Low level wizard weapons


Advice


I'm looking for ideas for low level (<5) "weapons" to use with a wizard.

Bows/crossbows/other mundanes - Not a ban back up if you have very little money and the proficiencies. However, it's only going to work until about level 5 if you're lucky. Also a crossbow doesn't scream "magic" to me.

Wands - Useful for awhile, but ultimately non-renewable.

Wondrous items- A world of possibilities, more-so if your DM is lenient.

Cantrips - Definitely useful, but only very little based on average damage.

Price is an object as low level characters have few resources. However, spending gold on something that's upgradable is a bonus.

My initial though is some sort of custom first level spell at will. Reasonably cheap with a fair dm. Reusable, etc.

What are some low level wizard weapons you've used and how effective were they? I'm just generally looking for ideas. Consider it an open forum on the subject.

Here is my quasi-formed idea:

A gauntlet/glove (wondrous item craft able at lvl 3) with a telekinesis theme. eventually upgrading to a ring of telekinesis equivalent as money becomes available. The beauty being that the money you put into it will eventually go towards the telekinesis effect, but you'll be able to use it in the mean time.

-Start with something like force punch
-upgrade possibility: a Ring of the ram effect. Probably limited to times per day.
-Upgrade possibility: Chain of perdition effect. Probably limited to times per day.

Once you put enough into it "upgrade" to have a telekinesis effect at will thereby overshadowing the former abilities.


Quarterstaff is a classic. Free, very wizardy and most stuff at low levels will notice a few whacks with a length of oak.

Flasks of oil are always good, cheap and easy to use but not very reliable.


Honestly the cantrips and/or a wand of magic missile seem adequate to me. Maybe a CL 3 version of the wand if you ask your DM nicely, since making one is not really a good idea financially. Whenever I run a game I usually try and make sure that a few useful low level wands fall into the party's hands -- at least partially charged ones, anyway. I'm not sure that I can see burning through a full or mostly full CL 1 wand of magic missile, even over the first 5 levels, unless you encountered some sort of highly unusual situation (or perhaps a string of them). I suppose that, strictly speaking, every charge you burn is money lost, but I just kind of figure that's part of the "cost of doing business" so to speak.

The reusable 1st level spell would probably make magic missile and burning hands obsolete. I mean, if it's reusable, then it probably has to be more limited than those two already fairly limited spells, right? And if it's more limited than those...well, you probably have something close to a cantrip anyway. So either it's probably going to make MM and BH irrelevant, or you'll wind up with essentially a 1st level cantrip-ish spell. YMMV.


Missile weapons of some sort -- shoot them before they get up close.

Longspears. Cheap reach weapon.

Quarterstaffs. Classical. Also, if you only hit on a 20 anyway you might as well roll twice. It's not like the two-weapon fighting penalties will make a difference.

Dagger. Also classical. And throwable.

Flasks of alchemical fire. Because even you can hit a square and splash stuff around.

The best low-level wizard weapon, however, is a fighter in the party on whom you cast a buff spell (or two, or three, or four...)


At low levels clubs (free), daggers (cheap), cestus (hands free), and quarterstaff (also free). A wizard at any level should always have at least a dagger (for cutting rope etc). Crossbows are not great (damage only every 2nd round), and I avoid them as much as possible.
A few castings of magic weapon and shield will mean an early wizard can hit as hard as anyone (already making the melees look bad) despite not having martial weapons.

Alchemical power components are cheap (acid adds +1 to acid orb damage/per bottle of acid (not sure if they need to be in hand(1D3+2) or merely present like other focuses (1D3+900?)) and many do not become consumed (focus not Material) which makes them very affordable. The damage bonus makes cantrips useful for a few more levels, plus they can be thrown in a pinch.

Really, by the time that wand of lvl 1 DMG has gone through 50 charges, the wizard should have the spells (or summons) to deal with anything in combat.
But a knife is still handy for cutting some cheese and spreading butter on his scones while his Huge elementals put on a show among the bandits =p


Scrolls are not a bad option. Any wizard worth his salt can make them and when the chips are down they can save your life.

