What 1st-level spells should any Wizard have?

What 1st-level spells should any Wizard have? (Pick multiple)

  • Alarm

    Votes: 16 5.8%
  • Animate Rope

    Votes: 6 2.2%
  • Burning Hands

    Votes: 19 6.9%
  • Cause Fear

    Votes: 8 2.9%
  • Charm Person

    Votes: 66 24.0%
  • Chill Touch

    Votes: 6 2.2%
  • Color Spray

    Votes: 68 24.7%
  • Comprehend Languages

    Votes: 49 17.8%
  • Detect Secret Doors

    Votes: 13 4.7%
  • Detect Undead

    Votes: 5 1.8%
  • Disguise Self

    Votes: 17 6.2%
  • Endure Elements

    Votes: 17 6.2%
  • Enlarge Person

    Votes: 49 17.8%
  • Erase

    Votes: 4 1.5%
  • Expeditious Retreat

    Votes: 57 20.7%
  • Feather Fall

    Votes: 55 20.0%
  • Floating Disk

    Votes: 7 2.5%
  • Grease

    Votes: 67 24.4%
  • Hold Portal

    Votes: 9 3.3%
  • Hypnotism

    Votes: 4 1.5%
  • Identify

    Votes: 102 37.1%
  • Jump

    Votes: 6 2.2%
  • Mage Armor

    Votes: 186 67.6%
  • Magic Aura

    Votes: 1 0.4%
  • Magic Missile

    Votes: 188 68.4%
  • Magic Weapon

    Votes: 17 6.2%
  • Mount

    Votes: 16 5.8%
  • Obscuring Mist

    Votes: 21 7.6%
  • Protection from Chaos/Evil/Good/Law

    Votes: 45 16.4%
  • Ray of Enfeeblement

    Votes: 58 21.1%
  • Reduce Person

    Votes: 8 2.9%
  • Shield

    Votes: 111 40.4%
  • Shocking Grasp

    Votes: 16 5.8%
  • Silent Image

    Votes: 19 6.9%
  • Sleep

    Votes: 97 35.3%
  • Summon Monster I

    Votes: 23 8.4%
  • True Strike

    Votes: 37 13.5%
  • Unseen Servant

    Votes: 25 9.1%
  • Ventriloquism

    Votes: 7 2.5%

But if a wizard, which seems to be the general consensus here, scribe scroll is a class feature and it relatively cheap to manufacture. So the wizard could readily have multiple magic missile spells available for casting. There is pretty much nothing as effective for attacking a foe who has grappled an ally, just about everything else has a chance of hitting the ally. And since this is a 3rd level wizard each one would cast 2 missiles.
 

log in or register to remove this ad

[Original Response to Subject before reading the post, thinking you meant "what should a wiz have in his spellbook?"]

Identify

All the other spells are subject to a Wizard's personal style, his specialty, and his theme. Identify however is such a universal spell that no self respecting Wizard who is out there to study the world (Wizards study a lot, right?) would lack the easiest dweomer to discern the properties of a magical item.

[Response after reading the original post]
The most essential thing to have in a 1st level spell slot is... Nothing!

I'm of the opinion that Wizards should always be able to provide utility at the cost of a little prep time. If you want on-the-spot spells, you need a Sorc. The open spell slot is the most useful thing to have because it and 15 minutes gives you access to all of your spells. Even a 3rd level mage should have one 1st level spell slot left open at all times since he isn't designed for blasting things, but for trouble-shooting. The spells in the other two 1st level spell slots will vary, but there should always be a slot open for whatever the circumstance require.
 
Last edited:

irdeggman said:
But if a wizard, which seems to be the general consensus here, scribe scroll is a class feature and it relatively cheap to manufacture. So the wizard could readily have multiple magic missile spells available for casting. There is pretty much nothing as effective for attacking a foe who has grappled an ally, just about everything else has a chance of hitting the ally. And since this is a 3rd level wizard each one would cast 2 missiles.

I don't think MM is a good spell to be scribed. It's the kind of spell that you cast over and over, and even if the price is cheap (12.5gp with CL 1, but already 37.5gp if you want 2 missiles) it's expensive on the long run.

I think Scribe Scroll is best left for (1) spells you rarely need or (2) spells you may need just one more than you have prepared (which usually means defensive spells).
 

Felix said:
[Original Response to Subject before reading the post, thinking you meant "what should a wiz have in his spellbook?"]

Identify

All the other spells are subject to a Wizard's personal style, his specialty, and his theme. Identify however is such a universal spell that no self respecting Wizard who is out there to study the world (Wizards study a lot, right?) would lack the easiest dweomer to discern the properties of a magical item.

