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Post by Iron Bonny Shades on Oct 17, 2003 21:28:47 GMT -5
Just a bit of advice for helping with 1st level wizards in 2nd edition.
1. I cannot stress it enough, put your 18 into intelligence. The goal of all mages in have 19 intelligence (so you can learn all spells per level) and so this would make it comparatively easy to find a book or potion. Additionally, the 18 intelligence gives you access to 9th level spells at higher levels.
2. Your not a fighter, so don't worry about strength. After intelligence, your next highest stats should be any of the following: dexterity (to increase ac and missile bonuses), Wisdom (for will power saves), Constitution (for those pesky hit points that will save your life), and/or cha (to make people do your dirty work until you get the kewl spells).
3. The best weapon for a mage starting out is a dart. You can throw 3 darts per melee (slightly more then a daggeR), and with herbalism can dip them in all sorts of good stuff. plus you don't need to get near your opponent (cause quite frankly, if a wiz gets near a opponent he's doomed).
4. Cover is your friend. Since you have a really crappy A.C. (being a wizard with no armor class), use cover at all times. One of the best guarentees of survival is blowing a slot on riding land base and purchasing a riding horse (with a successful land based riding roll, you can improve your ac by 6 and who would you rather lose, a 30 gp horse or your character.
5. 5th level is the magic number where a wizard stops feeling useless. Before this level, you need to keep a low profile and let everybody else use their abilties and help where you can. keep the party under your finger. Think Tom Sawyer.
6. Now as for spells, always know what your going up against. Do research and find out as much as you can. The rogue is your best buddy in obtaining this info. You are the undisputed master of prep time. Also whenever possible jack up the party.
7. Never undestimate the power of having a hireling in your employeement. If nothing else, he can die on your behalf.
Any other questions or suggestions?
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Post by Chaos_Rider on Oct 20, 2003 13:46:48 GMT -5
Most bases are covered there but for one MAJOR concern: Choose your spells WISELY during preparation times! This is VERY important depending on how you are going to RP your character. Don't forget to have a decent balance of offensive and defensive spells at your disposal, as limited as they may be! ;D In the line of what limited weaponry is available, I would agree that darts are an excellent choice of a missle weapon for a magic user. Other weapons to consider would be a sling, or throwing knives. Both could easily be put to good use along with the herbalism NWP as mentioned above, and are easily concealable. (for those sticky situtations that you may find your character in) If I think of anything else, I'll post it. CIAO!
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agamoto
Soldier
Greetings and salutations one and all!!
Posts: 239
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Post by agamoto on Oct 21, 2003 11:36:06 GMT -5
Yes, definatly choose wisely. Always make sure you have Nahal's Reckless Dwoemer memorized, with it you can attempt to cast any spell in your book with out having to memorize the spell.
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Post by Iron Bonny Shades on Oct 21, 2003 21:41:40 GMT -5
so which spell is best to suggest for a first level wizard?
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Post by Draxy on Oct 22, 2003 1:07:19 GMT -5
A single best spell? Does such a thing exist?
I'd say that it is entirely dependant on a few factors.
One is the DM in the game as if he actually gauges the opponents to the party, the Mage is never a weak sister. It has a different focus early on... but that doesn't make it weak. However, if the DM doesn't think about his world and offers up only published scenario packs, the Wiz better look to his feet, as they may be his only real hope.
The second is individual gamer style. Some people like smash mouth combat. Magic Missile or Color Spray is then the 1st level Mage's best friend in such a case. Some like a more subtle style and distraction spells, such as Ventriloquism or are defnsively minded and make Armor their priority.
Hey, we had one Mage player who's favorites were Friends and Grease... and he could always seem to find just the right moment for them to be ultra effective. It really is just stylistic.
Draxy
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Post by Hussar on Oct 22, 2003 3:53:09 GMT -5
In 2e, with only one spell per day? Your best bet is sleep. You can drop anything up to 4 hit die (And, if you're meeting something bigger than that at first level, boy did you take a wrong turn) with no saving throw. Definitely a wizzie's best friend.
Later on, when you actually become useful to the party more than just once a day, you can start to pick up some of the cooler spells like grease and friends and even dancing lights done well can be very effective. But, as an all around, get out of jail free card, you just can't beat sleep.
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Post by Iron Bonny Shades on Oct 22, 2003 14:40:51 GMT -5
perhaps I need to rephrase myself
A first level wizard can cast one 1st level spell per day.
Which one would you pick?
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Post by Draxy on Oct 22, 2003 15:45:30 GMT -5
Personally, I've always liked Color Spray.
It can effect any being. 1 to 6 creatures of less than or equal to the spell casters level are struck unconscious, period, for 2d4 rounds, at higher levels or hit die they are either struck blind or stunned, depending on their level and a failed saving throw.
I saw this happen in a bar scene at a WestCon game.
A 1st level mage, granted involving himself in something FAR too heavy for him do so safely, stunned a 13th level fighter for 3 rounds with this spell, enabling him to take to his heels with the young serving wench the fighter was bothering (read, all but raping which, unfortunately, did happen sometimes in such cases historicly) in tow.
The whole scene was spectacular and a Sleep spell wouldn't even have phased the big lug.
Draxy
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Post by Draxy on Oct 23, 2003 9:22:57 GMT -5
Another old favorite, for surprise purposes, is "Fist of Stone" from the Tome of Magic. The ability for a puny mage with a strength of eight, say, to do 7-8 points of LETHAL damage (the fist is literally stone and thus does not do subdual damage) with a mere punch can be an astounding edge in the right setting.
Too, Grease is a nasty spell in a campaign set in a mountainous area.
Friends is a great way divide the enemy and depending on the DM is a big edge.
Drax
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Post by Borrowed Thyme on Nov 12, 2003 0:52:35 GMT -5
lol, I'd never thought about that idea for the grease spell. Charm person can be a pretty powerful spell.
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Garat Jax
Peasant
"I am the Weapon Master. And I have never lost a battle"
Posts: 37
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Post by Garat Jax on Nov 12, 2003 14:57:08 GMT -5
Go for Cantrip. it can affect multiple combats as well as situations inbetween.
It does depend on how generous the DM is with qhat it can do and some applications are one shot only but it lasts for an hour.
I always use cantrip as one of the spells i memorise even at 10th level
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agamoto
Soldier
Greetings and salutations one and all!!
Posts: 239
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Post by agamoto on Dec 3, 2003 14:05:21 GMT -5
I like useing cantrip to place a banana peel in the way of a man in armor when he is charging me.
Me personaly, I like nahal's recless dwoemer. It can be used to cast any spell in your book.
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Post by TinkerDragoon on Dec 5, 2003 14:03:32 GMT -5
Me personaly, I like nahal's recless dwoemer. It can be used to cast any spell in your book. 1. Nahal's Reckless Dweomer is a Wild Magic spell, and thus only a Wild Mage can use it. 2. The spell only provides the possibility of casting any spell you know, but is just as likely to create a wild magic surge. Basically it's like a free Wand of Wonder, sometimes it's useful, sometimes it's not.
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agamoto
Soldier
Greetings and salutations one and all!!
Posts: 239
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Post by agamoto on Dec 20, 2003 16:14:23 GMT -5
The uncertanty of the spell is a big part of its charm, imagian rolling a 98-100 for the surge. A burning hands spell that lasts 1 turn can do a lot of damage.
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Post by Hussar on Dec 22, 2003 7:43:51 GMT -5
Ahh, the joys of wild mages. Had the party wildmage surge a fireball overtop of the entire party with one hitting everyone. Wiped out the entire party in a single die roll. We forbade wild mages after that.
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