Guide to Making a 1st Level Wizard

Post/Author/DateTimePost
#1

friendofthedork

Sep 21, 2004 22:08:03
This thread is meant to advice players that are not familiar with playing wizards. More experienced players are free to comment on my advice of course!

First of all, a pure wizard's main quality is magic. Second to this is knowledge. Thus intelligence should always be first priority. Not only will it give you more spells in the long run, it determines whether your spells work or not. And I can tell you, the difference between a DC 13 Sleep spell and a DC 15 one is A LOT on first level.

You will need one physical ability however: constitution. Since you will not get a lot of HP from your hit die, you must rely on con. A 14 here can do wonders for your hit point total and can make you survive that critical hit that would otherwise take you to -10 HP.

Dex is less important. The difference between ac 12 and ac 10 isn't great even on first level, as any orc will usually hit you. You simply can't rely on your AC, since no matter what you do the monsters are made to hit the fighters and with no armor you cannot compete. However, your ranged attacks, and more importantly, your ray spells depends on agility, so a low dex is not recommended.

When it comes to spell selection, I agree that you need at least 1 offensive spell. Magic missile is a good classic that is always useful, but lacks damage at 1st level. Thus what you want is a spell that can disable your opponents. Sleep is good as it can take a group down, thus making your 1st level fight alot easier for the whole party. Color spray is a good alternative, since it will be useful almost top high level. Burning hands is not recommended at first level, since it deals very little damage and you need to get close to use it.

Shocking grasp has been improved a lot since 3.0, but 1d6 damage is still not enough at first level if you have to touch your foe. Better to stand back and use a crossbow. Ray of Enfeeblement is always useful - to be used at the BBEG or main critter. Strength penalty means less chance to hit and less damage to your friends and yourself.

Magearmor and Shield are both good spells, but at first level you won't have enough spells per day or duration to use them properly. If you spend the first 2 rounds casting these, the fight will be almost over and you'll be out of spells. Magearmor is great for scrolls though, so make some as soon as you can afford it. Shield is a nice boost as well, but it's short duration means you should either cast in combat or just before.

As general advice, keep in mind that you're a support character at first level. Your spells are few and unimpressive, and your combat ability almost nil. Thus keep out of melee, help the party win the fights, and flee if necessary (Expeditious Retreat was named this for a reason). In addition to providing support, you can be a Sage, knowing a lot of useful information on monsters, a diplomat if you're charismatic, main leader/planner because of high intelligence. At higher levels (mainly 5th and 7th) you can actually take out most of your enemies even before the combat starts, and get your "platz in der Sonne". And whenever you encounter a magical problem that requires a magical solution, the party will often look to you for help.

Feats are often a difficult choice for wizards. You can't really benefit from metamagic feats at 1st level, and not much even at higher levels (unless you use spontaneous metamagic, see Unearthed Arcana). Item creation feats also come later, except the very useful Scribe scroll, which you get automatically. Spell mastery is not worth it on just 1st level spells, unless your DM intends to steal/destroy your spell book at once. So you're basically left with general feats.

Some feats are obviously not going to help you, such as power attack and cleave. Others that could be useful, such as expertise, requires high Base attack bonus to use efficiently. Skill feats (such as skill focus and alertness) can be somewhat useful at first, but at later levels you'll regret them since you'll have enough skill points anyway. The best feat IMHO would be Improved initiative. It means you can cast your spells, defensive or offensive before the enemy attacks you or your allies rushes in to block your area spells. My own lvl 8 wizard has had it since first level, and it has ALWAYS been useful. Even now I act before the elven ranger! This will help a lot, and never become obsolete as the skill feats will.

Another good choice could be Toughness, as it literally can save your life. Still, at later level it won't mean much. Currently my 8th lvl wizard has 40 HP, and 3 more wouldn't help him much. So you have to ask yourself: Am I going to die without it? If no, then you could make a better choice.

I almost forgot spell focus and greater spell focus. Now, these have been horrible nerfed in 3.5, and +1 or +2 to the DC of a single school is simply not worth the feats. But both the 3.0 feats were good, especially for specialized wizards. The Spell penetration feats are very nice when you encounter creatures with spell resistance. But unless you're in a Drow campaign or some such, you won't find these feats useful for quite a long time. Which means they can be taken later if needed.

Run. You would think this is a great feat for a wizard, but since it only applies when running (x4 movement), and not when double-moving (as you normally will in combat), If you have to flee a combat entirely, you'll probably be faster than your metal-clad friends anyway thus it's not needed.

Point blank shot means you hit more often and better with your crossbow, and isn't a very bad choice. But unless you want another feat, for example Precise shot (to hit with rays in melee), you're better off with roughness.

Dodge is not bad either, but since the bonus doesn’t apply to all you'll have to guess who might attack you, while a fighter can assume his main opponent will. Mobility looks nice, when you get backed into a corner or surrounded by goons, but a tumble check can negate AoO entirely, so use two skill points for that if you can.

If you don't like any of the above, you could take one of the feats that boost your saves. One day you might be very happy for that. Especially Lightning Reflexes or great fortitude could be good. But only chose these if there are no-one else you like. Thus ends my advice.

Disclaimer: This advice applies to single class non-martial wizards only. Fighter/Wizards will have different priorities altogether.
#2

Endarire

Sep 27, 2004 21:18:39
I feel I must disagree; while CON is important, DEX is as well since it affects how often you hit with ranged touch attacks, make reflex saves, and win initiatives. Maybe I've just been lucky, but at a static 3HP, toughness hasn't been useful enough to me since I need the feats to qualify for some PrC or feat; however, I fully endorse taking Improved Initiative. Skill-wise for the typical Wizard, Concentration, Spellcraft, and Knowledge (Arcana) are your top three priorities followed by other knowledges and, if you intend to Fabricate later, craft; however, if you intend to go the craft route, only invest enough ranks so you can take 10 and make masterwork items.

The first level Wizard should be near back or the middle, positions that lend themselves well to defense. You aren't an arcane powerhouse yet meaning you should only use spells when vital. I disagree that Wizards should come in knowing Magic Missile by default since L1 attack spells are weak and you only get 2-4 of them depending on race and specialization. Your L1 spells should mostly to aid the party in its endeavors and keep you alive: Grease and Sleep are my faves. Mage Armor is usually a good idea since your AC will suck. AC is not to be underestimated at low levels since it's then when it's most vital.

On the subject of race, it depends largely on your tastes and plans: Humans are great because of the extra feat and skill point, but Unearthed Arcana 's flaws somewhat make up for that. Dwarves, statistically, make a logical choice since they get a CON boost, darkvision, trip/bull rush resistance, and have a speed unaffected by carry weight. Elves, especially of the grey sort, work because of their boosted DEX and bonuses to spot, listen, and search; however, the CON penalty hurts. I generally think being able to use a longbow from the get-go isn't worth the CON penalty for Wizards. Beyond that, I generally dislike playing small characters from personal taste, but gnomes are the best core small race for doing so because of their CON boost and their oft-overlooked ability to carry more small stuff than a medium creature could carry medium stuff. That's what happens when your carrying capacity is 3/4 normal, but things weigh half as much.

-EE
#3

board_rider

Sep 28, 2004 13:25:46
I would also recommend:
Combat Casting
Spellcasting Prodigy
Spell Dodge
Improved Familiar
#4

friendofthedork

Sep 29, 2004 19:23:32
First of all I did say that a low dex is not recommended - mainly because of ranged attacks. But when placing stats you'll often have to make a choice, and then Con is always the better choice. If I manage to get a 14 in each I'm happy, but if not I'd rather have 14 con than 14 dex. The extra + to hit will not be that important on higher levels, yet the con modifier gets better as you gain levels.

