1st Level Wizard - What Spells Do You Take?

There was a spell on the WotC website that I am not sure made it to the Spell Compendium. It is called Arcane Bolt. It is functionally similar to Magic Missile, but it does 1d6+1 per bolt instead of the 1d4+1 per missile. There is also a Reflex save for half damage. I like it because you will always do at least a bit of damage, but you can often do a lot more.

Most of my other favorite first level spells have already been mentioned. Mage Armor and Color Spray are your friends at low level.

For zero level spells I like Daze, Disrupt Undead, and Prestidigitation for the creatively inclined.
 

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sjmiller said:
There was a spell on the WotC website that I am not sure made it to the Spell Compendium. It is called Arcane Bolt. It is functionally similar to Magic Missile, but it does 1d6+1 per bolt instead of the 1d4+1 per missile. There is also a Reflex save for half damage. I like it because you will always do at least a bit of damage, but you can often do a lot more.

Most of my other favorite first level spells have already been mentioned. Mage Armor and Color Spray are your friends at low level.

For zero level spells I like Daze, Disrupt Undead, and Prestidigitation for the creatively inclined.

Arcane Bolt isn't in the Spell Comp, least not under that name. Just checked real quick for ya.

My vote is Color Spray. It remains useful even after 1st level. Against weak-willed 6HD or less creatures it is very cost effective when used like a flash-bang gernade. Instead of spraying the room full of low level barbarians with a Burning Hands 1d4/level, you instead take out at a min of a round for any under 6HD within that 15' cone. :cool: Follow it with Rainbow Pattern in later levels and you can have some effective crowd control spells that don't kill.
 


As said before, Color Spray is everything that Sleep wants to be, but isn't. Also good as a quickened spell to target a will save to get a buddy out of a grapple. You can get this in the DC 14+ range pretty easily at low levels and most of your foes will be kissing their butts goodbye when you drop that on them.
Ray of Enfeeblement and Clumsiness are good. I like to stick with Clumsiness at the earlier levels. Average rolling and you give everybody +2 to hit, good times.
Cripple at level 2 is Ray of Enfeeblement with a Slow effect slapped on, which is a total kick in the junk to a brute at the low levels, love that spell.
Magic Missile as a firsty sucks, sorry to say. Grease is better.
As far as cantrips go Daze is the freakin' MAN! Baby Color Sprays and its useful for humanoid battles even as you level. Makes an Orc, Ogre, Bugbear, Gnoll, Lizardfolk, Troglodyte or what-have-you the fighter's total beeyotch.
Forget damage, you're all about incapacitation.
Enlarge Person, at later levels with Extend Spell.
 
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Fishbone said:
As said before, Color Spray is everything that Sleep wants to be, but isn't. Also good as a quickened spell to target a will save to get a buddy out of a grapple.
Won't Color Spray affect "a buddy" also, making this spell potentially backfire on you?
 

krunchyfrogg said:
Won't Color Spray affect "a buddy" also, making this spell potentially backfire on you?

I was thinking the same thing. It's like the fireball effect, except instead of dealing damage, it incapacitates. For casters at the rear of the party (within 15'), the cone could leave only the caster standing.

Of course, this opens up other possibilities....
 

Color spray is an area of effect will save. That is usually the best offense for 1st level.

Mage armor lasts a long time, an hour is more than most dungeon crawls.

Charm person is a great tool for interrogating prisoners IME.

Enlarge person is a great buff spell to grant reach and extra melee damage to a warrior.

Feather fall is not bad, pits can happen at 1st level and kill 1st level characters.

Comprehend languages is a great spell but a cleric can get it for free.
 

sjmiller said:
There was a spell on the WotC website that I am not sure made it to the Spell Compendium. It is called Arcane Bolt. It is functionally similar to Magic Missile, but it does 1d6+1 per bolt instead of the 1d4+1 per missile. There is also a Reflex save for half damage. I like it because you will always do at least a bit of damage, but you can often do a lot more.
Arcane Bolt remains solely at wizards.com. Thank goodness.
 

Voadam said:
Feather fall is not bad, pits can happen at 1st level and kill 1st level characters.

Yeah, but at first level do you really want to go around hoping someone will fall in a pit? You'd be fairly useless for everything except this once specific instance. Getting rushed by a couple orcs is far more likely...in which case a 5' step plus color spray is a zillion times more useful.
 
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I'm going to pretty much agree with the concensus.

1st
Color Spray
Charm Person
Mage Armor
Silent Image

Later
Comprehend Languages, Enlarge Person, Featherfall, Identify, Magic Missile, Protection from Evil, Shield

Make sure to scribe scrolls of your utility spells (comprehend languages, identify, protection from evil, mage armor)

The one area I'll depart from consensus is that Magic missile is a bit overrated. It's good for finishing off opponents, especially when nothing else will do, but it doesn't have alot of bang otherwise. The main reason you want it is for wand crafting. If you aren't going to bother taking wand crafting, don't bother with the spell and take Grease instead.

Remember, in 3rd edition doesn't reward blasters. Concentrate on divination, transmutation, and enchantment. Evocation is a good banned school.

Cantrips
Detect Poison
Detect Magic
Light
Mage Hand

Scolls of detect poison or detect magic can be useful in certain dungeon situations.
 

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