You’ve cast your single spell for the day and combat breaks out again. How do you spend your turns?
(*Caveat here: Halfling is the "secret Ranger" class in B/X and generally a better frontliner than an Elf, due to having the same HD and armor, faster advancement, greater resilience to poison, and better AC against large foes).Remember that combat isn't for Magic-Users...it's for the Dwarves, Elves and Fighters. You can try to fight alongside them, but you should expect to have a very short lifespan. Instead, I recommend you hang out with the Thief or the Hafling in the back line of the marching order, handing out potions of healing to those in need. The Cleric will appreciate the backup! Hold the torch or lantern. Throw oil and holy water, and the occasional dagger.
Pretty much these. Although M-Us being able to use staves is not always guaranteed, depending on what version you're playing, and them having reach is a house rule outside of later editions. I like it as a house rule, though.Stand back, keep watch in all directions, direct traffic, be ready to catch anyone who flees in fear, be ready to drag anyone downed on our side out of the combat, support the line where I can, and otherwise just do my best to stay out of harm's way. If I have to fight, my dagger or staff is at hand.
Or, if staff is my weapon I do have reach, meaning I can poke it through the front line or swing it over a short party member's head to reach a foe. I've done this numerous times.
Elf didn't become a class until 1981, for the record.My answer is a little different. Don't play a level 1 Wizard. If you're in a 2e game, talk to your DM about playing a specialist Wizard. I say this because you're going to be limiting the potential spells you can cast, and you might want to find out if your DM will do you a solid by not throwing out a bunch of Evocation scrolls and the like if you decide you want to be an Enchanter.
If you're in a 1e game (or your DM is very much in the "the world does not change to suit the PC's" mindset, I suggest a good multiclass. Sure, you'll level slower as a Wizard, and even at higher levels, be about a level and a half behind a full class Wizard, depending on your exact choice, but I find that this gives you more to do to support the party for when you run out of spells.
A Fighter/Mage might not be tough enough to melee, but you can use a bow effectively. A Thief/Mage will eventually get some out of combat support. A Cleric/Mage, like the Fighter/Mage might not be a good choice for melee, but it's more spells, and everyone loves having more heals available!
EDIT: or if you're pre-AD&D, the Elf class is worth looking into.
TBF, nuking low level encounters with Sleep is pretty comparable to nuking bigger ones with Fireball. In that OD&D game I mentioned above, holy crap did Sleep ever put in work for us. Saved our bacon SO many times.I spend the time imagining how fun the game will become if I actually manage to hit fifth level.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.