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Playing a wizard at low levels

roguerouge

First Post
In sporting terms, the low-level wizard and the rogue are the free safeties, the sweepers, of combat. If the party needs a lever pulled, or a light source, or any sort of long shot option to be tried, you're the guy to give it a shot, since the fighter and the cleric can't be spared.
 

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kenobi65

First Post
Nate Jones said:
Except, if I recall correctly, (Silent Image) has a duration of 1 round, so before an enemy even realizes it's there, it's gone again.

Nope...Silent Image has a "concentration" duration. You can't cast another spell while you're concentrating on it, but, otherwise, it can last a good long time.
 

Nate Jones

First Post
kenobi65 said:
Nope...Silent Image has a "concentration" duration. You can't cast another spell while you're concentrating on it, but, otherwise, it can last a good long time.

Uh oh, looks like I've unintentionally been screwing my players. It kind of balances out, in a sense, because I've also learned from this thread that sleep has a casting time of 1 round (And not 1 standard action).
 

Chimera

First Post
Expenses!

One of the things that really, really, really helped when I was the party Wizard was that we all agreed to add an extra share to the division of treasure just for party expenses. That group was six players, plus the group kitty, or seven total shares. As the party Wizard and group tactician, I got first stab at that kitty, with the understanding that I was only using it to scribe scrolls for the party's benefit.

That way I was not getting doubly screwed by the cost of scribing new spells for my spell book and scribing scrolls whose purpose was to save someone elses bacon.

"Hey, I'd really like to carry around scrolls of illusions, clouds to cover our retreats, benign transposition and all that, but do you honestly expect me to pay for all that out of my own pocket? Let's make up a 'Group Share', from which I can pay for all those scrolls, and from which the rest of you can pay for other expendables, such as Tanglefoot bags, alchemist fire and magic arrows."
 

airwalkrr

Adventurer
Plenty of people have probably pointed this out by now, but Scribe Scroll is your best friend in the world. I play wizards almost exclusively, and at low-levels, I always start scribing scrolls as soon as I get the opportunity. I usually keep a few on hand for nuking and a handful for those tricky situations when you just need the right spell like unseen servant, fly, or see invisibility. My wizards also tend to carry around at least a couple of wands. My current wizard has three wands at 8th level. One of ray of enfeeblement, one of mage armor, and one of daylight, all of them with fewer than 20 charges, but they are useful to have around.
 

Grimstaff

Explorer
Every Wizard should have these four wands:

Magic Missle (never misses)
Ray of Enfeeblement (no save)
Silent Image (can duplicate several other spells)
Shield (+4 to AC, will stack with your bracers or your Mage Armor, plus negates your opponent's magic missles)

Total Cost: only 3000gp (750 each)!
Or, 1500gp plus 120xp if you take the feat at 5th lvl.

For another 750 you can throw in wands of Detect Magic and Read Magic, and save your 0 lvl slots for daze and resistance.

Every Megalomaniac wizard should also have these 5 hirelings:
2 Warriors with reach and missle weapons: keep baddies away from boss and plink at enemy casters.
1 Shield Bearer: keep the tower shield in front of the boss, giving him all that wonderful cover.
1 Scroll Caddy: Preferably halfling or gnome, so he can share the tower shield and keep Master from losing move actions fishing out those scrolls.
1 Packbearer/Teamster/Cook/Manservant: Because you are a Wizard and must not be bothered with mundane or menial tasks.

Don't forget your Familiar! It can scout for and will usually have pretty good senses (Awareness!) to keep you from sumbling into ambushes. It can also harass enemy casters, deliver long distance touch spells for you, and can summon help when you've fallen down the well again ("What is it, Lassie!?"). Pick one that give you a bonus to one of your weak saving throws, like Weasel or Rat, don't waste time on one that gives you redundant skill points (you already have plenty thanks to your INT) unless you must have a familiar that can fly.

Might also want to check out the optional Item Familiar rules so your wizard can have his MIghty Staff, One Ring, or Talking Hat:
http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm
 

Quartz

Hero
EvilGM said:
More Spells/day
Focused Specialist (CMage34, Wizard Alternate Class Feature) - lose one spell per spell level, but gain two additional spells from your specialty school each day (in addition to the one you normally get) - you have to pick another opposed school though.
This is complete cheese for Diviners.
 


sniffles

First Post
RFisher said:
(O_O) ...but that's one of the best perqs of being a wizard! (^_^)

LOL!

I'm taking notes from this thread. It's full of useful information! :D

Right now my fiancee is thinking of running a fighter/paladin specializing in archery. So we're thinking we might make our characters related, and then his PC can look after mine - or vice-versa when my PC can cast more powerful spells.
 

FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
Not releated

sniffles said:
Right now my fiancee is thinking of running a fighter/paladin specializing in archery. So we're thinking we might make our characters related, and then his PC can look after mine - or vice-versa when my PC can cast more powerful spells.
Maybe you DM will allow you to switch out the normal Melee based Smite with Ranged Smite, which, I think, can be found in the Complete Divine as a feat.
 

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