Since toughness is just 3 hitpoints and that's all, I agree that it's not advisable unless you're sure you'll need it to survive first level. Still, if you can't think of anything better...

Endairie, you disagree about magic missiles? What? That the spell is useful? Because, it is the greatest damage dealing spells that almost never fail and works against anything. Yet I did say they there are better choices at first level, since the spell isn't very effective until at least 3rd level when you deal 2d4+2 damage.

In case I wasn't clear enough, my definition of attack spells is any spell that is harmful to a foe. Thus it's not limited to damage dealing spells, but includes sleep, ray of enfeeblement and color spray. These are all good attack spells, and the latter two can even be used with great effect at higher levels.

Magearmor is a good idea if you get hit. If not, it's a waste. Better to have a sleep or color spray spell that can take out the enemy before they attack you. It's a good pick though, just don't memorize it, make scrolls of it instead since 1 hour is plenty of time for a dungeon.

When it comes to skills, concentration and spellcraft should always be maxed out. Knowledge Arcana isn't a bad choice either, especially if your DM uses the skill as intended. Other than that it's nice to focus on knowledge skills since no one else in the party will be able to focus on that, and when making a party, specialization is key.

Now, I haven't gone into races at all.

All races that has higher Int than humans are recommended, unless they entail a level adjustment. Even the penalty to str and con that grey elves have is worth the spellpower boost. Sun elf from FR is even better.

But since these races are nonstandard I shall keep to the PHB ones.

Human is one of the best choices: extra feat and extra skill points is great. Enough said.

Dwarves, as pointed out, is also a good choice because his abilities helps him survive, and the race is overall very good. Still, the bonus against orcs, goblinoids and giants won't help a spellcaster as much, and especially the ability to wear heavy armor without reducing speed is great for fighters. Still, many think of dwarves as a far cry from the traditional wizard and abhors the idea.

Elves should be the greatest of wizard, but none of their abilities help them being single class ones. Bow and sword proficiency is nice for wizards, but does not counter the awful con penalty. Elves can, on the other hand, become nice fighter/mages, since they won't suffer multiclass penalty and high dex + magearmor makes a pretty good ac at first level. Still humans are better at single class wizards.

Half orcs makes poor wizards. Int is key.

Halflings and gnomes can both be good wizards, and size penalties won't affect spellcasting too much. Str isn't needed for spellcasting at all, and higher dex and con are both very nice. You would think that the ability modifiers were more important than bonus feat and skill points, but then again, 2nd ed has made many of us scoff at the though of Halfling wizards. Except that Halflings make good wizards and even better Arcane Tricksters.

Bottom key, pick any race you want, although half orcs stinks.

About Board Rider's suggestions: Combat casting is not that good for wizards. A +4 just isn't needed on the higher levels. And it only works when casting defensively, which you should avoid whenever you can by using the infamous 5' step. if you crave a better concentration skill, skill focus +3 is far better as it helps all the time.

3.5 Spellcasting prodigy can give you a bonus spell, but only if your int is very high. Thus I can see better choices. And it's not core in any case.

Spell dodge? Never heard of it. Not core at least!

Improved familiar can't be taken on first level at all. I'm not going into what a wizard can take at higher levels, just how choices at 1st level can affect the whole career of the wizard!
#5

zombiegleemax

Oct 01, 2004 10:03:11
I think that Combat Casting is suboptimal. You get +4 to concentration checks, but at a little bit higher levels - if you always max con - you will never botch any concentration check. Also try to avoid even having to roll for concentration: Stay back behind the line of fighters!

Improved familiar is a really nice flavour feat, but it is not very powerful. For the more powerful familiars you have to wait till caster lever 7, which means lvl 9 (you get a new feat). At this stage having an imp or pseudodragon is not a big deal anymore.
#6

meabolex

Oct 04, 2004 12:12:18
A few suggestions. . .

First level wizards have it fairly rough. They have (usually) 2 1st level spell slots total and 3 0th level spell-slots. Consider that those slots need to be extended over several combats. You should always play the wizard thinking that you will have 4 CR = level encounters in a row and no rest time.

With that in mind, playing a very low-level wizard becomes a big challenge. You have to gauge your spells effectively. You usually have to use 0th level spells in combat. And, you'll have to make use of non-magic ranged weaponry. You simply do not have enough 1st level spells to go around.

I suggest casting one spell per combat at most unless very specific circumstances deem otherwise. This spell can be offensive or defensive. . . but it should have some positive impact on the outcome of the combat (in relation to the wizard's party).

About the ability scores:

Intelligence should always be maintained as the highest stat, but pushing your resources to their limit (like doing 18 Int for 1st level with 25 point buy) is probably a bad idea. A starting score of 15 with 25 point buy is very reasonable. Throwing all your cash resources into getting a headband of intellect +2 ASAP is probably too hasty as well. Better to wait until you can afford it along with other important gear -- like 1st level wands, scrolls, cloaks of resistance, etc.

The Dex versus Con argument is silly -- neither one is inherently better than the other. I could go back and forth about how each stat is better than the other, but a wizard cares about both equally in the long run. Most successful wizards find a good balance between the two and boost them when they need it.

Spell selection:

I agree magic missile, burning hands, and shocking grasp are all poor choices for a first level wizard. There's really no point in trying to out-damage melee characters at this point. A level 1 barbarian can easily pull an average of 15 points (more than 4d6 worth) of damage at this level. You could make an argument for burning hands as an area spell, but as Friendofthedork pointed out, this can be a very bad idea.

So I agree with the original poster in regard to area disabling spells (sleep, color spray, grease) as being extremely effective. Instead of trying to out-damage the melee tanks, simply make them deal more damage with enlarge person and magic weapon. The saveless, single target disabling spells (ray of enfeeblement, animate rope) are also quite handy against a single melee tough. I'd prepare one area spell and one single-target 1st level spell.

I'd also like to point out that ranged attacks are your bane at early levels -- particularly slings from kobolds or the bows of elvish archers. Obscuring mist is an EXCELLENT spell for thwarting ranged attackers. It also gives your team the ability to approach a distant position occupied by ranged attackers without getting hailed upon. I'm sure many a now-dead 1st level wizard wished she had the obscuring mist spell prepared.

Other than obscuring mist, the other defensive 1st level spells are generally not worth it. These spells have a relatively short duration and provide meager defense individually. As Kambei Shimada says in the Seven Samurai, defense is harder than offense -- try to be on the offensive when possible.

Finally, 0th level spells. I would prepare at least two combat-oriented spells at first level. Personally, I like disrupt undead. A 0th-level spell that deals as much damage to an undead as a shocking grasp as a ranged touch attack? Deal! Zombies and skeletons are also difficult enemies at first level -- with the troglodyte zombie being arguably one of the most dangerous CR 1 encounters for inexperienced players. While the spell is situational, it is excellent if you're expecting undead. The daze spell can have a very profound effect on combat -- making a big melee tough (like an orc or gnoll) lose a turn in early combat is a huge penalty to that creature and a great boost to the party. Acid splash is usually superior to ray of frost -- RoF has spell resistance. However, both spells usually have minimal effectiveness anyway. The flare spell is actually not that bad at first level -- when a -1 to hit can mean a lot.

Feats:

I have decidedly mixed feelings about the Toughness feat and first level wizards. I would not recommend taking Toughness if you have a +2 Con modifier or better. If you have a +1 or less Con modifier, it's a judgment call. I can see players taking it -- although almost any other class taking it is a waste. However, survivability is hard for a 1st level wizard, so while I don't recommend taking it, I don't think it's a bad idea to take it.