[Response after reading the original post]
The most essential thing to have in a 1st level spell slot is... Nothing!

I'm of the opinion that Wizards should always be able to provide utility at the cost of a little prep time. If you want on-the-spot spells, you need a Sorc. The open spell slot is the most useful thing to have because it and 15 minutes gives you access to all of your spells. Even a 3rd level mage should have one 1st level spell slot left open at all times since he isn't designed for blasting things, but for trouble-shooting. The spells in the other two 1st level spell slots will vary, but there should always be a slot open for whatever the circumstance require.

Quick question, I don't want to veer too far off topic, but how many spells slots would you leave open at higher levels? Say 9th level mage.
 

dcollins: I think you may need to restate the question in a new thread. I, too, thought we were talking about what's in a low level wizard's spell book. Why does it matter what the Wiz has memorized at any given time?

('Cause it's supposed to change!)

My picks (for any Wiz's spellbook) were:
Mage armor,
Expeditious Retreat
Magic Missile
Shield, and
Enlarge Person.

Other attack/battlefield control spells are "personal choice" sorts of things.

And who picked Identify? Yeesh......
 

Color Spray .... Have you guys looked at this spell in 3.5? It has been seriously nerfed. Its only a 15ft cone now. Thats alot closer than I as a 3rd lvl Wizard want to get to anything hostile.

Magic Missile ... Got 2 missiles now. Might be a good choice in some circumstances, but still pretty piddly.

Feather Fall because your scared of falling in a pit. I don't think so, the Rogue should be in front scouting, and if he misses the pit, you should be walking behind the Polish Land Mine Detector (the Fighter or Barbarian). Problem solved no need for a spell.

Shield ... Duration is too short. I have limited spells slots, Mage Armor is a better choice for defense.

Sleep is good it will effect low targets first (thus there is a decent chance I can cast it in the middle of a brawl, take out the mooks and not worry about my buddies falling asleep).

grease - good way to control the battlefield.
 
Last edited:

smetzger said:
Color Spray .... Have you guys looked at this spell in 3.5? It has been seriously nerfed. Its only a 15ft cone now. Thats alot closer than I as a 3rd lvl Wizard want to get to anything hostile.

Feather Fall because your scared of falling in a pit. I don't think so, the Rogue should be in front scouting, and if he misses the pit, you should be walking behind the Polish Land Mine Detector (the Fighter or Barbarian). Problem solved no need for a spell.
Two good points! :D

Shield is a good spell to have in the spell book....but it's not something you'll have memorized everyday. Once those 2nd level slots become available, an extra first level slot (with shield) is good when you have prep time and the ability to surprise your opponent.

I'm surprised more people haven't mentioned Enlarge Person. It's an *excellent* buff spell for the low-level types. Put it on your fighter, and watch his average weapon damage go up...especially if it was a greatsword to start with. That extra reach ain't a bad thing either, if you expect the enemy to charge at you or if the fighter has the cleave feat. (Orc Croquet, anyone?)

Moreover, Enlarge person is a battlefield control spell. Having your meat shield take up more space in front of you is never a bad thing. :)
 

fujaiwei said:
Quick question, I don't want to veer too far off topic, but how many spells slots would you leave open at higher levels? Say 9th level mage.
9th level mage...

Well, let's say he has five 1st, five 2nd, four 3rd, three 4th, and one 5th level spell for available spell slots. I think I'd probably leave open two 1st level slots, two 2nd level slots, and one each of 3rd and 4th level. I might or might not leave the 5th level slot open. Actually, that's why I like specialists mages so much, because you can more easily afford to leave slots open for utility spells.
 

Tsk.

It's all about the Unseen Servant.

Don't have an illusion spell handy? Unseen Servant can make some noise.

Don't have a conscious rogue on hand? Unseen Servant will be happy to add some weight to those pressure plates.

Having trouble in combat? Convince your foes that your Unseen Servant is worth attacking.

Need to pick up a dropped a weapon? Unseen Servant will be happy to pick it up and put it somewhere safe for you.

Need to retrieve something, but don't have an Invisibility spell? Unseen Servant lives for invisibility.

Need a foot rub? Unseen Servant. Don't have a table to eat your lunch on? Unseen Servant. Want to goose the chainmail bikini gal in the party without getting caught? Unseen Servant. Want to convince people there's a ghost that needs killing in town? Unseen Servant. Want to set up a trip wire? Unseen Servant.

It's all about the UnSe, baybeh.
 

There should have been an "Open Slot" option. Keeping a slot open allows for a lot of versatility for the wizard.

Once you encounter that Oddball obstacle, just bust upen your book and fill that open slot.
 

Remove ads

Top