Staple 1st-level spells for wizards

Felon

First Post
When it comes to designing specialist wizards, some schools seem to fall to the wayside a lot faster than others. Necromancy takes the hit more often than transmutation, for instance. Every school seems to have its "can't-do-without" spells that form the staple of a wizard's repertoire, but wizards have to wait to get many of them, leaving the low-level survivally-challenged wizard stuck bartering long-term benefits against short-term ones..

I was thinking along the lines of what it would take to establish a "must-have" 1st-level spell--after all, 1st level is when a wizard makes the choice to specialize. Some schools already have such a spell, but others might actually need an existing spell lowered to first. The thing about a staple is that every wizard should know what they're getting up-fronti. It should offer basic utility, it should be easy to remember all the details of its mechanics, it should scale up to higher caster levels, and it should be obviously, incontrovertibly useful to just about anyone. So, for example, summon monster may be a great spell, but it's not an ideal staple for conjurers.

Conjuration does already have a staple though: mage armor. In fact, it's probably the quintessential staple spell. It does something very basic, very useful, and everyone knows what its duration, range, and effect are.

Evocation, in keeping with its nature, has the staple offensive spell, magic missile. Long range, scales to 9th-level, does force damage, and allows no save. Simple and direct.

Necormancy only has three 1st-level spells--cause fear, chill touch, and ray of enfeeblement. The first two are pretty underwhelming, while the third is a fine little debuff that many have come to know and love. It seems to lack some staple quality that I can't quite finger. Maybe it's the issue that applies to debuffs in general: when you're fighting a bunch of goblins or orcs, why make'em weaker when you can just kill'em dead? I'd say make false life the staple. Drop it down to 1st-level and we're in business.

That's three for starters. I'd be interested to hear what other folks think on the subject.
 

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Felon said:
When it comes to designing specialist wizards, some schools seem to fall to the wayside a lot faster than others. Necromancy takes the hit more often than transmutation, for instance. Every school seems to have its "can't-do-without" spells that form the staple of a wizard's repertoire, but wizards have to wait to get many of them, leaving the low-level survivally-challenged wizard stuck bartering long-term benefits against short-term ones..

I was thinking along the lines of what it would take to establish a "must-have" 1st-level spell--after all, 1st level is when a wizard makes the choice to specialize. Some schools already have such a spell, but others might actually need an existing spell lowered to first. The thing about a staple is that every wizard should know what they're getting up-fronti. It should offer basic utility, it should be easy to remember all the details of its mechanics, it should scale up to higher caster levels, and it should be obviously, incontrovertibly useful to just about anyone. So, for example, summon monster may be a great spell, but it's not an ideal staple for conjurers.

Conjuration does already have a staple though: mage armor. In fact, it's probably the quintessential staple spell. It does something very basic, very useful, and everyone knows what its duration, range, and effect are.

Evocation, in keeping with its nature, has the staple offensive spell, magic missile. Long range, scales to 9th-level, does force damage, and allows no save. Simple and direct.

Necormancy only has three 1st-level spells--cause fear, chill touch, and ray of enfeeblement. The first two are pretty underwhelming, while the third is a fine little debuff that many have come to know and love. It seems to lack some staple quality that I can't quite finger. Maybe it's the issue that applies to debuffs in general: when you're fighting a bunch of goblins or orcs, why make'em weaker when you can just kill'em dead? I'd say make false life the staple. Drop it down to 1st-level and we're in business.

That's three for starters. I'd be interested to hear what other folks think on the subject.

I disagree with any chances that makes even low-level wizards more powerful, and I really dont get the idea behind this staple quality. Some spells remain useful even though they dont scale well with levels. Silent Image for one.
 

Another One

Illusion: color spray. A single color spray can completely incapacitate a fairly large group of enemies at low levels. Barring undead (who are immune), pretty much everything is more likely to be affected than not, and even tougher creatures such as ogres who fail their saves are blinded and stunned for 1d4 rounds, then stunned for a round (often this basically equates to being dead.)

With most sorcerer/wizard types, this is the first spell of any school that I'll pick up at first level. It's just way too good at saving characters' lives not to take.
 

Can't say how often Cause Fear saved our butts. About 10 times in the last year in one group? Seems about right. Chill Touch? Great spell for monk multiclass dudes with Ascetic Mage (I'd like to see a variant for wizards though with Int to AC) and chasing undead away can save your butt as well if your DM is similar to me and loves to drown his low level PCs in hordes of undead.

I think every PC should have his own staple spell to his own taste, even if the spell might be considered suboptimal.

Edit: Color Spray: Greatest spell ever. I love it. Get a gnome with Spell Focus and the DC will be pretty useful. We called that spell ogre killer when 3.0 came out.
 


IMHO mage armor is crap. It's the first to go when the PC can afford some decent bracers. The godsend in Conjuration is grease, and perhaps mount if you have a lenient DM. :)

IMHO color spray is awesome at low levels, but fails at high levels -- the HD limit is killer. OTOH, silent image remains awesome forever.

Cheers, -- N
 

Nifft said:
IMHO mage armor is crap. It's the first to go when the PC can afford some decent bracers. The godsend in Conjuration is grease, and perhaps mount if you have a lenient DM. :)

IMHO color spray is awesome at low levels, but fails at high levels -- the HD limit is killer. OTOH, silent image remains awesome forever.

Cheers, -- N

You can still stun with color spray regardless of HD.
 


Mistwell said:
You can still stun with color spray regardless of HD.
Good point. It's more the range that one fears at higher level. But it's nice when you get gacked by Rogues. :)

Cheers, -- N
 

Jack99 said:
I disagree with any chances that makes even low-level wizards more powerful, and I really dont get the idea behind this staple quality. Some spells remain useful even though they dont scale well with levels. Silent Image for one.
I don't recall me suggesting making wizards more powerful, but I did discuss at length the staple quality. So, gotta wonder how you quoted the whole thing and then missed the point. At any rate, if you have a blanket disagreement with improving the wizard class in any way, then this may not be the thread for you :\

useridunavailable said:
Illusion: color spray. A single color spray can completely incapacitate a fairly large group of enemies at low levels. Barring undead (who are immune), pretty much everything is more likely to be affected than not, and even tougher creatures such as ogres who fail their saves are blinded and stunned for 1d4 rounds, then stunned for a round (often this basically equates to being dead.)

With most sorcerer/wizard types, this is the first spell of any school that I'll pick up at first level. It's just way too good at saving characters' lives not to take.
I'd say color spray is handily a better pick than magic missile at 1st-level. It's close to being a staple, but a 1st-level spell whose effects are negated with a saving throw really has scaling problems.

Darklone said:
Can't say how often Cause Fear saved our butts. About 10 times in the last year in one group? Seems about right. Chill Touch? Great spell for monk multiclass dudes with Ascetic Mage (I'd like to see a variant for wizards though with Int to AC) and chasing undead away can save your butt as well if your DM is similar to me and loves to drown his low level PCs in hordes of undead.
Again, I laid out the criteria for a staple spell. Cause fear caps out against creatures with 6 or more HD, so it doesn't scale. Spells that are multiclass wizard/monks aren't germaine to the discussion.

I think every PC should have his own staple spell to his own taste, even if the spell might be considered suboptimal.
The point of the staple, at least as I laid it out above, is to offer basic utility to everyone. What you suggest here is fine, but it's an advanced principle.
 
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