Voadam
Legend
If you had the choice because you had the spell in your spellbook and made your percentage learn check to be able to prepare it.Burning Hands is even pretty marginal in 3e when it goes out in a 10' arc and does 1d4 per level (save for half IIRC). The 3e version wouldn't be out of place in 1e. At low levels you prepared Sleep in 1e, then at higher levels you always prepared Magic Missile.
Similar to GURPS Magic. A big explicit rules use of wands and staves was extending your reach in combat beyond your fingertip in their highly granulated three foot grid combat.I can't remember anyone ever preparing either Burning Hands or Shocking Grasp in 1e. You never wanted to be that close to anything.
Shocking Grasp was only a big deal in my 3e campaign because of the way touch attacks and feats work in my homebrew. You aren't considered armed delivering a touch attack in my homebrew so you normally would draw an attack of opportunity. But you can use a prepared staff or wand to deliver a touch attack without drawing an AoO, and you can also make the touch attack as part of the normal attack - so you can get both staff damage and the touch attack in the same round.
Did you house rule staves to be reach weapons?Plus, I had a homebrew 'Elementalist' feat that buffed direct damage which was otherwise a pretty weak strategy in 3e. This let a 1st level M-U hit for 1d6+2d8+2 damage with Shocking Grasp, which was just a huge finisher, and do it from the second rank without having to get into swing range.
Rolling anything but Sleep, MM, or Charm Person as your starting offensive spells is a decently big incentive to go with darts and daggers and save your spells for defense or utility. It doesn't hurt that MUs are most competitive on THAC0 at level 1 (equal to everybody but the fighter).None of that applies to trying to use Shocking Grasp in 1e, where you'd be just better off throwing darts or daggers and holding your spell for a situation where you can matter, and your only real option for that is Sleep.
1e DMG page 39:
Returning to the recently-completed apprenticeship, let us now consider the
spells given to Redouleent by his wise old master. Obviously, an apprentice must
know how to read magic to be of use to his master. It is also an absolute must
to anyone following the profession of magic-user, so that spell is
AUTOMATICALLY on each magic-user character’s list of known spells. Then
select by random means one spell each from the offensive, defensive, and
miscellaneous categories listed below. Redouleent, or any other player character
magic-user will then have a total of 4 — count them — 4 spells with which to
seek his (or her) fortune!
Offensive Spells Defensive Spells Misc. Spells
1. Burning Hands Affect Normal Fires Comprehend Languages
2. Charm Person Dancing Lights Detect Magic
3. Enlarge Feather Fall Erase
4. Friends Hold Portal Find Familiar
5. Light Jump Identify
6. Magic Missile Protection From Evil Mending
7. Push Shield Message
8. Shocking Grasp Spider Climb Unseen Servant
9. Sleep Ventriloquism Write
0. (choose) (choose) (choose)
Choice should be left to the player. Note that both Nystul’s Magic Aura and
Tenser’s Floating Disc must be located by the character; they can never be
known at the start. If your campaign is particularly difficult, you may wish to
allow choice automatically. You can furthermore allow an extra defensive or
miscellaneous spell, so that the character begins with 5 spells.
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