Scarab Sages

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Acid splash with a Flask of Acid as an alchemical focus.
Ray of Frost with Flask of Liquid Ice.

There are ways to add more damage to them if you invest in it.


Best weapon available for a low level Wizard is a Haversack stuffed full of scrolls and wands. If you've built your wizard correctly, you probably don't have the Str to waste on carrying stuff. Grab a dagger or a cestus just so you can threaten every now and then. Honestly, if you're rolling to hit with a weapon in either H-t-H or range with a Wizard character, you've probably planned pretty poorly.

At 5th level, your Wizard has a BAB of +2, probably not enough STR to get a bonus so you're swinging in melee at enemies in the AC 18 range. That's an extremely underwhelming 25% chance to put a hit on the average CR 5 baddie. Ranged attacks aren't likely to be much better since you'll probably be up against Firing into Melee and Soft Cover together adding 8 to the bad guy AC.

Scrolls of Grease and Enlarge Person cost almost nothing, both of which will be far, far more effective in almost every low-level combat. You can even make them as you're adventuring (1X day EASILY). It's a FREE feat that is hugely helpful through mid levels.

Why would you need a lenient DM to take Craft Wondrous Items? It's in the Core. Do you also need his permission to play a Wizard at all? Stop sleeping with his girlfriend. LOL (I'm joking here of course).


I second scrolls and wands. I tell every player starting as a wizard in my game to take advantage of a houserule of mine: they may choose to start the game spending their gold on pre-made, half-price scrolls. 12.5 gp/scroll isn't wand costs per charge, but they're better than nothing.

Second, buy an alchemical flask - not to throw, but to use as a power component for your ray of frost. Even if you're not built as a damage dealer its +1 damage all the time, making your ray like a thrown dagger but with a better hit chance.

Third, get a club or a staff. They're free, easilly replaced, and they burn meaning they serve double duty as the fuel for an emergency Spark Cantrip + Pyrotechnics spell.

Finally, and I can't stress it enough: take the familiar. Especially at low levels they're more help than hinderance. If you're in a pinch - I mean a real life-or-death dungeon, drop an enlarge person on your little buddy. Sudenly until he's killed you've got a flanker + Aid Another bonuses. If it flies, give it a payload: heavy rocks, alchemical weapons, a bag of marbles, whatever.

Dark Archive

In 3.5, I always ran human wizards with greatswords. Yes, you take the feat. Also yes, you will suck with it. But hey, when you're here to kick ass and cast spells, but have run out of spells... it'll do.

In PF, I'd go with an Elf wizard and go ECB. Same effect, and you'll be not as shit with it since +dex.

That said, clubs are underrated. 10ft range and free.

Grand Lodge

Ray of Frost, Acid Splash....

They maybe 1d3, but the average low level wizard will hit far more often with these, and more importantly, keep his scrawny ass out of melee.

If you're an Elf, take up a short bow. Otherwise stick with a crossbow.


LazarX wrote:

Ray of Frost, Acid Splash....

They maybe 1d3, but the average low level wizard will hit far more often with these, and more importantly, keep his scrawny ass out of melee.

If you're an Elf, take up a short bow. Otherwise stick with a crossbow.

Alchemical power components (Acid flask) act as a focus adding +1 damage to acid orb (it is not consumed). Have 2 (20gp) for +2 damage.

Since crossbow is only every 2 rounds without a feat tax, this makes acid orb actually hit for MORE damage (more attacks = more potential hits) than a light crossbow, and it is cheaper.
I agree about the bow.


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Have you thought about using a fighter? It deals anywhere from 1d3 to 2d6 damage. It can used to trip, disarm, grapple, or any maneuver really. It can even come with reach. And the best part is that you don't even have to wield it. Just point at something and it'll do all the dirty work.

