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1st level wizard design

I chose Grey elf from the DMG as a race (penaties to str and con bonuses to int and dex). The longbow was my best friend until around level 5. (I also have a fond memory of a longsword crit I did in our first adventure, but really you don't ever want to go into combat)

I took evocation as a specialty and dropped conjuration. Mage armor is the only spell I ever missed. Mage armor is only one spell and eventually I found ways to get an armor bonus. ( if you are in melee you've already lost. ). There has never been a game session that invoved combat where I haven't made use of my evocation bonus spells.

I took spell focus enchantment at first level (I eventually took focus and greater focus evocation but I started out with enchantment). sleep and daze rocked earrly on. daze worked through third level actually. At first level you have a good chance of shutting down opponants that the DM has designed to take on the whole party by using this level 0 spell.

Sheild is a great spell for a low level caster.

and I second what Kershek says about scrolls. Make the scrolls the odd utility spells that you don't use every day (tenser's, invisibility sphere, etc) putting attack spells on scrolls forces you to use higher caster levels and the scrolls have a low save DC.
 

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Re: Hi all,

efreet said:
Something I was thinking about was, maybe, Spell Mastery and Signature Spell (FRCS) - it'd give me some real flexibility. Thoughts?
that would be a really bold move, you'd just have to pick your Signature Spell carefully since alot of 1st level spells aren't that useful at higher levels (and remember - it converts memorized spells, it doesn't give you extra spells to cast)

i'm one to pitch human with point blank and precise shot. you can stay in combat after your spells are gone, and you won't hit your friends who are in melee

efreet said:
BTW: Does anyone know the starting gold and number of known spells for first level wizards, I've lent my PHB to another group member for the week and can't find the info in the SRD!
3d4x10

all 0-level, plus 3 1st-level + 1 for each point of your Int mod
 
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Tom Cashel said:


Plus even more CON if you get yourself a Toad familiar. Plus they get bonuses to saves vs. magic.

Dwarf wizard is the way to go.

An Arcane Gnome (from Dragon #291) is also very cool. I'm running one currently. The +2 INT and +2 CON is quite useful. The -2 STR and -2 WIS is still workable. Get a toad familiar, too. At least a gnome with a toad can be explained more than a dwarf with a toad.
 
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Human - w/ Improved Init and Extend, pick up Craft Wonderous at 3rd level, Sculpt Spell and Energy Substitution should be eventually picked up. Do not take Enlarge, in many cases Sculpt will do almost as good of a job and is much cheaper.

Skills - max out Concentration, Spellcraft, and Knowledge Arcane every level. No need to put ranks in Scry untill you can Scry, then you can play catchup. 1/2 rank in Open Locks is a good idea if you have a decent Dex and there is no party Rogue.

Spells - Mage Armor, Color Spray or Sleep, and Identify are a must. If you don't have Shield and Magic Missile pick them up by 2nd level.

Int highest, then Dex, then Con.
Cha or Str can be dump stats

Scribe scrolls for every non-combat spell.

Don't worry about bracers, just using an Extended Mage Armor and a Pearl of Power (2nd level) is cheaper and more flexible. As a Wizard you should rely more on Mage Armor than Shield, it lasts longer thus doesn't eat into your spells per day as much. A Sorcerer can afford to cast Shield every combat but a Wizard needs to conserve spells cast.

I would not specialize. I have found the biggest disadvantage is that when you level up one of your two precious free spells must be from this school.
 
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Also, I suggest not picking up Identify as a free spell until 2nd level. At 1st level, you will most likely not come across a magic item in time and you could have picked something more useful as a free spell.
 

Standard array is 15, 14, 13, 12, 10, 8

I would place these as:
Int 15
Con 14
Dex 13
Chr 12
Wis 10
Str 8
Then go halfling for final attributes of:
Str 6 Dex 15 Con 14 Int 15 Wis 10 Chr 12

AC 13 (+1 size, +2 Dex)
Fort +3 Ref +3 Will +3
Further +2 save vs. Fear

You can mix up Str, Wis and Chr however you want. I decided to give the bonus to Chr because I didn't really need the Will save bonus and Str was going to have a penalty anyways.

