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%

dcollins

Explorer
Here's a poll in a series I'm trying to use to generate a "baseline" core Wizard's spell list. You can pick as many selections as you like.

Say you have a Wizard of about 3rd level -- adventuring, PC or NPC, non-specialized, non-multiclassed, core rules only. He or she can prepare maybe 3 spells of 1st-level. What spells should he or she prepare in those slots?

You can pick as many selections as you'd like -- I would suggest around 3.
 

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Fascinating question.

I'm a bit surprised that anyone picked Identify, however.

At such a low-level, your very survival is going to hinge on your ability to protect yourself and others, and Identify seems more like a, "When I've got time, back at the Inn, I'll take of this" kind of spell.

In other words, it's largely useless as a "Keep it in your head while walking around" kind of spell. Its long casting time and expensive components make it unlikely that you'll be able to use it in a standard dungeon adventure - where standing around for an hour doing full-round cast a spell actions is likely to result in *something* sneaking up and eating you.

I'm not surprised to see Sleep and Mage Armor with a strong initial showing. Both are almost requirements in any serious Wizard's repertoire. One is easily one of the most versatile defenses in a Wizard's arsenal - given that it can even help out a plate-and-mail fighter, if your in the right situation - and the other is usually much more effective at putting enemies out of commision than any of your low-level damage spells.

It's also great as a non-violent alternative to killing guards, etc.

It'll be interesting to see where this goes!
 

Identify is pretty much a standard in our campaign, but it is usually not kept memorized. It's usually just kept in the spellbook until it's time to identify loot.
 

I would have chose identify also except that is very limited use for a 1st level character and the material costs are pretty much out of the affordable for a low level party. 100gp pearl for each casting.
 

My two definite picks for a 3rd lvl adventuring wizard:

Mage Armor (keep you alive)
Grease (tactical spell)

Besides them, it's a toss-up between Color Spray, Ray of Enfeeblement or Sleep for an offensive spell.
 


My choices: Shield, Grease, Magic Missle.

Shield = +4 force effect to AC plus it negates magic missles.
Grease = good spell for confounding enemies and protecting your position. Whether used on the ground or on someone's main weapon, the baddie's rolling a save every action.
Magic Missle = guaranteed damage against non-arcane casters (see shield), 'nuff said.

:)
J
 

dcollins said:
Here's a poll in a series I'm trying to use to generate a "baseline" core Wizard's spell list. You can pick as many selections as you like.

Say you have a Wizard of about 3rd level -- adventuring, PC or NPC, non-specialized, non-multiclassed, core rules only. He or she can prepare maybe 3 spells of 1st-level. What spells should he or she prepare in those slots?

You can pick as many selections as you'd like -- I would suggest around 3.

I disagree with the intent of this thread. What you are describing works for a sorcerer but will always yield sub-par wizards. A wizard excels in preparing and being prepared means there is no universal best spells. The choice will always be situationally dependent. If you want good all around spells, we shoudl select them for a sorcerer who must rely on those few choices all the time.

To substantiate: a wizard has scribe scroll and should be scribing at least 1 of every non-level dependent 1st level spell and/or non-save spell. This prepares him or her for any situation that he/she was unprepared for. Other than that, describe the situation, and I will give you feedback on spell selection.

About the only 1st level spell I can possibly think of that would be important for any wizard is summon monster 1. Summon a creature that you can communicate with and have it scout where you can't. Then, rest up and prepare accordingly.
 


I chose mage armour as the main defensive spell. The long duration (3hrs) means that the one casting you get will keep you protected for a nice long while.

For my offensive spell I chose colour spray (although I could have gone for burning hands). At this level I prefer it to magic missile which is basically a single 'plink'; I'm better off with a chance of taking foes outright.

For my utility spell I chose featherfall. Pit traps are common at low level and with my few hit points a fall can easily be fatal. Plus it has been improved slightly (affects one person/object per level), can be cast instantly out of your turn (an immediate action in the latest terminology) and has occasional tactical uses.
 

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