since they're very common.

Ryngrim's Repulsive Visage - Very powerful for melee hybrid Wizards. Terrify is such a useful status effect in general.

Noxious Burst - Even with Alchemy no longer affecting it, this is still a very strong direct damage spell and also inflicts Sickened.

Expose Vulnerabilities - Lowers Deflection and Armor Rating.

Deletrious Alacrity of Motion - Actually useful now. Replaces Fleet Feet once you get it.

Kalakoth's Minor Blights - Good summon weapon for ranged Wizards; especially in long fights since it can help conserve casts.

 

IV

Minoletta's Concussive Missiles - Still good damage even with the nerf. Very strong when Empowered.

Pull of Eora - One of the best CC spells. Drags enemies right where you want them and hold them in place. Very powerful when paired with AoE damage spells like Chill Fog.

Maura's Writhing Tentacles - They deal a lot of damage and are good for blocking choke points. Their duration is pretty abysmal for a summon though, so Empowering is recommended.

Ninagauth's Shadowflame - Grimoire only spell but is easily the best one. AoE paralyse on top of very strong Freeze damage.

 

V

Arkemyr's Wondrous Torment - Jump version of Miasma of Dull-Mindedness. Good for dealing with spread out groups or for not getting hitting your allies.

Ryngrim's Enervating Terror - Even with the nerfs this is still a good spell. Terrify is always useful.

Malignant Cloud - Very damaging AoE spell; especially when paired with Combusting Wounds.

 

VI

Gaze of the Adragan - AoE paralyse is very good.

Death Ring - Very powerful in boarding battles where you'll get swarmed by so many melee enemies.

Ninagauth's Freezing Pillar - Very damaging damage over time spell. Also again, useful for boarding battles especially since its range is fairly short.

Arkemyr's Capricious Hex - The effects are random but the massive range makes this spell an incredible battle opener.

 

VII

Delayed Fireball - Deals a lot of damage though the delay for it can make it tricky to use unless you use spells like Pull of Eora.

Tayn's Chaotic Orb - Very damaging when there's only 2 enemies in range of it. Even when there's more than 2 this is a good spell to spread paralysis and stunned.

Wall of Draining - Effectively an extra Arcane Dampener cast. This spell tends to be more reliable though due to its rapid hitting nature. Has great synergy with the numerous self-buffs Wizards get.

 

VIII

Wilting Wind - Does a lot of damage and has excellent range.

Caedebald's Blackbow - The best summon weapon for ranged Wizards and another source of Terrify.

Minoletta's Piercing Sigil - Effectively makes you immune to melee.

Wall of Many Colors - Excellent damage over time and also inflicts many powerful afflictions. Aiming it can be a handful though.

 

IX

Meteor Shower - Deals a lot of damage and pairs well with Combusting Wounds.

Minoletta's Missile Salvo - Effectively one shots everything when Empowered unless you're playing PotD.

Arcane Cleanse - More powerful and reliable version of Arcane Dampener.

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