This person isn't going to be able to carry anything big. That is what spells (and maybe henchmen later) are for.

Feats: Cosmopolitan (Move Silently)

Spells, 1st level: 3 + 2 = 5
Sleep, Mage Armor, Identify, Tenser's Floating Disk, Feather Fall

The Tenser's Floating Disk is the only way you will ever carry anything of significant weight. Anything over 20 lbs puts you at a medium load. The most you can lift is 120 lbs, not even enough to lift a heavy fighter into the disk.

Skills: (2 + 2) x 4 = 16 skill points
4 ranks in Spellcraft, Concentration, Knowledge Arcana
2 ranks in Alchemy, Move Silently

Skills:
Alchemy +4, Climb +0, Concentrations +6, Jump +0, Knowledge: Arcana +6, Listen +2, Move Silently +8, Spellcraft +6

Attack bonus when throwing Alchemist Fire and such: +4 (+1 size, +1 racial for thrown, +2 Dex)
At third level, get Invisibility. That is the whole reason for taking Move Silently as a class skill. Think about taking Silent Spell as a feat.

Weapons: Dagger, Light Crossbow

This makes for a different sort of mage that can still do the things that people expect a mage to do. It can also do a couple of things that people may not expect.

In case you're wondering, the only attribute you would ever raise is Int. On the other hand, having an odd Dex can allow you to get a +3 bonus from a Cat's Grace ¼ of the time.


One suggestion:
Look through Tome & Blood, Forgotten Realms Campaign Setting, and the Loremaster in the DMG. See if any of these interest you. If they do, you may want to change the feat selection and probably a few skills based on what PrC you want to try for.

Edit: Forgot the +2 to skill Cosmopolitan gives. Fix Move Silently skill.
 
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I am currently playing a Grey elf wizard. Started at level 1 and currently at level 2. I have found that Improved Initiative and Color Spray are a great combo. You will want to go first with Color Spray so that you can soften the enemy up before the rest of the party enters the fray, and so that your party is not in the area of effect. I have not had the same success with Sleep. (I just can't seem to get a good roll on 2d4.)

Otherwise I have been reading all the great suggestions here to plan my later levels. I was wondering what your input is on the feat Attune Gem from Magic of Faerun? Costlier than potions, but creation time is much shorter and you can designate triggers for activation.

Keep those good ideas flowing!

Delkain
 

Ok here goes,

I've posted up earlier and now I've read everything else..

If you really want a colourfull character go Dwarve Wizard, why because they are rude loudmouths and they have lots and lots of pride.. Really funny role-playing. Oh and BTW CON bonuses aside they see in the dark.. major bonus, torches suck and are a real pain. Yep darkvision is the way to go .. I know you can get it as a third level spell but you don't want to be wasting your slots on that.

Scrolls are cool but only for stuff you usually won't cast, something like knock for example.

If the campaign is going to be a long one then item creation feats will be your friends, brew potion and wondrous item very cool stuff.

Don't specialize that way you can make more stuff, idea here is just because you make doesn't mean you'll be using it!!! Trade it away for gold or something else that can help you on your way..

Just remember that creating items does take time so if you are going to be off adventuring then you won't have time to be making toys..

Also I like the idea of hechmen.. make sure your DM says yes on this one first though, cause the other players may not like it when their share of XP drops because you have a bodyguard..

Alignment hasn't been talked about probably because it's just about the most problematic part of the game.. CHaotic Neutral is fun do what you want when you want, that of course makes you untrustworthy and try and find out what the others are, makes for fun role-playing if alignments are mixed up..

Anyway I've said enough.
 

Stay away from melee, clour spray is your friend, and a light crossbow (or bow if your an elf) will make the rest of the party think you actually have some use after the first two rounds of combat.

Rav
 

delkain said:


Otherwise I have been reading all the great suggestions here to plan my later levels. I was wondering what your input is on the feat Attune Gem from Magic of Faerun? Costlier than potions, but creation time is much shorter and you can designate triggers for activation.

Delkain

I am about to find out myself soon how useful it is. only 2000xp till next level when I will get it. I will be making a bunch of gems so people can buff themselves and we shall see how realy useful it is.
 

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