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COS level 1 Wizard (Possible Spoilers?)
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<blockquote data-quote="77IM" data-source="post: 7490813" data-attributes="member: 12377"><p>If you're concerned about survivability, take both <em>mage armor</em> and <em>shield</em>. You won't regret it; both are incredible spells, and it's almost always better to live a few more rounds and use cantrips than to blow your wad on attack spells.</p><p></p><p>There just aren't many good area-denial spells at 1st level, which is why everybody takes <em>sleep</em>. I think <em>thunderwave</em> is a decent pick -- you need to be in close range to use it, but it knocks enemies away, which can help you get out of close range quickly. But it's not the best option either, for that reason. Ditto for <em>color spray</em>, and <em>burning hands</em> is even worse because it doesn't have any control element at all. So if you really don't want <em>sleep</em>, I think <em>grease</em> is really your best bet. So I vote <em>grease</em> as your third spell.</p><p></p><p>For single-target spells, <em>Tasha's tiny tantrum</em> is not bad, but the enemy gets a save every round so don't expect it to last long. The other really good one to consider is <em>charm person</em>, which is not nearly as good in combat, but has some really incredible non-combat utility at this level. The damage-dealing spells at 1st level have never impressed me. The classic <em>magic missile</em> is not awful, but at this level, you're probably better off saving your slots for <em>shield</em>. <em>Chromatic orb</em> is even worse, unless you have some special ability that helps you with spell attacks (and you don't), and don't even get me started on the trap-option that is <em>witch bolt</em>. And there's a reason nobody ever takes <em>ray of sickness</em>.</p><p></p><p>So for your fourth spell, I'd say it's a toss up between <em>charm person</em> and <em>thunderwave</em>. I'd probably lean towards <em>thunderwave</em> if you're worried about dying, and then take <em>charm person</em> at 2nd level.</p><p></p><p>I like the idea of making the fifth and sixth spells rituals, since you can only prepare four spells. <em>Find familiar</em> is great if you are into that sort of thing. The other two worth checking out are <em>detect magic</em> and <em>identify</em>, although at level 1 I think <em>detect magic</em> will come in more handy because you might not be finding many magic items worth identifying.</p><p></p><p>So there's my recommendation:</p><p></p><p><em>detect magic</em></p><p><em>find familiar</em></p><p><em>grease</em></p><p><em>mage armor</em></p><p><em>shield</em></p><p><em>thunderwave</em></p></blockquote><p></p>
[QUOTE="77IM, post: 7490813, member: 12377"] If you're concerned about survivability, take both [I]mage armor[/I] and [I]shield[/I]. You won't regret it; both are incredible spells, and it's almost always better to live a few more rounds and use cantrips than to blow your wad on attack spells. There just aren't many good area-denial spells at 1st level, which is why everybody takes [I]sleep[/I]. I think [I]thunderwave[/I] is a decent pick -- you need to be in close range to use it, but it knocks enemies away, which can help you get out of close range quickly. But it's not the best option either, for that reason. Ditto for [I]color spray[/I], and [I]burning hands[/I] is even worse because it doesn't have any control element at all. So if you really don't want [I]sleep[/I], I think [I]grease[/I] is really your best bet. So I vote [I]grease[/I] as your third spell. For single-target spells, [I]Tasha's tiny tantrum[/I] is not bad, but the enemy gets a save every round so don't expect it to last long. The other really good one to consider is [I]charm person[/I], which is not nearly as good in combat, but has some really incredible non-combat utility at this level. The damage-dealing spells at 1st level have never impressed me. The classic [I]magic missile[/I] is not awful, but at this level, you're probably better off saving your slots for [I]shield[/I]. [I]Chromatic orb[/I] is even worse, unless you have some special ability that helps you with spell attacks (and you don't), and don't even get me started on the trap-option that is [I]witch bolt[/I]. And there's a reason nobody ever takes [I]ray of sickness[/I]. So for your fourth spell, I'd say it's a toss up between [I]charm person[/I] and [I]thunderwave[/I]. I'd probably lean towards [I]thunderwave[/I] if you're worried about dying, and then take [I]charm person[/I] at 2nd level. I like the idea of making the fifth and sixth spells rituals, since you can only prepare four spells. [I]Find familiar[/I] is great if you are into that sort of thing. The other two worth checking out are [I]detect magic[/I] and [I]identify[/I], although at level 1 I think [I]detect magic[/I] will come in more handy because you might not be finding many magic items worth identifying. So there's my recommendation: [I]detect magic find familiar grease mage armor shield thunderwave[/I] [/QUOTE]
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