Playing a wizard at low levels

sniffles

First Post
I've never played a first-level wizard in 3E, and I'm contemplating playing one. What deters me a bit is the fact that a low-level wizard has so few spells per day, and so few hit points and weapon proficiencies, that it seems like a wizard could become pretty useless if she's out of spells.

Is this something I'd just have to live with until the character hits the "sweet spot" of being able to cast 3rd-level spells? Or are there some suggestions for feats and skills that could make a low-level wizard more fun to play?

I should note that I'm considering this for a Wilderlands campaign, which I'm anticipating will be fairly combat-heavy, and I don't yet know what types of characters the other players will be running.

Suggestions, anyone?
 

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painandgreed

First Post
Buy a crossbow. Spend the XP at early levels to make scrolls to use once you run out of spells. Knowledges and other skills can help the party since you'll have some skill points for it.
 

deco

First Post
Scribe a bunch of scrolls - first level scrolls only cost you 1 xp, and you have the feat for free.

Pack a heavy crossbow, 1d10 will often do more than your 1st or 2nd level spells, and it's ranged. Most Wizards have at least a half-decent Dex score, so you should be an alright shot.

Finally, keep in mind that at low levels many of your opponents will have low saving throws, so use "save or die" spells like Sleep and Color Spray to take multiple foes out of the fight at once.

2nd level can be just as much of a "sweet spot" for spells, too. You've got a nice damage dealer in Scorching Ray, the ever-useful Levitate or Invisibility, and Flaming Sphere for another nice combat spell. Shatter and Touch of Idiocy can be very useful, same with Knock and Rope Trick.
 

Rackhir

Explorer
Actually, once you can cast 2nd level spells the Wiz can really start coming into his own.

Web is a MASSIVELY useful spell for crowd control and more than once has turned the tide from a possible TPK into a victory for the party IME. It affects creatures even if they make their save and provides cover and hampers movment.

Summon spells can be useful for creating flanking oportunities for rogues in the party (the +2 and extra d6 damage can make a huge difference at low levels).

Specialization will net you an extra spell per level of spells you can cast, but make sure you pick your banned schools carefully. There are also options for specialized wizards that can make a huge difference to their playability (Such as the rapid summoning for conjurer wizards that make it a standard action to cast a summon spell rather than a full round action).

http://srd.plush.org/unearthedSpecialist.html
 

Voadam

Legend
Crossbows are cheesy for wizards IMO, but otherwise a good choice.

Scrolls after the first adventure (when you get some xp to burn) to give extra spells. Wand when you can get one.

2 first and 3 0 lasts longer than you'd think. It is far better than in older editions.
 

A lower level wizard is what a wizard should be, squishy. A couple hits and your down, draw too much attention and your out of the fight. But I think that its one of the best ways for people to become better players overall. You have to learn to use your brain instead of your character's stats. Which is something some people hate and some love. But first and second level spells aren't bad if you are creative. Magic missile is always a win of course. Then you have basic illusions, charm person is always a win, and quite a few debuffs. Through those you can be just as valuable to the party as anybody else, if not more so.
 

Sigurd

First Post
Wizards to level 3.

Wizards have to be real careful to survive their minnow stage.

Be conscious of everything that is going to reduce you're power when you are high level (if you intend to stay a caster that long).

Decide if you are willing to give up caster levels. At the top end lost levels mean much less power. Lose more than 3 levels and you will never get 9th level spells. Looking up from the bottom though every other class has better survivability, hp, and skills. If there is a prestige class that will require multiclassing try and take the other classes early and gain their benefits. (beware of level limits for skills though)


If you are willing to sacrifice a few caster levels:
1 Consider taking you're race's favoured class as your first level. It doesn't count towards multi classing experience penalties and it has to give you more than 2 skill points.
Rogues get 4 times as many skill points as wizards. Since 1st level includes quadruple the number of skill points thats 24 extra points - or 12 levels of base wizard skill points.
Barbarians Get more skill points, the highest HD, lots of weapon proficiencies, and improved movement.
Clerics get 2 domains (with attendedent powers) More HP and Weapon & Armor Proficiencies. In addition it will allow you to use cleric wands and many scrolls.

2 (goes for every character) Try to plan your class choices into at least the next 5 levels - preferably 20.


Once you are well and truly on the path to wizardry (either at 2nd level or if you refuse to reduce your caster level) Start as an enabler for the rest of the party. Let your light crossbow be your sting and try to help the party do what it couldn't do without you.

Some of the roles require real specialization:
Evocation is an absolute commitment to highest damage per round.
Enchantment is much the same - all about making your spells as hard to resist as possible.
Necromancy - is icky, often evil & banned school.

These three basically require dedication from level 1 to do well.

I personally like the generalist that doesn't do any of the above 3 very well but is a lot more fun.



Equipment

Light Crossbow,
Spellbook
Dagger
Basic pack.

You likely will have a dreadful strength so don't carry too much.



hope that helps, have to run.
 


Roger

First Post
sniffles said:
it seems like a wizard could become pretty useless if she's out of spells.

This is pretty much true, and remains pretty much true throughout a wizard's entire career, and there's pretty much nothing you can do about it.

If it really bothers you, you probably shouldn't play a wizard.



Cheers,
Roger
 

Rackhir

Explorer
Roger said:
This is pretty much true, and remains pretty much true throughout a wizard's entire career, and there's pretty much nothing you can do about it.

If it really bothers you, you probably shouldn't play a wizard.



Cheers,
Roger

Unless you are running a very combat intensive campaign. Once you are hitting mid levels (7th-13th) running completely out of spells is pretty rare IME. And even then you usually have some scrolls or wands you can use.
 

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