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A Wizard's First Nine Spells
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<blockquote data-quote="Benjamin Olson" data-source="post: 8679425" data-attributes="member: 6988941"><p>Cantrips: </p><p>Firebolt - or other more character-thematic ranged attack roll spell</p><p>Prestidigitation - if the party needs light, since this can pull extra duty lighting torches, otherwise I put it off until level 4, and take Minor Illusion for more shenanigans</p><p>An M Utility spell (Message, Mage Hand, or Mending) - usually Message, since Find Familiar can do most things Mage Hand does in a pinch and Mending is only important for certain campaigns. Depends on what the group lacks.</p><p>Alternate - Second Attack Cantrip, usually a saving throw one, which also take care of stuck-in-melee situations. Best such candidates are Toll the Dead or Mind Sliver.</p><p></p><p>Level 1 (take as many non-ritual as I can have preped at once based on INT, and then the rest as rituals. Based on rolls I've had as few as 3 be non-rituals and as many as six).</p><p></p><p>Non-Rituals in order of priority:</p><p>Sleep (the most useful contribution a level 1 Wizard will make)</p><p>Mage Armor (unless I somehow don't need it)</p><p>Magic Missile</p><p>Thuderwave or Burning Hands</p><p>Disguise Self</p><p></p><p>Rituals in order of priority:</p><p>Find Familiar</p><p>Detect Magic</p><p>Comprehend Languages</p><p></p><p>Level 2 is much simpler meanwhile, as I will basically always then be taking Shield and Identify, spells I absolutely want as free level one spells, but which I find I don't actually get to use as a first level character.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8679425, member: 6988941"] Cantrips: Firebolt - or other more character-thematic ranged attack roll spell Prestidigitation - if the party needs light, since this can pull extra duty lighting torches, otherwise I put it off until level 4, and take Minor Illusion for more shenanigans An M Utility spell (Message, Mage Hand, or Mending) - usually Message, since Find Familiar can do most things Mage Hand does in a pinch and Mending is only important for certain campaigns. Depends on what the group lacks. Alternate - Second Attack Cantrip, usually a saving throw one, which also take care of stuck-in-melee situations. Best such candidates are Toll the Dead or Mind Sliver. Level 1 (take as many non-ritual as I can have preped at once based on INT, and then the rest as rituals. Based on rolls I've had as few as 3 be non-rituals and as many as six). Non-Rituals in order of priority: Sleep (the most useful contribution a level 1 Wizard will make) Mage Armor (unless I somehow don't need it) Magic Missile Thuderwave or Burning Hands Disguise Self Rituals in order of priority: Find Familiar Detect Magic Comprehend Languages Level 2 is much simpler meanwhile, as I will basically always then be taking Shield and Identify, spells I absolutely want as free level one spells, but which I find I don't actually get to use as a first level character. [/QUOTE]
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