Winning wizard duels at level 1?


Advice


Adding mechanical workings to the whole "won first duel at 13, undefeated" ect ect is pretty easy for martial characters (make a build that isn't terrible at level 1. Done). What are some good ways to guarantee (or at least get really good odds) a win in wizard duels between level 1 combatants assuming the following basic rules: no buffs expect all days (which is just Endure Elements at level 1), nova is expected and no expendable usage. The duel ends when a combatant is helpless (or dead) for more than one round? Opponents could be assumed to be NPC quality and not PCs.

All the staple 1st level spells either target will (sleep, color spray, though admittedly a 14 con/10 wis wizard's saves are the same at level 1) or don't stop casters (grease). Only way that comes to mind is Acadamae Graduate+conjuration specialist and getting your new friend(s) to maul the enemy and disrupt casting. Ear Piercing Scream repeatedly and hoping for a daze lock could work, but is pretty random. Any other options (preferably without permanent feat investment)?


color spray is there. pretty much go first, color spray

Silver Crusade

Go first and win with your first spell (e.g. sleep, color spray, charm person, whatever). It's that simple.

Start with the Improved Initiative Feat, have a familiar that gives +4 initiative, a trait that gives +2 initiative, and a small DEX bonus.


Color Spray is instant win in these conditions, but only if it works, and even if they dumped wisdom with a standard array (+1 will) it's "only" working 3/4 of the time, plus more options is always good.

Likely am just over thinking this. Just color spray and move on.


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First level wizard duel?

Dm: bob you won initiative.
Bob: magic missile. Hm with traits and feats that's 6 damage.
Joe: I'm down.

Sczarni

joe should have 6 at the min, usually 7 or 8hp...

Better option, hand of apprentice with a greatsword, 2d6 to the face =D


Likely 7 with fav class bonus true assuming they didn't use it for a good racial one.

How about charm person specialized and you get them to agree to surrender the duel?


I think you're right on the summoning, that seems like a pretty sweet tactic. Although explicit instructions like readied attacks probably wont be possible with most summons and with only one creature appearing they can just 5ft. step away (Summon Minor Monster is no good either, as tiny creatures have 0ft. reach and won't threaten).

A readied magic missile could disrupt their first spell cast (they take the damage as a penalty on their concentration roll), and a second, with spell specialisation, could put them in the dirt (or they waste an action casting shield, I've always liked the rock-paper-scissors aspect there). Spell specialisation is probably your only hope of winning with hp damage, however, and it's a two feat investment.

Assuming it's against an NPC, however, they only get average hp per die (rather than full at first level). An NPC wizard or adept is looking at 5hp maximum, rather than a PC wizard's with 14 Con and favored class' 9hp. With 2d4+2 magic missiles or 3d6 shocking grasp that's a fair chance of ending the encounter in a round.

Save or die is a big gamble, but it's viable. Sleep is no good, as it's a full round's casting and you're likely to be interrupted. Hypnotism might be a safer bet over Charm Person in this context. Have a read of the spell description. It's actually pretty solid, and the idea of leaving them absolutely befuddled at the end of the duel while your enchantress takes away the gold is just too good to pass up on. Cause Fear is decent, as it leaves them shaken even on a successful save (ergo, -2 against your next spell).

Curious what you run with. Good luck!


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I'm pretty confident in my wizard's chances to win any duel:

Wizard!:

Wizard! CR 1/2
XP 200
Orc Wizard 1
CE Medium humanoid (orc)
Init +12; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d6+3)
Fort +2, Ref +3, Will -1
Defensive Abilities ferocity
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee falchion +6 (2d4+9/18-20)
Wizard Spells Prepared (CL 1st; concentration -2):
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 14, Int 5, Wis 5, Cha 5
Base Atk +0; CMB +6; CMD 19
Feats Improved Initiative, Scribe Scroll
Skills Perception +0, Sense Motive -1
Languages Common, Orc
SQ arcane bonds (arcane bond [familiar]), diviner's fortune, forewarned, opposition schools (abjuration, conjuration), specialized schools (divination), weapon familiarity
Other Gear falchion
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (Sp) Creature touched gains +1 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


Lol is that a joke based on the other thread?


Against the above build if he was serious and assuming I'm doing it right:
Goober the Human Infernal Sorcerer
Str: 7
Dex: 7
Con: 10
Int: 7
Wis: 7
Cha: 20
Points Spent: 1
He didn't do traits but not needed.
+2 Charm
+1 spell focus
+1 greater spell focus
+1 HP fav class

Goober cedes initiative and OrcSmash! attacks first. He swings and has a 95% chance to hit. At BEST he does 17 and with an immediate action to Windy Escape that becomes 7 and OrcSmash! can't crit.