PBS + Precise Shot is a requirement for many wizards since the advent of scorching ray. In most cases, this will give you a +5 bonus to hit (since usually the enemy will be in melee combat with your teammates), which almost assures the spells will work. Remember, PBS gives +1 damage on any ranged touch spell that deals damage (but with scorching ray, only one ray gets the extra damage).

I'd usually delay taking Spell Focus until a later level, 3 or 6 possibly. Dodge + Mobility becomes a non-issue with obscuring mist, invisibility, gaseous form, dimension door, so I'd recommend against them. The Run feat is more suited to melee classes and becomes phased out later on.

One thing Friendofthedork didn't touch on was familiar selection. Two of the most combat-useful familiars by far are the weasel and the rat. Both give a substantial boost to weak saves. . . two weak saves that can't be weak.

I suggest taking the weak save feat that will serve you best at some point. . .maybe or maybe not at first level -- the save feats are fairly balanced at almost any level. However, if you put virtually no points in Dex or Con, I recommend boosting them as soon as possible with a weak save feat and the save-boosting familiar.

But Improved Initiative is a good feat, any way you look at it. It will be utilized every combat. It will provide you with a consistent advantage in something you definitely want to have -- the ability to act as soon as possible. II is a strong pick at first level.

Another topic not covered is the use of Scribe Scroll. A wizard should try to get his DM to allow as much of this feat to be used as possible. Since a major bane of early wizards is a small numbers of spell slots, anything you can do to offset this penalty will be a major help. The cost for scribing scrolls (other than time) is minor compared to the benefit you can draw from them over several combats. I'd scribe scrolls that don't depend on saving throws like magic weapon, enlarge person, animate rope, magic missile, ray of enfeeblement, obscuring mist, protection from evil, etc.

Phew! That's a lot of commentary. Hope this helps!
#7

zombiegleemax

Oct 04, 2004 12:14:07
I feel I must disagree; while CON is important, DEX is as well since it affects how often you hit with ranged touch attacks, make reflex saves, and win initiatives. Maybe I've just been lucky, but at a static 3HP, toughness hasn't been useful enough to me since I need the feats to qualify for some PrC or feat; however, I fully endorse taking Improved Initiative.

I'm in the con camp. Although a good dex is needed, I would invest those extra points, after boosting your int, to your con and then to your dex.

Sure, that extra dex may boost your ref save, but the fortitude safe is con based. That should cancel each other out.

This sound weird but AC for wizards is a bit overrated. That extra +1 mod in dex will give an opponent roughly a 5% miss chance. But an extra mod in con will give you a 25% more chance to survive a dagger assault. A 12.5 % chance to survive a sword attack and a 8,33% chance to survive a greataxe attack. Face it, wizards die quickly if exposed to melee combat and no dex will fix that, so tanking behind the fighter is the best option.

Then there are attacks the completely ignore your AC, such as magic missile but HP works against almost everything. As a D4 character you need every con-mod you can get.

Missing an extra +1 on ranged touch attacks and init is not so bad. Once again with init you only get a 5% chance to be faster then your opposition. A 5% miss chance on your touch attacks is worse, but not all your spells are touch attacks.

Hench IMAGE(http://forums.ncrv.nl/stand/images/smiles/regen2.gif)
#8

Edymnion

Oct 04, 2004 20:14:59
Combat Casting is not a good idea to take, ever.
Its +4 to Concentration checks, but only while casting in the defensive.
Why not just take Skill Focus (Concentration) for a +3 that you can use all the time, not just in a limited situation?

But really, any feat that gives you a flat bonus to a skill is worthless to any PC that plans on going past about lvl 5. Your normal skill ranks will quickly dwarf anything these feats can give you, and you will regret it at higher levels.

Bottom line for any character creation, know the game you're going to be playing in.

If it’s a low-level-only game, and you know you're going to be retiring your characters at lvl 10, things like Skill Focus are viable feat choices. If you know you're starting at lvl 10 and going to Epic, they are an utter waste of your precious feats. If you're going lvl 1 to lvl 20, then you have a very hard choice to make. Do you sacrifice power later on for better power at low levels, or do you let yourself fall behind the curve a bit at lower levels so that you can really shine at higher levels?

Personally, I prefer delayed gratification. I'll happily have a sub-optimal character at low levels so that I can do some truly amazing things at high levels.
#9

friendofthedork

Oct 05, 2004 8:32:41
Meabolex, the main reason why I favour con over dex is that while both are almost equally useful at the low levels, your con score will be worth more and more hitpoints every time you gain a level. But the dex modifier is a static bonus to reflex save, ac, initiative, ranged attacks and skills. Sure, +2 to hot with your rays will probably never be totally irrelevant, even on 20th level, but not at all as important as 40 extra hit points that a 14 con gives!

If given 25- point buy I would probably have str 8 dex 14 con 13 int 16 wis 8 cha 12 and then used the stat gain at fourth level on con. Note that I chose charisma over wisdom becuse I like to play nice intelligent and absent characters.

Or: str 9 dex 14 con 14 int 15 wis 8 cha 14 - this gives my spells a bit lower DC until 4th level, but the extra hit points at once may be more worth it. I put my odd number in str to get higher carrying capacity, but if I wanted to improve wis later on (not worth it IMO) I would put it in wisdom.

If you wanted a pure hack 'n slash wizard I would go for: str 9 dex 14 con 15 int 16 wis 8 cha 8 then improve con at 4th level (and of course int at all other levels).

Meabolex is right on the importance of scrolls of course; It's just so obvious so it slipped my mind. Scribing spells that has saving throws or is very dependent on caster level is not a good idea, as it uses minimum int required for casting said spell, not yours.

If you can scribe some at first level (to 75% cost instead of 50% and 1/25 xp cost) it could help you a lot in the first fights. Magarmor is a must, one hour duration should last several encounters and could easily save your life. Shield will probably only last 1 fight and will make you spend the 1st round for defense that could be used to blast them with sleep or some such. Better to save such a scroll for the BBEG.

Ray of enfeeblement is actually a good scribe spell, as it has no save. On later levels however, it might be better to cast it normally for a greater str penalty.

Look at other spells, by all means, but keep in mind that many utility spells are available to the party cleric and thus probably not worth having at low levels. Speak with the other spellcasters in the group (preferably IC) and try not to overlap spells. Remember also to prepare and scribe what you need first, and remember that you can often rest a day if you need a comprehend languages or some such to proceed with the adventure.
#10

kepsir

Oct 05, 2004 13:04:53
*uncloaks*

I am afraid that I must disagree on the dex/con debate. The key for any arcane spellcaster is casting and then getting the heck out of Dodge! Therefore, IMHO, getting your initiative bonus up as opposed to an extra HP is no contest. Dex before Con.

There is no reason for a person who is AC bedsheet to be in melee. Therefore, you MUST win initiative. This is so you can cast then MOVE AWAY! You must maintain distance from those who want you dead or you are brunch.

Your first feat should also be Improved Initiative. He who strikes first lives to strike again. This will also serve you well in the future. As anyone who has played a high-level campaign will tell you, the first round determines who lives and dies.

*recloaks & vanishes*
#11

robert_craven

Oct 05, 2004 14:32:19
First of all, a pure wizard's main quality is magic. Second to this is knowledge. Thus intelligence should always be first priority. Not only will it give you more spells in the long run, it determines whether your spells work or not. And I can tell you, the difference between a DC 13 Sleep spell and a DC 15 one is A LOT on first level.

Agreed.

You will need one physical ability however: constitution. Since you will not get a lot of HP from your hit die, you must rely on con. A 14 here can do wonders for your hit point total and can make you survive that critical hit that would otherwise take you to -10 HP.
Dex is less important. The difference between ac 12 and ac 10 isn't great even on first level, as any orc will usually hit you. You simply can't rely on your AC, since no matter what you do the monsters are made to hit the fighters and with no armor you cannot compete. However, your ranged attacks, and more importantly, your ray spells depends on agility, so a low dex is not recommended.

