1st Level Wizard Starting Spells - Which Ones?

Hi Everyone,

Just a question to gauge some responses. If you could pick eight 1st level spells, which ones would you pick for your wizard - no specialization. The campaign would consist of both roll and role playing.
Keep to WOTC sources (including Forgotten Realms) if possible.

Best Regards
Herremann the Wise
 

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Many good choices out there... :confused: ...but I think I'd go for these:

Mage Armor
Magic Missile
Expeditious Retreat
Shield
Identify
Lesser Sonic Orb (T&B)
True Strike
Comprehend Languages

The selection gives you some the best offensive, defensive and utilitarian level 1 spells, but there's PLENTY of other goodies too of course...
 
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color spray
mage armor
magic missile
identify
true strike
comprehend languages
animate rope
message

That would be my choice for a rounded roll and role playing campaign.
 

My choices

Well, difficult to choose if one knows no details about the campaign, but here are some choices that should work well in most circumstances:

Defense
- mage armor
- protection from evil
Attack
- sleep
- ray of enfeeblement
- magic weapon
Utility
- charm person
- comprehend languages
- disguise self

If you know that you start out in a desert or somewhere were it gets very cold, than take endure elements. (If you play 3.0 than Endure Elements is a must)
 
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Combat spells:
- Magic Missile is a no brainer, without magic missile you're not a wizard.
- Color Spray is a nasty incapacitating spell, with a decent area effect. Since you need to get close, make sure to coordinate your attack with another party member who can ready an action to step in front of you right after casting.
- Mage Armor gives a decent protection. Since it lasts for a long time, cast it as soon as you smell trouble.

Versatile spells:
- Enlarge Person. The party tank is going to love you. He gets increased weapon damage and +2 Strength (eliminating the -1 to hit from size and netting a +1 to damage), and only loses 2 points of AC. What's more, he gets reach, which is just wonderful in the hands of a good player. A nice thing to remember both in and out of combat is that an Enlarged character can very easily carry another Medium creature without slowing down. Alternatively, the character can move large rocks, carry heavy loads, and just plainly reach higher.
- Expeditious Retreat is great for fleeing and for getting into the position you want. It allows you to move a very decent length and still cast a spell, or to run like hell. If you're Enlarged and carrying someone it allows you to drop the slow tank right in the middle of the enemies and still have enough movement to flee before they react. Outside combat, it allows you to chase down anyone, or quickly take a look of a large room.
- Unseen Servant has lots and lots of uses in and out of combat. Distract enemies, trigger traps, clean your clothes, sweep your room, move small objects, whatever you want. You need good creativity to make the most out of this one.

Special use spells:
- Protection from Evil is going to save your posterior the first time the party tank gets to roll his +3 Will save versus domination DC 22. Plus, it gives nifty bonuses against any evil creature.
- Identify is a must. Attempting to use magical items without identifying them first is not a healthy habit, and there's only so much you can do with detect magic.

edit: a word of caution with Charme. In my experience, this spell is a lot less useful than it seems. First of all, it is Verbal, Somatic, close range. So you have to say "ALABAZOOLA!" aloud and wave your hands right in front of the person you want to charm as well as anyone else who happens to be present. Even if he's blind and deaf, he still knows that someone has used magic on him if he passes his saving throw. This means that lots and lots of times, you can't use it because there are witnesses, and when there aren't, using it is still a bad idea because if the target passes the save, he is going to know that you have tried to cast a spell on him, and whatever you wanted to do is going to become a lot harder. The only character I've seen using Charme successfully lots of times is a sorcerer who used Silent Still Charme, repeated until the target fails the ST.
 
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I'd take the following.

Offense
Colour Spray
Ray of Enfeeblement or Sleep
True Strike


Defense
Shield
Protection from Evil


Specialty
Identify
Charm Person
Disguise Self


This gives you stuff to do both in and out of combat. Other top spells that I would try to get/recommend are: Comprehend Languages, Silent Image, Animate Rope, Expeditious Retreat, Feather Fall, and Magic Weapon.

I'd hold off on taking Magic Missile until later levels. At 1st and 2nd level it only does 3.5 pts on average to a single target, which is usually less than a single blow from the fighter. At second level, Burning Hands will do an average of 5 pts of damage to multiple opponents, if you can get it off.
 
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1 Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
-as already mentioned, gret protection, and still useful at higher leves
2 Mage Armor: Gives subject +4 armor bonus.
-a standard of good defense, long duration, good bonus
3 Summon Monster I: Calls extraplanar creature to fight for you.
-can do most of the things unseen servant can do, but you have much more flexibility.
4 Enlarge Person: Humanoid creature doubles in size.
-as already mentioned, a great boost to your fighter types
5 Comprehend Languages: You understand all spoken and written languages.
-great for diplomatic situations
6 Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
-really good at lower levels as long as the creatures are living and low level
7 Fengut: You nauseate victim for 1d4+1 rounds
-also great at lower levels, but can tackle higher level creatures
8 Lesser Sonic Orb: As lesser acid orb, except sonic damage
-an alternate to the classic magic missile, and used for just that reason. Plus, useful against everybody like magic missile is.
 

Back in 1E I had a rather old character wizard who reached 17th level. In the process, he had made a mage's guild and actually, I ended up playing the lower level mages in the guild in adventures more than I played him.

Since I had to make up so many different mage PCs to flesh out the guild, I ended up getting somewhat creative with styles. There were no specialists then, but what I did instead was make my own sort of specialists.

I made an ugly wizard who decided he wanted everyone to like him - so he made up for it with specializing in charm spells. I even researched my own varations on charms (one of the benefits of having my own guild) and so the spells he had were truly geared to his personality.

I had another one who was obsessed with lightning, so spells with lightning effects were researched - in some cases, it was more about style - like he researched a lightning version of knock - it "fried open" a lock - destroying it in the process. I did my own mini-lightning missiles spell - like magic missile, except it was electricity and therefore had its pluses and minuses. And so on. Some were entirely unique.

I had several others with other themes.

I found that rather interesting - while they could have used some of the more standard spells, it was more fun for me to play them as if they'd rather only do spells of a certain type - and they came up with all sorts of creative uses for their spells.

Just an idea to try something different for a 1st level wizard.
 

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