On a more serious note have you considered using a net? Even without proficiency it's a ranged touch attack and can really hamper a lot of opponents. I figured I'd suggest something a little different since everyone else got the basics.

Oh, and don't forget summon spells. All kinds of good stuff there to smack enemies with.

Grand Lodge

Net.

Everybody forgets the Net.

It doesn't matter if you are proficient, as it target touch AC.

When you can't deal a lot of damage, Entangled is a good replacement.

Scarab Sages

blackbloodtroll wrote:

Net.

Everybody forgets the Net.

It doesn't matter if you are proficient, as it target touch AC.

When you can't deal a lot of damage, Entangled is a good replacement.

Elf and Half-Elf can get free proficiency, too.


Heavy Crossbow is useful as a first shot weapon. 1d10 damage, 19-20 crit and you can carry it loaded, then move onto spells so the re-load time is to some degree irrelevant.

Grand Lodge

Guardianlord wrote:
LazarX wrote:

Ray of Frost, Acid Splash....

They maybe 1d3, but the average low level wizard will hit far more often with these, and more importantly, keep his scrawny ass out of melee.

If you're an Elf, take up a short bow. Otherwise stick with a crossbow.

Alchemical power components (Acid flask) act as a focus adding +1 damage to acid orb (it is not consumed). Have 2 (20gp) for +2 damage.

Since crossbow is only every 2 rounds without a feat tax, this makes acid orb actually hit for MORE damage (more attacks = more potential hits) than a light crossbow, and it is cheaper.
I agree about the bow.

You use the crossbow when the enemy is at far range and then your attack cantrip (which I believe has a30 for increment?) when it closes. I don't think you can stack bonuses from the focus components.


Caltrops and tanglefoot bags.

Speaking of nets +1 ghosttouch net is a wonderful thing against incorporeal foes. No more phasing and if attached to a fighter they are not going anywhere. Seen a net with 2 ropes used to keep one at range and cantrip used many times to cause death.

The Exchange

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"Combat Wands

I think this concept works better for a spellcaster than having a wizard using a crossbow. It fits them more, flavor-wise, in my opinion. Attacks with Combat wands are ranged touch attacks.
These wands are made by saturating the wand in rare resins and alchemical substances that are infused with the energy type of the wand to be made.
Although they channel arcane energy, most wands are not magical themselves. For purposes of further enchanting them, they are considered masterwork weapons which are limited to only being able to receive enhancement bonuses (+1 through +5) and not the special abilities of weapons.
Special- For every 3 points the wielder’s concentration check exceeds the wand’s DC, the wielder may add 1 point of their ability bonus (of their primary casting ability, determined by highest caster level) to damage. So a wizard who exceeds the DC by 9 may add up to +3 points of his/her intelligence modifier to damage.
Special- Combat wands are considered one handed weapons for the purposes of two weapon fighting. They require great mental training and focus to use.
Special- Any effect that applies a penalty of bonus to the wielder’s attack, is also applied to the concentration check. Examples: Two weapon fighting penalties, being prone, recipient of a Bless spell.
Special- An attack with a Combat wand is treated as a ranged attack for determining things like attacks of opportunity.

Combat Wands:

Wand Type / Base Cost/ Base Damage / Concentration DC / Range

1 / 750gp / 1d4 / 10 / 40ft
2 / 1000gp / 1d6 / 15 / 40ft
3 / 1500gp / 1d8 / 20 / 60ft
4 / 3000gp / 1d10 / 25 / 60ft
5 / 5000gp / 1d12 / 30 / 80ft

Energy Type / Multiplier Cost*

Fire / 0gp
Cold / 50gp
Electricity / 50gp
Acid / 75gp
Sonic / 100gp
Force / 500gp

(* multiply the energy cost by the wand’s type, and add this cost to the wand’s base
cost to determine the overall price. So a Type 5 Combat wand of Force will cost 7500gp.
5000gp (Wand type 5) + 2500 (Price of the Force energy type time the Wand type: 500X5) "

This was something I posted in 2008 as an alternative to wizards using a mundane item for combat. Some of it (like concentration checks) would need updating to Pathifnder.