Hard choice.
Especially in the low levels you will need DEX, because you have to rely on DEX for your AC and you will do a lot of ranged attacking. And it always better not getting hit in the first place instead of being able to take the hit. In the long run a higher CON probably pays off. With all your defensive spells you do not need to worry about your AC. And there are numerous powerful spells that do not require a ranged touch attack. So, I'd take DEX over CON at first level.

Spells...

Well Magic Missile is not a bad choice. But it would not be my first choice for a first level wizard. I vote for those spells who may effect more than one opponent. So Sleep, Obscuring Mist, Grease come to mind. Although you will never use Sleep after some levels. The other two are still handy in higher levels. Shield is the one spell that will save your life over and over again. I strongly advise to stay away from touch attack spells. Especially at first level a wizard does not want to get into close range of an opponent.

The best feat IMHO would be Improved initiative. It means you can cast your spells, defensive or offensive before the enemy attacks you or your allies rushes in to block your area spells.

Agreed. First choice. Meta-magic is not worth it at first level.

If you plan on using ranged touch attacks in the future. Point Blank Shot and Precise Shot are a very good choice. You can use them for your crossbow at first level and later on for the scorching ray.

Save-booster: Hm. Maybe. A first level wizard with a rat-familiar and Lightning Reflex has the same saves as a monk. Not bad.
Although I would only go for one of those as a human with that extra-feat to spend.

Some other points:
Skills: Knowledge is your domain. But in the very low levels you may need to use your other skills as well. With no Spider Climb memorized you need to climb up that wall only using your (weak) STR. So maybe it is not such a bad idea to improve those skills that are dangerously weak. Of course, later on those points will be useless.

Familiar:
Best choices are rat or weasel because they boost one of your weak save.
#12

Phrennzy

Oct 05, 2004 15:53:22
Take the Mind Over Body feat from FR and Con becomes irrelevant, as you now get your bonus HP from INT.
#13

friendofthedork

Oct 06, 2004 2:07:25
Phrenny, that feat only adds int bonus to hit points at first level (instead of con modifier). If I remember correctly, it also gives you bonus hp for each metamagic feat you have, so it's not bad really, and far better choice than toughness if you're playing in FR. But I try to stick to core here.

Robert craven, you said in the long run con probably pays off, and explained why. So dex is the way to go?

In any case, if you can afford a 14 in both dex and con you should do so, as both are good. But as you said, con pays off in the long run. And you don't plan to be 1st level forever?
#14

robert_craven

Oct 06, 2004 15:21:43
Robert craven, you said in the long run con probably pays off, and explained why. So dex is the way to go?

Yes. When creating a first level wizard I would take DEX over CON. It increases my chances to reach the mid-levels by getting hit less often - healing is affordable even at 1st level.
When creating a character for higher level campaign I would probably put CON over DEX.
#15

sgthulka

Oct 06, 2004 19:36:00
Con helps with Fort Saves, against Melee Attacks, against Ranged Attacks, against Falling, against all damage-dealing traps, and scales with your level.

Dex helps with Reflex Saves, against Melee Attacks, against Ranged Attacks, against damage-dealing traps that require an attack roll and don't surprise you, helps with initiative, helps with balance and certain skill checks, and does not scale with your level.

They're both important, but the fact that Con helps against Falling, that Wizards don't really need the skills Dex helps with, and the fact that Dex doesn't scale with your level, gives Con, in my mind, the advantage. However, I think a lot has to do with personal play style. Halfings make great Wizards, because Dex at the expense of Strength is fine, and a +1 AC bonus for size only adds to the advantages gained by Dex.

What I do contend, however, is that Elves make crappy Wizards. Regardless of whether you like or dislike Dex, Dex at the expense of Con is a HORRIBLE trade for a Wizard. Just as Con at the expense of Dex would be a horrible trade.

I love 3.5e, but I think WoTC kind of dropped the ball when it came to elves and dwarves. Their stats and their flavor text do not match. Elves are supposedly great Wizards, but in reality they stink. And Dwarves are supposedly magic-haters, but they make among the best Wizards in the game.
#16

cperkins

Oct 08, 2004 8:19:47
The wizard in our Eberron game has been wearing leather armor through levels 1 and 2. With a +2 to AC and a 10% spell failure, it helped him survive and didn't screw up his spellcasting... yet. In combat, total defense is your friend once your spells run out.
#17

zombiegleemax

Oct 10, 2004 14:57:22
With all the talk of Point Blank Shot etc feats I'm surprised no ones mentioned the most deadly short bow. Okay, so it isn't THAT deadly but for those wizards who wish to conserve their spells (And I think Magic Missile IS a good choice early on as long as it is used wisely.) and inflict SOME damage.

I currently have a Halfling Wizard/Rogue seeking to become and Arcane Trickster who started with Wizard as his first level. Now here's the catch: The Party consisted of Mungo, the said halfling and a sorcerer. No one else. Mungo's stats are something like 12 Str, 12 Dex, 11 Con, 14 Int, 10 Wis and 9 Cha. Mungo or the elf Sorcerer sneak up with bows ready and take out a good deal of the enemy before they get close enough to be a danger. If the dice are going rotten Mungo Fires a magic missile.

In the event something did get close The Elf Sorceror sleeps half of them and Coup De Grace becomes our friend. Not exactly full proof I know; We nearly got killed many many times but our tactics worked very very well considering our situation. Point Blank Shot is definitely a good feat choice. Extra sleep scrolls also made things a lot easier. Don't underestimate a wizard in Melee combat. ;)
#18

meabolex

Oct 11, 2004 0:46:43
I love 3.5e, but I think WoTC kind of dropped the ball when it came to elves and dwarves. Their stats and their flavor text do not match. Elves are supposedly great Wizards, but in reality they stink. And Dwarves are supposedly magic-haters, but they make among the best Wizards in the game.

Actually, I would content that elves make great first level wizards.

If you're playing an elf wizard with 25 point buy, you want at least a 14 in Dex so you can push your score to 16. You get more mileage out of a racial stat boost if you boost it when it starts out higher. Starting with a 14 in Dex and boosting it up to 16 is the same as spending 4 point buy points to do the same thing without racial modifiers. As far as Con goes, just make sure you don't initially boost your score above 14. . . otherwise your racial penalty will cost you more point buy points.

So what do you do with all that Dex? You whip out your composite longbow and function as a ranged fighter for the first couple of levels when your spells run out (or when you've reached your quota for an encounter). Since everyone's BaB is pretty low and the ACs are generally low as well, a 1st level wizard wielding a composite longbow can deal more damage (on average) than ANY of his spells to a single target. So, getting that initial weapon proficiency really helps out a lot. Plus, if you plan on going PBS + Precise Shot for later rays, those feats work just as well with the composite longbow.

Finally, my dump stat is almost always Wisdom as a wizard. Despite the fact that wizards have a strong will save, I almost always assume a penalty to Wisdom (/w 25 point buy), so any boost versus enchantments (like the +2 elves/half-elves get) is a good deal to me.
#19

veomyr

Oct 11, 2004 13:06:49
I, too, favor CON over DEX. Yes, at low levels, it may keep you alive, but eventually you *WILL* get hit. Getting hit means taking damage, and having a high CON will be a big payoff. It's better to survive two hits and not be able to do damage than it is to hit once with a ray spell then die from a dagger to the kidney.
#20

sgthulka

Oct 11, 2004 22:03:01
Actually, I would content that elves make great first level wizards.

