1st Level spells known for Wizard [Archive] - Wizards Community

Post/Author/DateTimePost
Daxen

10-31-06, 10:01 PM
With Spells from PHB and Spell Compendium only what spells do you tend to pick for your first level of Wizard. Assume an 18 Int. Basically make a list of seven spells any 1st level wizard should know.
runestar

10-31-06, 10:17 PM
Your wiz might want to pick up collegiate wizard as well, which gives you 6+int mod of spells known at 1st lv(plus 4 new spells every lv). If you are an elf, get the elven wiz racial sub lv as well, for an additional bonus spell known each lv.

Thus, with int18, this would net you 11 1st lv spells known...
For my 1st 7 spells, I would probably take mage armour, shield, enlarge person, protection from evil, sleep/colour spray, grease and burning hands(I don't own spell conpendium, so I don't what spells they have).

I would scribe mage armour, enlarge person and protection from evil on scrolls, and memorise area affect spells like sleep and grease(which are more dc-dependent).

I probably won't take magic missile until 5th lv.:)
Sivis

10-31-06, 10:24 PM
[QUOTE=runestar]Your wiz might want to pick up collegiate wizard as well, which gives you 6+int mod of spells known at 1st lv(plus 4 new spells every lv). QUOTE]

Is that from a Faerun book?
Deathmond

10-31-06, 10:29 PM
complete arcane
Cherubaddon

10-31-06, 10:40 PM
Hard to tell. Depends on what your wizard is going to do:
- Mage Armor (or, at the very least, Shield) is a must-have
- Grease can be interesting
- Identify is very important
- Charm Person is quite good at lower levels
- Sleep is one of the 1st-level killer spells
- Magic Missile is a must, at first level and beyond
- Colour Spray is the other 1st-level killer
- Cause Fear and Ray of Enfeeblement are quite good
- Pretty much all transmutation spells deserve at least a look
As I said, that completely depends on what you want your wizard to do. Hope this helps.
runestar

10-31-06, 10:43 PM
Here you go.:) From Complete Arcane...
Collegiate Wizard

You have undergone extensive training in a formal school for wizards.

Prerequisites: Int 13, wizard level 1

Benefit: You begin play with knowledge of six 1st-level spells, plus 1 per point of Intelligence bonus. Each time you gain a wizard level, you may add four spells to your spellbook. You gain a +2 bonus on all Knowledge (arcana) checks.

Normal: 1st-level wizards begin play with knowledge of three 1st-level spells, and add two spells per level to their spellbook.

Special: You can take this feat only as a 1st-level character.
Cherubaddon

10-31-06, 11:14 PM
Here you go.:) From Complete Arcane...

Uhuhu...Copyright...Bad, bad boy:D
runestar

10-31-06, 11:33 PM
Uhuhu...Copyright...Bad, bad boy
It's freely available on the wotc website, from the CA preview...it's not really breaching if wotc gave out the material freely on their own...;)
Loki5654

11-01-06, 02:47 AM
It's freely available on the wotc website, from the CA preview...it's not really breaching if wotc gave out the material freely on their own...;)
At least attribute the quote more accurately then, and maybe provide a link to the online source. That way you avoid the confusion.

Cheers for not just using the tired old "Fair Use" excuse, though.:D
Iver Gearsham

11-01-06, 02:54 AM
Silent Image: A versatile tool you can adapt to nearly any situation.

Ray of Clumsiness: No save Dex damage good.

Scatter Spray: If you like ambushes or smashing/trashing everything on an alchemy lab table, screwing weapon racks quickly.

Sleep: Puts your fighter type foes to bed for good!

Ray of Enfeeblement: No save STR damage.

Shield
Mage Armor

Mount: The go anywhere loot hauling, door pulling, save your skinny legs mage helper that only gets better with age.

Unseen Servant: Cleans objects before you touch them for contact poison (and Undead goo) Grabs Disarmed weapons, Pushes 100 lbs. stone balls to trigger traps. reaches into dark places to push buttons and pull levers and you skip the poisonous vermin and guillotine blades ready to bite and chop off your hands.

ColorSpray: Stuns nearly everything for at least one round.

I also realy like the 0 lvl spell Launch Item for taking out flying creatures.
runestar

11-01-06, 03:52 AM
At least attribute the quote more accurately then, and maybe provide a link to the online source. That way you avoid the confusion.

