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Rating the 1st level Wizard Spells
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<blockquote data-quote="Celtavian" data-source="post: 6434702" data-attributes="member: 5834"><p><em>Shield</em> is a lot better than you rate it. The reason is you get to use it after you know the roll, so it is almost never wasted. Until much higher level hit rolls don't get too high. It works with armor and shield if you happen to be a Mountain Dwarf wizard or spend a feat or multiclass to gain armor proficiency. It protects against anything with an attack roll. As you stated, if you're getting hit, you're doing it wrong. <em>Shield</em> is one of the few spells that is highly effective the few times you get targeted. With <em>Mage Armor</em> and a 14 dex (Pretty standard), you can boost your AC to 20 which is on par with a plate armor and shield using defensive fighter (the top non-magical AC in the game). You can do this at 1st level where fighters usually start with 19 if a defensive build and lower with an offensive fighter build. It's a very good spell.</p><p></p><p>The other spells are about right give or take a half star. A lot of the fights in 5E are low hit point mooks like previous editions. You can clear a good amount of them out with a <em>Burning Hands</em> or <em>Thunderwave</em>. I haven't personally bothered since the martials take them down fast enough. </p><p></p><p>THL is very nice at low levels. Not many things get saving throw bonuses. If you're fighting creatures with Legendary Resistance, you'll be higher level and have other options. Then again if you do get the creature to use up all uses of Legendary Resistance, a THL might land hard on them. </p><p></p><p><em>Color Spray</em> can be nice. You hit a group at the right time, you give your party advantage and the enemies disadvantage. One round of both can change the outcome of a fight.</p><p></p><p>Don't forget <em>Find Familiar</em>. It's an extremely useful spell. Makes the wizard a top flight scout early in the game and provides some nice benefits earlier than familiars could in previous editions.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6434702, member: 5834"] [I]Shield[/I] is a lot better than you rate it. The reason is you get to use it after you know the roll, so it is almost never wasted. Until much higher level hit rolls don't get too high. It works with armor and shield if you happen to be a Mountain Dwarf wizard or spend a feat or multiclass to gain armor proficiency. It protects against anything with an attack roll. As you stated, if you're getting hit, you're doing it wrong. [I]Shield[/I] is one of the few spells that is highly effective the few times you get targeted. With [I]Mage Armor[/I] and a 14 dex (Pretty standard), you can boost your AC to 20 which is on par with a plate armor and shield using defensive fighter (the top non-magical AC in the game). You can do this at 1st level where fighters usually start with 19 if a defensive build and lower with an offensive fighter build. It's a very good spell. The other spells are about right give or take a half star. A lot of the fights in 5E are low hit point mooks like previous editions. You can clear a good amount of them out with a [I]Burning Hands[/I] or [I]Thunderwave[/I]. I haven't personally bothered since the martials take them down fast enough. THL is very nice at low levels. Not many things get saving throw bonuses. If you're fighting creatures with Legendary Resistance, you'll be higher level and have other options. Then again if you do get the creature to use up all uses of Legendary Resistance, a THL might land hard on them. [I]Color Spray[/I] can be nice. You hit a group at the right time, you give your party advantage and the enemies disadvantage. One round of both can change the outcome of a fight. Don't forget [I]Find Familiar[/I]. It's an extremely useful spell. Makes the wizard a top flight scout early in the game and provides some nice benefits earlier than familiars could in previous editions. [/QUOTE]
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