If you're playing an elf wizard with 25 point buy, you want at least a 14 in Dex so you can push your score to 16. You get more mileage out of a racial stat boost if you boost it when it starts out higher. Starting with a 14 in Dex and boosting it up to 16 is the same as spending 4 point buy points to do the same thing without racial modifiers. As far as Con goes, just make sure you don't initially boost your score above 14. . . otherwise your racial penalty will cost you more point buy points.

Yes, that's a viable strategy, but I contend you're still better off playing a different race with that strat (strictly from a min-max perspective).

For an Elf in point buy, a 16 Dex and 12 Con, as you suggest, is 12 points.

For a Dwarf in point buy, a 16 Dex and 12 Con is, still, 12 points. Meanwhile the Dwarf also gets Darkvision, +1 vs. Goblins and Orcs, +2 Saves vs. Poison, and, perhaps most important, +2 Saves vs. Spells and Spell-like effects, which can definitely save you're bacon when you're hiding in the back row and someone fires an area-of-effect attack at your party.

For a Halfling in point buy, a 16 Dex and 12 Con is a mere 10 points. You also gain +1 armor class for being small, and the ability to ride dogs which is fantastic for wizards at low level.

For a Gnome in point buy a 16 Dex and 12 Con is the same as the Dwarf and Elf, 12 points, you get the same small-size halfling advantages, and you can even speak to your weasel familiar.

Really, when you go up to an 17 Dex is when you really start to see the dividends on the racial adjustment. But I still think you're better off with the halfling. Low-light vision is a complete wank since you still need torches and are giving away your position.

You make a good case for the bow proficiency, but until you get rapid shot, really, a light crossbow is almost as good. Unless you're putting a lot of points into Strength, which (IMHO) should probably be put into Intelligence in order to boost spell save DC's. After a few levels, unless you're planning to multiclass, you won't be using your bow much and those points in strength will go wasted. Unless you're planning to multiclass into Fighter, in which case a Dwarf can just start at Fighter, which is its preferred class, and gain that Composite Longbow Weapon Proficiency right off the bat. Elves have the advantage if they're gonna multiclass into something weird, like Ranger, Paladin or Monk.

That basically leaves a very narrow niche for Elven Wizards: 17+ Dexterity Wizard/Rangers.

I'm hardly a character optimizer, and Meabolex, you certainly seem to know what you're talking about from a multitude of other posts I've read. So I'll readily admit I could be missing something. But at the moment, I still don't see it.
#21

meabolex

Oct 13, 2004 2:26:17
Not to get too far off the topic of a 1st level wizard, racial selection is important, so I think it needs some debate. . .

For an Elf in point buy, a 16 Dex and 12 Con, as you suggest, is 12 points. For a Dwarf in point buy, a 16 Dex and 12 Con is, still, 12 points. Meanwhile the Dwarf also gets Darkvision, +1 vs. Goblins and Orcs, +2 Saves vs. Poison, and, perhaps most important, +2 Saves vs. Spells and Spell-like effects, which can definitely save you're bacon when you're hiding in the back row and someone fires an area-of-effect attack at your party.

Subtract all racial bonuses from the equation, since those seem to be causing the confusion (on my part, obviously) (: When comparing who can boost Con versus who can boost Dex, obviously the Dwarf will win with Con and the Elf will win with Dex. It's just that the Dex can help with ranged attacks, reflex saves, and AC -- where the Constitution helps with just fortitude saves and hit points. Two vs. three really. If you're not on the front line, reflex saves tend to edge fortitude saves simply because of the damage reflex based spells can deal. While having an 18 Con is great at level 1, a CL 3 burning hands can easily take you out if you fail your reflex save. So, I'd say it's a battle between hit points and AC + improved ranged attacks. At the first level, you get more out of slight AC bonuses (since the enemies have much lower to hit) and the slight increase in combat ability with ranged attacks can make you almost as effective as any member of the party as a ranged attacker. A fighter with 13 Dex at level 1 is going to hit less with ranged attacks than a level 1 elf wizard with 16 Dex (unless the fighter has Weapon Focus: ranged attack, which is unlikely).

As for the dwarf. . . mobility is a big deal with wizards. You really need the 30 ft. movement speed to be able to get out of trouble quickly. Anything that inhibits your movement speed (like the dwarf 20 ft. movement speed) is certainly a bad idea. Other then that, the +2 vs. spells AND +2 vs. poison is extremely powerful for a wizard. . . and perhaps reflects some poor mechanical design in the dwarf race. That, obviously, is a whole 'nother article. (:

For a Halfling in point buy, a 16 Dex and 12 Con is a mere 10 points. You also gain +1 armor class for being small, and the ability to ride dogs which is fantastic for wizards at low level.

I usually dump Strength and Wisdom for my halfling/gnome wizards -- I like Charisma, so maybe I'm not min-maxed (: However, taking an ability score down to 6 is always a cause for concern with me. . . even Strength. While the halfling idea is only 10 points, I'd usually be spending at least 2 points to keep strength at 8. This partially comes from the experience that poison (quite a pain to a halfling wizard) can easily reduce your Strength by 6 quite quickly early on. . . spiders/spider swarms. . . *shivers*

For a Gnome in point buy a 16 Dex and 12 Con is the same as the Dwarf and Elf, 12 points, you get the same small-size halfling advantages, and you can even speak to your weasel familiar.

See, now you're using my second favorite character against me (-; I really like gnome illusionists, but the penalties for being small-sized have shown their ugly heads. Wizards already get a big disadvantage at grappling and combat in general -- so an additional, huge penalty on grappling can be painful. YMMV, but medium-sized casters definitely have some advantages over small casters -- particularly at the first level.

Low-light vision is a complete wank since you still need torches and are giving away your position.

But that's not how you use low-light vision! The best way to use it is to do what the wizard wants to do anyway -- get to the edge of a combat and hurl spells from an undisclosed location. You merely move into the shadowy illumination present (possibly from a melee character's torch or light-enchanted shield) and voila, you're effectively improved invisible. Sure, the enemies can locate you from the verbal components, but still it helps to avoid ranged attackers -- the bane of first-level wizards. Note that this strategy doesn't work well against darkvision creatures, which is what you typically find in the dark. However, a well-placed darkness spell can help you use low-light vision against darkvision-less creatures later on.

You make a good case for the bow proficiency, but until you get rapid shot, really, a light crossbow is almost as good.

Unless you want to spend a move-action reloading it every round. Mobility is important with wizards, particularly first level wizards. Giving up my move action is probably not a good idea, even if I am typically in the backfield.

Unless you're putting a lot of points into Strength, which (IMHO) should probably be put into Intelligence in order to boost spell save DC's. After a few levels, unless you're planning to multiclass, you won't be using your bow much and those points in strength will go wasted. Unless you're planning to multiclass into Fighter, in which case a Dwarf can just start at Fighter, which is its preferred class, and gain that Composite Longbow Weapon Proficiency right off the bat. Elves have the advantage if they're gonna multiclass into something weird, like Ranger, Paladin or Monk.

While I wouldn't call it waste, an elvish wizard with 12 Strength won't be getting a lot of mileage out of his Strength after level 2-3. But the initial damage with a mighty +1 bow can be useful. +1 damage is approximately 19% more damage versus a standard longbow. And initially, all the damage you can get will help out big time. I'd usually never waste a level on anything other than wizard unless I was specifically heading for a prestige class. Losing caster levels hurts way too much. Even wasting feats on weapon proficiencies is probably too much of a pain on a wizard. Rapid shot isn't a bad feat, but I would put it on the backburner for PBS + Precise Shot, as I discussed earlier.

That basically leaves a very narrow niche for Elven Wizards: 17+ Dexterity Wizard/Rangers.

What about elven wizard/rogues/Arcane Tricksters? Or bladesingers? Or ranged Eldritch Knights? Arcane Tricksters are excellent with elves thanks to the multiple skill bonuses -- which are all class skills of the Arcane Trickster.