Goober staggered. Cool beans.

5 foot step, Charm person to get OrcSmash! to surrender the duel. 95% chance of success with that -1 Will and even if it's "something you wouldn't ordinarily do"? Still a ~76% chance of success on the opposed roll if Goober has to beat the opposed roll with his netted +8.

Even if Goober fails he still has 3 spells left to do it again.

Even if OrcSmash! grapples, Goober has a 50% chance on his turn to cast the spell and slots left to Windy Escape if attacked in grapple.

Sczarni

in general you can't cast that spell unless you're that race...


Remember that charm person gives a +5 bonus to in combat, giving him a much better chance to save!

It is actually not a joke build, just something I whipped up to win a level 1 wizard duel.

It seems pretty effective if the opponent builds a "standard" wizard, instead of one specifically made to counter OrcSmash.

EDIT: Lol wait wtf, that is a sorcerer, not a wizard. Wizard duel only thanks, we learned our spells in school not from messing around with fairies or whatever


Depends on the DM and how you came across that spell. No "rules" were specified AFAIK. Worst case, you go Sylph, tanking everything but con gives you 3 points spent and it means 90% chance of success on Charm and ~70% chance of success on the opposed.


That +5 is only if they are being threatened, attacked by you or your allies. You haven't been attacked or are threatened by physical harm so I'd say that doesn't apply.

And why does it have to be only wizards? The whole "Wizard duel" stemmed from 2e when there wasn't sorcerers. I'd say Sorcerers may apply

Also I did it just to show how little it took to overcome that design.


???

Both show up for a duel, duel starts, somehow you are not being threatened lol?

Wizard duel did not stem from 2e as well, lol.

Anyway the point is that your opponent wont know what you are bringing to the fight, meaning captain orc has a great chance to win!

Also, I disagree that "Wizard Duel" implies that non-wizard classes are allowed, sorry :(


If sorcerers are allowed:

Human Tatooed Sorcerer (Orc Bloodline)
Precocious Spellcaster (+1 CL magic missile and a cantrip) (trait)

Spell Focus (evocation) (Human Bonus feat)
Spell Specialization (+2 CL magic missile) (1st level feat)
Mage's Tatoo (evocation) (+1 CL on evocation spells) (tattooed sorcerer)

CL 5 magic missile for 3d4+6 damage = 9-18/spell cast.

If PFS:

Human Wizard(Diviner or evoker or conjuration:teleportation)
precocious spellcaster (+1 CL magic missile and a cantrip) (trait)
Spell Focus (evocation) (PFS houserule instead of scribe scrolls)
Spell Specialization (+2 CL magic missile) (1st level feat)
Mage's Tatoo (evocation) (+1 CL on evocation spells) (Human bonus feat)

CL 5 Magic Missile for 3d4+3 damage = 6-15/spell cast (7-16 if evoker)

a +2 initiative trait, a +4 initiative familiar, +1 from diviner and +2 from dexterity gives you a good chance to win initiative.


I didn't even fully build it out. The point is if you lose to a 1 pt duel so a 15 pt build attacking your will will definitely end you. It specifically says attackned or threatened not just in combat and if you go first and I don't have a weapon I don't see it as a threat. Your implication is it only works in social situations.

The first instance of a wizard duel I remember was the movie sword in the stone. I don't believe miv was a wizard as much as an evil sorceress tbh. Probably ones previously but I think that movie predates d+d. The first I say duels in dnd was when they put it in a book in 2e. Again if wizards are superior I don't see why sorcerers couldn't apply.

Scarab Sages

Well I'm not familiar with the dueling rules, but...

Take a Universalist wizard

Use hand of the apprentice and a Large Greatsword (spend a feat on this)

This does an average of 11 points per hit using your INT modifier to hit. Make STR a secondary stat (for added damage)

Should be enough to one-shot a level 1 wizard of any build.

Use expeditious retreat to stay out of range. Vanish if you need to bug out. True strike to improve your chance to hit as needed. Use Shield to block magic missiles.

If scrolls or potions are allowed this should be well within the costs of your starting gold.


If I was to take part in such a duel I might take chances that my opponent relies on color spray and start the duel with closed eyes, delaying my action to be first on the second turn.
For my own action I could see me using the wood wizard's school power (a spear with hurled with int to hit and damage, dealing bleed in addition to initial damage) or, as others suggested, hand of the apprentice.

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