1st Level Wizard - What Spells Do You Take?

I took the feat Collegiate Wizard from Complete Arcane, which meant that I start play with 6+Int bonus spells in my spellbook. With a 17 Int I got 9 spells. I ended up going with the following spells:

Colour Spray
Silent Image
Ray of Enfeeblement
Mount
Charm Person
Mage Armour
Burning Hands
Obscuring Mist
Protection from Evil

I think that this gives me a good mix and range of different spells. I will probably learn Grease, Magic Missile and True Strike as soon as I get some additional funds. Of course, keeping in the theme of my character I eventually want to learn and cast all of the PHB spells at least once.

Olaf the Stout
 

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Remember that you're going to get two more 1st level spells, free, at 2nd level.

I used to always take Magic Missile at 1st level, but now I don't think that the guaranteed hit pays for the minor damage. For me it's a "to be named later" spell. I'd rather use my crossbow. Heck, BAB 0 + Dex isn't that far from BAB 1 + Dex at 1st level.

I'm surprised at those who say that you don't need defensive spells and/or that Mage Armor is something to be cast on others. Perhaps they have push-over GMs who never have the enemy target the Wizard, unlike the GMs I've played with. It's always at the top of my list and always memorized.

Another one I'd recommend is Expeditious Retreat. A 60' move can be really nasty, for the Wizard -or- for someone else in the group. The last Wizard I played, this was extremely useful and allowed me to be where I needed to be very quickly on more than one occasion.

Speeding up a heavy armor Fighter or Cleric, or a small PC can also be very effective.
 

I don't know why anyone would think of Mage Armour as a spell that wizards cast on other people. Most people are familiar with the type of firepower that spellcasters can pump out. If they know how dangerous, but fragile they are and have a low AC it makes it a no brainer to attack them first.

In the game I am currently running, the spellcasters cast Mage Armour on themselves at the first sign of trouble.

Olaf the Stout
 

Herremann the Wise said:
Unseen Servant is good as well and you can have a little fun with it when entering some of the town's establishments.

Unseen servant is great for one other reason: who else wants to carry the light source?

My wizards tend to seek out wands of unseen servant whenever possible, just for that reason. I have a high level wizard (17th) who tends to cast an extended version every other day...
 

Color Spray. It's my only 'must-have' first level spell. I also like Summon Monster I, but without the right feats / UA Conjurer variant, you might want to leave that one for the Cleric.

Other than that, Tanglefoot Bags and Alchemist's Fire are my back-up weapons, for when those spells run out. Caltrops can sometimes be useful, but I'm not a huge fan of them.
 

Set said:
Color Spray. It's my only 'must-have' first level spell. I also like Summon Monster I, but without the right feats / UA Conjurer variant, you might want to leave that one for the Cleric.

Other than that, Tanglefoot Bags and Alchemist's Fire are my back-up weapons, for when those spells run out. Caltrops can sometimes be useful, but I'm not a huge fan of them.

Summon Monster I isn't terribly useful at 1st level though. 1 round casting time only to have the monster dissapear after 1 round. No thanks.

Olaf the Stout
 

ghost sound

stick it to a rock or an object, and you got yourself something that'll draw away guards and monsters so you can blast 'em from behind. or let the rogue sneak attack them to death.
 

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