But at the moment, I still don't see it.

Well, for the most part, race is a pretty important element early on. You have pointed out the benefits of other races versus the elf, and I certainly don't think those are unfair observations. Yes, the dwarf makes for a very strong 1st level wizard. But what will he do when he runs out of his 4 spells at first level (or casts his one spell per combat, as I mentioned before)? At that point, the elf shines brighter. Yes, he could use a crossbow, but he'll be giving up move actions when he already has a more difficult time moving compared to an elf. . . and the elf can easily deal more damage with a meager 12 Strength investment.

So, I would contend (not content (= ) that elf makes a good wizard. Not by far better than any other race but certainly viable and effective.
#22

friendofthedork

Oct 13, 2004 9:18:11
I also fail to see the strength of the dex-based wizard against the con based one, unless you multiclass fighter or some such. Without rapid shot the bow isn't that much greater than the crossbow, and worse you'll risk a strength penalty on damage. That you can shoot and move every round is somewhat better, but I do fine with move, shoot, reload shoot etc.

If you want good shooters, halflings are far better choices, as said.

Robert Craven: When I create first level wizards, I do that with higher levels in mind also. Sure, at low levels dex is fine, but if you want your wizard to reach higher levels (admit it, that's the whole point in playing a wizard), it better be worth it when you get there.

So far the wizard I've been the most all-round happy with had 14 in both dex and con.
#23

zombiegleemax

Nov 30, 2004 18:01:55
Excellent essay FOTD!!! 5 stars!

I concur with all the information provided by you and the other posters. The most confusing part is the feats. What are the recommended feats after first level? I humbly request a follow up essay on taking the wizard through the middle levels.
#24

zombiegleemax

Dec 01, 2004 16:15:45
The strength of the Dex-based wizard is as follows:

1) Improved Ranged Touch Attacks

2) Improved reflex saves

3) Improved Initiative


In that order.

Yes, if you go for fireball, you want the High Con.

But if you are a wizard that uses Scorching Ray, Vampiric Touch, Enervation, etc. etc. then you want that High Dex.
#25

Edymnion

Dec 01, 2004 20:26:07
Take the Mind Over Body feat from FR and Con becomes irrelevant, as you now get your bonus HP from INT.

Which itself must be the epitome of Wizard loving munchanism. Even fighters don't typically have 18 Con.
#26

mind_rogue

Dec 01, 2004 23:32:31
Several Points:

Stat Distribution: As we found out in the ultimate fighter competition, AC matters far more than maximum HP. Even at first level, a 5% miss chance against the average orc warrior with a great axe (average 10 points of damage) correlates to being equivalent to a half point off from every attack. While this may not seem like much, as soon as you are put up against two attacks, the extra two points of Dex over Con pays off. While the amount of damage that you would ordinarily have to take increases by two points each level, you are going to be pelted with increasingly more damaging attacks as time goes on (like orc barbarians with power attack). It also helps with your ranged attacks, which you are likely to be doing plenty of, both mundane and magical. Still, you will end up taking a few hits, so having a good Con is important too. As such, with a 25 point buy, I would suggest Str 9, Dex 14, Con 14, Int 16, Wis 10, Cha 8, but you have room for switching stuff around (and to increase things if you get more points). Wisdom gets the bump over charisma because you still want a higher will save.

Feats: Initiative is key. You never want to be sneak attacked by a rogue, you need to get your dex bonus to AC pronto, and you want to be able to hinder your opponents before they get to act. Thus improved initiative will usually make or break your battles and should be amongst your first feats. If you are a human, point blank shot and then precise shot at level three can help tremendously with your rays and your crossbow bolts (or you could take it now and then imp. init at level 3). Combat casting generally isn't too useful since you will want to stay out of combat and your concentration score will quickly soar beyond the first couple levels anyways (do to maxing the skill out). At low levels, you will rarely have a situation where 5' stepping still puts you in dangerous areas, while at higher levels your concentration score will be good enough that you can cast defensively anyway. Always cast defensively rather than provoking an AoO, even at level 1, unless the foe threatening you is another equally inept wizard or similarly pitiful character.

Spells: Magic Missile is overrated. It is far better at foes who are incorporeal or who have some sort of concealment than it is against standard foes, but you won't see as much of this at lower levels. Even at higher levels, the damage does not scale fast enough to be of use except in conditions like this. Thus, I suggest you research it at a higher level (or buy it from another wizard). Ray of Enfeeblement is more likely to disable your foe at any level, since it nukes the targets save, but it does require a ranged touch attack (see why I told you to get a decent Dex?) Sleep works extremely well at lower levels (particularly against orc warriors), but it loses its effacy at higher levels. Color spray isn't quite as effective, but it works against more opponents, and it keeps at least a little potency against powerful ones. Charm Person, while not visually spectacular, is effectively a save-or-die spell, since your new friend will not try to hurt you, plus it has uses outside of combat too, like trying to get information out of a guard.

Mage Armor should probably be one of your spells, since that +4 AC equates to a 20% miss chance (approximately 2 points off each orc's greataxe), and if you walk into a volley of missiles, it will mean the difference between death and dying. Obscuring mist is more effective, since the miss chance is higher, it shields your allies, and it negates a rogue's sneak attack, but it hinders you too (since you can't see out of it), the duration is shorter, plus it stays in place once you make it, meaning it won't help you in the next encounter, while your mage armor is likely to shield you for a couple levels.

Scrolls: Definitely make scrolls at every available opportunity. Given a party of four first levelers, a single orc can supply you with enough experience to craft 35 first level scrolls! Spells that don't allow saves (like ray of enfeeblement) are good choices, as are your buff spells. Just keep in mind that the durations will be fixed at first level, even after you advance. It also makes a good place to put those spells that you know you will need at some point but not all the time (like jump, hold portal, or protection from evil).

Races: The bonus feat and extra skill points from humans is nice. Elves have that Dex bonus, search bonus, and free weapon proficiencies, but a class with d4 hit points really cannot afford a Con penalty. Dwarves, halflings, and gnomes all make pretty good wizards do to having a good survivability stat and a dump in something wizards don't need. Additionally, gnomes and halflings get an additional +1 to hit and to AC, gnomes get illusion spell benefits, and halfling get better saves. If you want to go throwing around lots of scorching rays and fireballs later in life, halfling can't be beat. Your high Dex and small size makes you likely to hit with your rays, and the Dex and save bonuses reduces the collateral damage when you hit yourself with your own fireballs.
#27

friendofthedork

Dec 02, 2004 0:55:58
Thank you for the shameless praise ;) I will make a new thread for the mid level wizard. After that, I haven't really played enough at high levels to make a guide at that level.

But I'll have to limit it to pure class wizard and I won't be going much into detail of the numerous Prestige Classes there are.
#28

zombiegleemax

Dec 02, 2004 1:56:19
I play half-orc wizards (it's quite a challenge.!) I can't believe that nobody mentioned Obscuring Mist, that's a great offensive/defensive spell for first lvl mages, because of it's minute duration, it last 10 for a 1st. level caster, it makes a great shield from ranged attacks (50% miss chance.)

Teamwork, that cannot be stressed enough, your mage won't last a second with the help of his allies, a mage can flank after a fighter has charge passed enemies in a fray, just take a total defense action.

Kneel and you gain a great bonus against ranged attacks just from kneeling.

Plan ahead, wizards prepare spells in advance, know your enemy, coordinate attacks, play smart, your mage can't afford a tactical mistake such a preparing the wrong spells. I guess that's all the advice I can muster at the time...
#29

zombiegleemax

Dec 03, 2004 5:00:08
Personally I've found Halflings and Gnomes to make Good Wizards. The benefit to either Dex or Con at the expense of Str isn't that major. Then there are the other benefits, like small stature, bonus spells and attacks and whatever else.

