1st Level Wizard - What Spells Do You Take?

painandgreed said:
I'd disagree on holding off on Magic Missle. As a non-spell caster, the time I'm usually yelling at the mage to cast a spell instead of use their X-bow at 1st and other low levels is when damage absolutely, positively needs to be done as soon as possible because the fighter is having a hard time hitting at this level and one hit can put him under anyway. The autohit ability is a powerful feature at these levels.

Sure, but you get most of the same damage out of burning hands, and it's good againt multiple targets, too. Sure, at level 7, 4d4+4 [Force] is better than 5d4 [Fire], but up until then, burning hands is decent bang-per-buck.

Things don't tend to have Evasion at these levels, so a Reflex basically an auto-hit, too.

Cheers, -- N
 

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Nifft said:
Sure, but you get most of the same damage out of burning hands, and it's good againt multiple targets, too. Sure, at level 7, 4d4+4 [Force] is better than 5d4 [Fire], but up until then, burning hands is decent bang-per-buck.

Things don't tend to have Evasion at these levels, so a Reflex basically an auto-hit, too.

Cheers, -- N

Of course, Burning Hands requires you to be in melee range. Magic Missile doesn't.

Olaf the Stout
 

Olaf the Stout said:
Of course, Burning Hands requires you to be in melee range. Magic Missile doesn't.

Olaf the Stout
IME, wizards find themselves in melee range pretty often. More often than they like ;)
 

Olaf the Stout said:
Of course, Burning Hands requires you to be in melee range. Magic Missile doesn't.

Within 15 ft, which is a bit more than the typical goblin's reach, but I guess you mean "in Charge range"?

Yeah, 1st level encounters are often too close for comfort. Until the wizard gets access to scorching ray, he's going to be ineffective at range. A Wand of Magic Missile is actually very effective, though, because you can plink away for many rounds. One single casting of one single missile, though? Useless IMHO.

The "too close for comfort" issue applies to color spray, too. But everyone knows it's just plain better than sleep, which has a decent range.

Cheers, -- N
 

Get and scribe those scrolls. Even though it means that you advance less quickly. Plan on being at least half a level lower than the fighter types. By third level you should be a walking library.
 


Color spray is great to keep unused until the end of the adventure when you're all just leaving the dungeon with piles of gold. Then you spray the whole party and rob 'em all. Bwahahahaaha!
 

Silent Image is a terrific first-level spell. With it, you can:

1. Make an opaque wall of ghostly spirit-forms. This gives full cover--useful vs. ranged attackers, casters, and gazers--and makes it unlikely that anyone would want to touch it ("interaction" is a requirement before a target gets to make a Will save to "disbelieve" the wall).

2. Create a scout who can reveal ambushing monsters by drawing attacks. Like, say you come upon a bridge. Rumor has it, a monster lives under the bridge. So send the party scout--an illusion--sneaking ahead first. If you're lucky, you'll draw a spell attack, a breath weapon, or other high-value resource from your opponent.

3. Scare away monsters. Use Silent Image to "summon" a dread wraith. If your (lower level) opponents have any sense at all, they'll take off. Bonus: since wraiths are incorporeal, your foes won't think it odd that their weapons pass right through.

Other solid, useful spells that you'll cast over and over:
Color Spray, Mount (explained earlier--terrific source of muscle power/decoy/instant roadblock), Enlarge Person, Magic Missile, Grease, Protection From Evil.

Great spells to carry as scrolls (at least 2 scrolls each): Alarm, Hold Portal, Endure Elements, Shield, Comprehend Languages, Detect Undead (useful for tomb raiding; it penetrates through doors and up to a foot-thick stone sarcophagus), Floating Disk, Sleep, Ventriloquism, Animate Rope, Magic Weapon (carry at least one scroll for each party member).

That's a lot of scrolls but hey, the feat is free and they're cheap. And when you need one of those spells, you NEED one of those spells. :) Make fresh copies every level if you can afford it, or every other level if money is tight.

-z
 

Nifft said:
Yeah, 1st level encounters are often too close for comfort. Until the wizard gets access to scorching ray, he's going to be ineffective at range. A Wand of Magic Missile is actually very effective, though, because you can plink away for many rounds. One single casting of one single missile, though? Useless IMHO.

1d4+1 doesn't seem like much, but it's guaranteed damage. It's pretty useful when Readied vs. an enemy caster (automatic concentration check at 10+1d4+1, which at low levels is an issue). It's also great for picking off wounded enemies, or runners. And MM is a life-saver against incorporeals.

That said, I do agree that at low levels Color Spray or, better, Silent Image is more worth the spell slot. MM is best as a wand, and should be purchased as soon as possible (likely after the first full adventure).

-z
 

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