Cheers for not just using the tired old "Fair Use" excuse, though.
I was deliberately holding out, perhaps to see if I could bait any potential snitches out in the open. Or whatever reason you feel rocks your boat. Or maybe I am dancing with danger by inviting the possible wrath of a wizo. Who knows...:P

That said, I am far too lazy to reproduce anything directly out of a book, so if I do provide a quote, it will have to be from some online source I can copy and paste, like the SRD.;)

But anyway, since someone asked so nicely...:)
http://www.wizards.com/default.asp?x=dnd/iw/20041114a
ZomB

11-01-06, 07:01 AM
I try and cover a range of bases, then take the spells that fit the character:

Personal Protection - Mage Armor - good vs undead too.

Flexible Direct Damage - Magic Missile - a no miss single or multi-target force effect, good for harming undead too

Area effect - Color Spray or Flaming Hands or Sleep (though the 1 round casting time of Sleep makes it problematic)

Single target effect - Lesser Orb of Acid/Fire or Ray of Enfeeblement or Charm Person

Good scroll spells to increase versatility - Detect Secret Doors or Disguise Self

Something odd/to have fun with - Grease, Unseen Servant, Tenser's Floating Disk, Disguise Self, Cause Fear

Identify and Shield need to be taken, but can be left to second level
An Orb spell needs to be taken at some point due to no SR, plus they are a large creature and regenerator killer.
Ectoplasmic armor is worth considering especially for undead heavy campaigns.
Votan

11-01-06, 09:33 AM
- Sleep is one of the 1st-level killer spells


Yeah but the casting makes it awkward to apply in actual play. A one round casting time makes it rather easy to get disrupted.
Puca

11-01-06, 09:59 AM
No easier than any other spell, unless you figure the loss of a move action. But at low levels, Sleep is essentially a save-or-die that can affect multiple targets. Not a spell I often take, but a solid choice.
ZomB

11-01-06, 11:56 AM
A lot easier than any other spell because everyone else will get a move action and a standard action before the spell is complete.

The enemy is probably now in melee with your fighters and there isn't a clear target or they could have moved out of range. That is always assuming the enemy didn't target you or are now in combat with you.
Carai_al_Caldazar

11-01-06, 12:04 PM
Ray of Enfeeblement: No save STR damage.

Nope not correct. It is not strength damage, but a strength penalty. First of all penalties don't stack, the highest counts.
Second, undead are also subject to Ray of Enfeeblement because it is a penalty and not damage. (constructs are not subject to RoE)

And you make a ranged touchattack, which can be hard at lvl 1 too.
Cherubaddon

11-01-06, 01:30 PM
Or maybe I am dancing with danger by inviting the possible wrath of a wizo. Who knows...:P

lol...at least, you aren't one of these stiff guys refusing advice to even a complete noob just because "it's copyrighted"...I had such a person once...you might think they are lawyers;)
Daxen

11-01-06, 03:36 PM
Well my wizard is a Conjurer who has forsworn the arts of Enchantment and Necromancy.

I was just taking a general pole to see if I would be missing anything that would completely neuter my effectiveness. With the advice you guys have given me and a sense of what my character wants to do this is the list I am considering.

Mage Armor (almost mandatory)

Color Spray ( the only 1st level "death spell" available to me)

Grease (too many possible applications to ignore)

Scatter Spray (does this work in conjunction with the "Caltrops" spell?)

Unseen Servant (same reason as grease)

Expeditious Retreat (swift) (sometimes you just gotta go)

Burning Hands (for the undead that always seem to show up in any campaign)

If collegiate Wizard

Enlarge Person (There is a Barbarian to make my friend)

Lesser Orb of Acid (For the regenerating monsters to come)

Identify (Because I think it's flavorful for a Collegiate Wizard)


Plan to learn at Second Level

Standard: Enlarge Person, Magic Missle

Collegiate Wizard: Silent Image, Magic Missle


Comments? Thanks again guys, you pretty much confirmed what I thought.
Specializing is not optimal, but also not crippling.
Votan

11-01-06, 04:58 PM
No easier than any other spell, unless you figure the loss of a move action. But at low levels, Sleep is essentially a save-or-die that can affect multiple targets. Not a spell I often take, but a solid choice.

My reading of the rules in the SRD for one round casting times is that they do not go off until the enxt round. That gives people a lot of time to either disrupt the spell or maneaver. This really hurts its effectiveness in my experience.
Puca

11-01-06, 05:00 PM
I had something else in my head (AoOs for casting) and said something stupid.
runestar

11-02-06, 01:44 AM
lol...at least, you aren't one of these stiff guys refusing advice to even a complete noob just because "it's copyrighted"...I had such a person once...you might think they are lawyers
If I do refuse, its probably more out of sloth or because I am unable to access my books, than because of the "copyright" laws(though the 2 objectives will tend to align at times).;)

But I am way too lazy to reproduce an article word for word, the best I will probably do is to paraphrase the contents of the article in a summarised form, if it is not possible to get an excerpt from an online source.:P