In addition, I've often found that their combat power isn't that limited. Stocking up with a loaded Heavy or just Light crossbow can give an immediate combat option when you run out of spells (or simply don't want to cast one). Thrown weapons aren't up to much, especially as the Wizard isn't proficient in many, though you can at least use mage hand to retrieve some forms. Commonly daggers for the Wizard can be thrown and retrieved through magehand.
#30

greyman

Dec 04, 2004 1:07:40
The wizard in our Eberron game has been wearing leather armor through levels 1 and 2. With a +2 to AC and a 10% spell failure, it helped him survive and didn't screw up his spellcasting... yet. In combat, total defense is your friend once your spells run out.

Ah, yes, that often-overlooked 0 Armor Check Penalty means you can use Leather Armor without being proficient yet suffer no actual penalties. If you favour Dex over Con it's a nice option and, while the AC bonus is not as great, it lasts longer than mage armors and valuable spell slot.
#31

zombiegleemax

Dec 04, 2004 8:11:24
I too would like to voice my opinion that Elves make far better 1st level wizards than dwarves do, if for no other reason than mobility. You may think having a move of 20 is no big deal, nor is having to reload your crossbow as a move-action. . . but the combination of the two is too much time wasted.

What are the recommended feats after first level?

Energy Substitution (from Complete Arcane)--by 6th level at the latest, but that all depends on your style of play. If you're one to play the blaster-mage sort, 3rd level may be appropriate. I tend to take it as my 5th level bonus feat (acidic fireball anyone?). This feat is useful as you will no doubt be up against a creature with immunities in the future, and this spell can revert otherwise useless spells in these situations into the powerful spells you're used to using.

Eschew Materials is really only useful if your DM is the sort to make you keep track of your spell components, but if he does is extremely handy.

Spell Mastery at a later point tends to come in handy in more campaigns than not. Eventually, you will most likely be separated from your spell book at some point.

I tend to stay away from the other Item Creation Feats as Scribe Scroll tends to be all you need and the only one of these feats you'll likely have time to use. Of course, this one's usefulness like all the other feats depend entirely on your style of play (or your DM's to be more precise).

There's an extensive discussion on low through high level wizards here though that you may find handy.
#32

zombiegleemax

Dec 05, 2004 3:38:57
It is true that as a low level wizard, your spell selection is going to be very limited, but there is a simple way that you can make yourself very useful in combat without using spells, or when you are out of spells, unless you are one of the small races.

Buy a long spear.

If you have strength of 10, no BAB, and are non proficient, then your total to hit will be -4. However, the target for the Aid Another action is only 10. This means that you will only have to roll a 14 or better to be able to either add +2 to your fighters AC, or give him +2 to hit!

The big bonus of doing this with a long spear is that it has reach, so you can do it from behind the fighter, without actually getting into harms way yourself. Don't forget, this stacks with flanking, and if there is more than one person aiding, the bonuses stack! Just because you don't get a proficiency in the weapon doesn't mean that you can't use it to good effect!

And as a last point, for the sorcerer players reading this, the long spear is a simple weapon, so they are even proficient in it! Might not work all the time, but when it does work, that +2 can be as big a bonus as a lot of your spells, especially at first level. (Compare the damage from a first level magic missile, to the damage caused by turning the barbarians miss into a hit....)
#33

nom

Dec 06, 2004 10:14:48
Correction on point costs:
For an Elf in point buy, a 16 Dex and 12 Con, as you suggest, is 12 points.
For a Dwarf in point buy, a 16 Dex and 12 Con is, still, 12 points.

True, sort-of. You also need to consider that you've lost 2 points off Cha, which may or may not be an issue for you.
For a Halfling in point buy, a 16 Dex and 12 Con is a mere 10 points.

Though 2 points of Str are sacrificed. Putting them back takes us to 12.
For a Gnome in point buy a 16 Dex and 12 Con is the same as the Dwarf and Elf, 12 points

But, like the Dwarf, you have sneaked 2 points in from somewhere else, in this case Str.

Under point buy, a racial penalty is only a penalty if you wanted the score above 12 (or are willing to have it at 6), and a bonus is only a bonus if you want the score above 14.

It's also important to remember that going below 1 hp is an inconvenience, not a disaster. Going below -9 is a disaster. At early levels, I'd rather reduce my chance of being hit and accept that I'll probably go unconscious if it happens than be more likely to get hit and still have a decent chance of going unconscious. Just make sure your teammates know where your healing potions are.

As to spells, the apprentice wizard should have three priorities: avoid melee at all costs, avoid getting attacked if possible, and make the job easier for those who are fighting.

Mage armor is plausible for a dungeon crawl, which may take less than an hour. It's wasted for overland travel. However, its main use is after you're in a situation that you should not be in. If you've a monk or similar in the party, you may consider taking mage armor to cast on them.

flare and daze are both good, as they both hamper your opponent's ability to fight. The 1st level Enchantments (sleep, hypnotism and charm person) even more so. grease and obscuring mist likewise.

In contrast, Transmutation contains some useful party buffs. enlarge person turns someone into a melee powerhouse for a minute (long enough). Animate rope, jump and feather fall might all come in handy, but are probably too situational to burn one of your precious two (or three) slots on. A cunning mage should be able to get use out of disguise self, silent image or ventriloquism.
#34

zombiegleemax

Dec 07, 2004 5:46:18
I'd like to make a further point on Halfling and Gnomes Wizards. The Gnome obviously adds a small amount of extra spell potential to any caster.

Halflings can use thrown daggers quite effectively, and with spells like mage hand they can retrieve them afterwards (assuming they are not lost or damaged). Carrying a loaded crossbow is usually a good idea as it can save on the casting of valuable spells at those levels. At those times its rarer to need to fire more than one bolt in a single encounter.
#35

peter_newman

Dec 18, 2004 8:23:20
Another good trick for a 1st level Wizard is to carry a Shield. You can always drop it before casting a spell with an armor failure chance. In the meantime it will help your AC. The non proficiency penalty doesn't really matter since it is to things you won't be doing much of anyway.
#36

zombiegleemax

Jan 11, 2005 6:41:01
There is a new feat in Complete Arcane hiding in the back in one of the sidebars that can only be taken at first level. I shall have to get the info later. It increases spell selection at first level.
#37

friendofthedork

Jan 18, 2005 20:10:34
Someone pointed out that speed is important. Well, that's true but also remember that spells such as expeditious retreat and haste gives even dwarves and small sized characters 40' speed, which is good enough to get away. In any case, there is always someone slower

Using shields, except perhaps a mithral buckler (no spell failure) is a bad idea. Removing a shield takes a move action, as they are generally strapped to your arm. Your better off casting Shield 99% of the time. Using a leather armor is a better idea, but I never do that both because I hate 10% spell failure AND it cramps my wizard's style. Pure Wizards don't use armor or shields, that's just the way it is.

About using a long spear... well it's not going to be very efficient. With a 8 str you'll need a 15 on a d20 just to give +2 attack or defense to an ally. You much better off using a crossbow, or even a sling at range. You don't want to be within 10' of the enemy, and what wizard with respect for himself does the job of common spearmen? Better idea: rent a few mercenaries and equip them with longspears. They will do the job much better than you, and the few silvers a day is a good investment!

Playing a mid-level Wizard

Later on, you're probably gonna have to use the same tactics as you did on level on, at least until you get dimension door. Stay behind and use your spells to aid your party. At third level your magic missiles are starting to get better, and can really make the difference against inaccessible or well-protected enemies. Damage reduction, concealment, cover? Who cares! It pretty much can't fail. Get a wand if you can.

