Magical adept level 1 spell.

Ancalagon

Dusty Dragon
Magical adept is a great feat to add a touch of magic to a character. There are so many good cantrips that it is hard to decide.

However, when it comes to that level 1 spell... it's not so clear. You can only do it once per day, so it better be impactful. The big problem is that it doesn't scale with your level, the way a cantrip does. Magic missile or sleep are great at low levels, but not so much higher up.

So... what would be useful for the entire career of a character?
 

log in or register to remove this ad

I always consider taking the feat for Find Familiar.

Mage Armor might make sense, but only if I was playing a wizard or sorcerer and I actually wanted more cantrips.

Bless seems like a no brainer, too, given the way Zardnaar talks about it.
 

You’re right in that any spell that levels with spell slot isn’t going to be a great choice, unless it has good application at low level and you want it as a contingency. I’d pick things that either last a long time on a single use, or that you can use as an emergency once per day. So for example:

Cure Wounds/Healing Word – Good, because healing is good. Great if your healer falls in battle and you need to get him back up to keep healing. Healing word is better, for range, in this case. I’d see this more as a “Emergency Healing” rather than actual healing.

Disguise Self – Great for sneaky characters, once a day become whoever you want for an hour.

Sleep – Great “Get out of jail free” card. Though, significantly loses its potency at higher levels. Note, it is supposed to be used on weakened enemies, rather than on ones that have full health. I don’t think people realize that as often as they should.

Fog Cloud – Another get out of jail free card. I’ve had parties saved by a well placed use of this spell.

Goodberry – Just good to have. 10 berries that heal for 1 hp per? And they last for 24 hrs? You’ll always have a few berries to pop. Have a familiar and they can feed it to you (with DM permission) if you ever fall. You can give one to any companion that falls unconscious. In fact, I see this as being very, very annoying for DM’s.

Feather Fall – Could save you more than once, also gives you new options when up high. But then again, may never be used.

Mage Armor – An awesome choice for anyone with a high dex and no better than medium armor. Lasts 8 hours, can do it once a day, just throw it up when the adventuring starts and you’re good to go. Shield is less cool, but it is a good one time defense, like a lot of class skills.

You can make a case for some others, but it really depends on the kind of character you’re making, and if you already have magic or not. If they already have magic, then you can free up a slot with one of these so you can always have it ready. Always having Mage Armor without having to spend one of your normal spell slots is great. Giving stealthy characters Disguise Self once a day is great, and you can also be a backup healer with Healing Word or Goodberry.
 

Some Xanathar's Guide 1st level spells that scale well:

Defense
Absorb Elements - Resistance vs. an energy attack. (And a non-scaling damage boost.)

Attack - only if you will be raising your spell attack/DC ability score
Cause Fear - Imposing Frightened is great regardless of level.
Snare - Restrained vs. a creature is a great condition no matter what level.

RP Background Strong
Ceremony - Never been about power in this spell, but about what you can do from an RP perspective.

Buff
Zephyr Strike - not trigger OAs for up to a minute. End spell by taking Advantage on an attack (and a bit of extra damage that doesn't scale)
 

Most of the good ones have been mentioned but I'd also like to throw Expeditious Retreat into the ring. Extra mobility is great, you get to use it the turn you cast it and it's even a bonus action to cast so you can still do stuff on your turn. Especially useful on melee focused builds that would otherwise have trouble closing the gap with slippery foes.
 


Hex is great for Monks, TWF Fighters, etc. Anyone who is making a lot of attacks per turn. 3-4 extra d6s is never negligible.
 

The main spells I look at it for are typically
Find Familiar
Hex
Fog Cloud
Bless (for high Con save type - allowing higher casters to use their concentration for other.)

The other case is using it for your existing class just to get another spell you can cast free once and using slots in addition to the cantrips.
 

I think find familiar on its own is a bad spell for magic initiate. You can get it on ritual caster feat knstead and be able to use your class level to determine your ritual levels.

Find familiar is also overrated. Yes it is a very good scout but a single hit costa you 25 gold which is not trivial in many games.
 


Remove ads

Top