As for feats, a common feat on 3rd level is craft wondrous items, which makes you craft goodies such as Headbands of Intellect or Hats of Disguise. If somehow item creation is not your way, you could of course take a metamagic feat, although very few will be any good at this level.

As for your 2nd level spells, Web, Invisibility and Scorching Ray are all good, in that order. Knock is nice if you don't have a good Rogue in the party, and levitate keeps you out of melee. Tasha's Hideous Laughter is really good too, but only if you play 3.5.

At 5th level you get a bonus feat, and finally access to Third level spells. Now you can take craft wand or craft magic arms and armor. The first is nice if you're gonna craft a bunch of wands for personal use, but the latter is only if you want to be nice to your friends or magic items are hard to get in your game. Other than that, empower spell is nice to use on your magic missiles, but that means less fireballs... The other metamagic feats require too high level or is not worth taking at all.

For spells, fireball is the obvious choice. Haste has been nerfed in 3.5, but is still good IMO, as it affects your whole party! Trust me, your Fighter friend won't mind a bit! Fly can get you off the ground for awhile, which means you won't be attacked much. The duration is too short now for anything else. Suggestion and Tongues are both nice, but generally only outside combat (but they can prevent it altogether). Deep Slumber is an improved Sleep spell that works fine at mid levels, either against a single strong opponent (with poor will saves) or against a bunch of minions.

Dispel Magic and Daylight are probably necessary at some point, but if you have a Cleric he has access to both of them as well without having to learn them. Dispel magic let's you counterspell anything, so get it in your spellbook if you can.

At 6th level you get a new feat, and this time there are no obvious choices. Last time I took Leadership myself, but not all DMs approve of that. If you have access to non-core material check it out, because there won't be many core feats you really want at this point.

Tactics wise, now your power has risen enough that you can compete with your party damage-dealing wise. A couple of fireballs on the enemy can make the fight alot shorter than the DM intended... For few powerful enemies magic missile is still good, or you could use Tasha's hideous laughter or deepened slumber and let the fighter "mop up." And best is, from this point on you're only getting better compared to your friends

At 7th level you get access to some real good spells. A personal favourite of mine is Evards Black Tentacles, which is good against almost anything. Dimension door is a must. Combined with feather fall you could dimm door high up in the sky, cast feather fall and bombard the enemy with fireballs while their archers are still out of range! It is also one of the best getaway spells. You can even bring your friends! At this level there are also a lot more really good spells, too many that I can mention them all here.

At 9th level you get both a feat and some really good spells. Quicken Spell is a must. Ok, you can only use it on first level spells ATM but the ability to cast a spell in a second is great. Someone is after you? A quickened disguise self and you're off the hook. Or perhaps you need that magearmor or shield now! But you could also take that at 10th level as a bonus spell if you want something else now. For spells, there are a bunch of really nice one so I'm only going to mention 2: Teleport and Cloudkill.

Well that's it for now, I don't mind critique. Disclaimer: This is with core material only in mind, and pure level non-specialized Wizard. Also not that a lot of spells selection depends on the character concept, but this one is a generalist.
#38

angryman

Jan 24, 2005 1:38:58
I also firmly believe in the CON over DEX wizard. As said a dozen times, it increases survivability. However, I think we are missing a vital point for level 1 wizards- being a big coward. My poor feeble mage has dived (prone naturally) behind so many carts, rocks, under wagons (stationary of course) and behind horses, that foes largely ignore him. This is a good thing. Sure, your allies may rib you for it, and may even be annoyed when you have total cover and refuse to come out, but it's because they can take a few licks. You can't. Just remember EVEN GOBLINS CAN KILL YOU.

-If nobody's near you, drop prone for +4 ac versus ranged.
-Hide behind big stuff
-And only threaten enemies when you're sure they won't kill you (i.e., they're occupied/dead/disabled)

You have to earn all that power you get at high levels, and low levels is where you do!
#39

pentagonal_penguin_dup

Jan 27, 2005 18:54:55
Firstly, the dex vs con debate:

Lets assume we have the option of increasing either our dex or con by 2 points. Therefore, we are weighing up a +1 to con mod vs a +1 to dex mod.
The most important benefits of each of these are:
Dex: Reflex saves, ranged attack rolls, AC, initiative.
Con: Fortitude saves, bonus hp.
Let us assume that the save bonuses cancel each other out.

A +1 to AC (keep in mind, not to flat-foot) is basically an extra 5% miss chance. Therefore, it is the equivalent of roughly (5.3% of your total hp) bonus hp. (By the time you would be on 0, you are instead on 5% of your hp.
A +1 hp each level gives a number of bonus hp equal to your level.
For the dex to be better than the con, 5.3% of your total hp > level
this is equivalent to getting 19 or more hp per level. Therefore, if you are a barbarian with improved tougness and a 34 con, then improve your dex. For a wizard, your con should be 42 or higher before you worry about dex.

Of course, this is ignoring the +1 to ranged attack rolls and initiative.
This is quite hard to weight, so i'll assume that a +1 to ranged attack rolls is worth a bit less than a +1 to AC, and the +1 to initiative makes up the difference. (Does +1 to ranged attacks, +1 to initiative seem about equal to +1 to AC?) Using this weighting, con is better if you get less than 9.5 hp/level, ie your con should be improved to 24 before you worry about dex.

This shows that con is more important.

I didn't take into account that the +1 to AC only affects non-flat-foot AC, or that I believe the fort save to be more important, or that the hp bonus is useful not just against attacks, but spells, falling, etc.

The
#40

cycloneranger

Feb 08, 2005 16:27:21
I would add that many underestimate the importance of divinations. The fact is that a wizard who knows a particular encounter is coming will almost always survive, and will usually win. A wizard who is ambushed will often die, and will usually lose. Thus, you should always use divinations such as arcane sight, prying eyes, and remote viewing. Most of this advice applies primarily to mid to high level wizards, but it can be used by lower level wizards as well. Even the humble detect magic can alert you to the summoned creature or the mage armored wizard behind that door. Any knowledge you can get of what is to come will help greatly.

Oh and I prefer Constitution to Dexterity in most cases, since saves against death effects are usually fortitude saves. I find it more useful to be certain of surviving one attack than to be hit half as often. Typically, you only need to survive one round of combat before you can cast invisibility, teleport, disintegrate, or some other spell. In this way, HP is more of a guarantee than AC is. That said, you definitely must get improved initiative. It is widely agreed that high level combat can be something of an initiative contest anyway. The bonuses to AC and attack rolls are pretty trivial; it is the initiative bonus that provides the best argument for a Dex prioritization.
#41

friendofthedork

Feb 16, 2005 7:31:21
I agree that a wizard should do his best to know as much about his enemies as possible. In addition he should try to prepare for anything and conserve some spells for emergencies. Dimension Door allows you to flee first, then come back later when you're prepared to deal with your enemy. Still, even if you expect nothing but identifying items in the city you should prepare some combat spells just in case.

Divinations could help with this, such as Scry, locate object and similar.

Arcane Sight is a bit too high level for what it does, you can usually identify spellcasters rather quickly without it and the information you get is rather limited. But this is an excellent spell to make Permanent.

Prying eyes is nice, but I manage by using the party Rogue as a scout. If you lack this, and you don't want to risk your familiar, such a spell is good. Otherwise you'll probably want something else in that spell slot. Scry (remote viewing?) is a must have spell, that I hope I have already mentioned.

Detect magic (not a divination spell) is something any spellcaster should have at least one of every day. But the low duration and need to concentrate makes it less useful for scouting and better for finding magic items. Use it if you suspect magical traps or invisible enemies or hiding enemies with magic.
If you have permanent Arcane Sight you won't need the spell at all