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For Pete's Sake, if you're going to use a Hvy X-Bow, at least be a wizard and cast Gravity Bow and have your Unseen Servant reload it for you. :)

The BEST weapon a wizard will ever need other than those we've already mentioned and the FULL BAB characters he orders aroun... I mean, adventures with, is a +1 Dueling Guardian Cestus. I guess you could get the masterwork version and just keep adding to it as you go (assuming you take Craft Weapons and Armor)


Why not have the servant carry a second, loaded, crossbow also?

Grand Lodge

scadgrad wrote:

For Pete's Sake, if you're going to use a Hvy X-Bow, at least be a wizard and cast Gravity Bow and have your Unseen Servant reload it for you. :)

The BEST weapon a wizard will ever need other than those we've already mentioned and the FULL BAB characters he orders aroun... I mean, adventures with, is a +1 Dueling Guardian Cestus. I guess you could get the masterwork version and just keep adding to it as you go (assuming you take Craft Weapons and Armor)

Presumably by the time you're 5th level, you're going to leave those crude weapons aside entirely and concentrate on your spell work.


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Greatsword--or even scythe. If you ended up in melee, you might as well go for broke.


LazarX wrote:
Guardianlord wrote:
LazarX wrote:

Ray of Frost, Acid Splash....

They maybe 1d3, but the average low level wizard will hit far more often with these, and more importantly, keep his scrawny ass out of melee.

If you're an Elf, take up a short bow. Otherwise stick with a crossbow.

Alchemical power components (Acid flask) act as a focus adding +1 damage to acid orb (it is not consumed). Have 2 (20gp) for +2 damage.

Since crossbow is only every 2 rounds without a feat tax, this makes acid orb actually hit for MORE damage (more attacks = more potential hits) than a light crossbow, and it is cheaper.
I agree about the bow.

You use the crossbow when the enemy is at far range and then your attack cantrip (which I believe has a30 for increment?) when it closes. I don't think you can stack bonuses from the focus components.

I cannot seem to get an answer on whether power components stack or not. Nor if they even need to be wielded (a necklace of alchemists fire?).

I just feel the crossbow (and bolts) is unnecessary extra weight, and less starting gold, hindering a lvl 1 wizard.
At best a PFS wizard will have 120gp, average is only 70gp. If 51gp goes to a crossbow, 3gp for a Haramaki, 2gp for dagger, 10-15gp for a second spellbook, 21gp for a Wizards Kit, that is already over budget. A wizard still needs parchment, money for inns/bribes, etc. A light crossbow is cheaper, but it does less damage, it is much easier to cast resistance the first round then blast with cantrips +1, or a Net.

And as others have pointed out, A Wizard rarely works alone (until he gets to capstone and the Melees refuse to get in range of his spells =)

Sczarni

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Stingchucks. They're free, disgusting and have a better chance inflicting the combat-ending Nauseated status for 1d3 rounds at low levels than high. The only downside to them is their weight. They're even better for Alchemists but are decent enough to keep in a Haversack or Pathfinder Pouch for those "just in case" moments.


In pfs I guess you could use those. In a home game I am going to need a a good justification as to how you got the head and wrangled the bugs.
Since you are carrying around humaniod heads the law is going to really take an interest it you.

I guess the heads are pretty easy after the first few encounters but bugs and a willingness to carry it will be hard.


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A greataxe. If you need a 20 to hit anyway, why not make it a heck of a hit? But even better... I had a halfling wizard who carried a greataxe that he was not proficient in. He used it to coupe de grace mooks he knocked out with color spray while the warriors made better use of their time taking care of anyone not affected by the spell.


I like the idea of a scythe wielding wizard, casting color spray, and then following up with a coup de grace.

Even with a str of 7... that is (2d4-2)*4 damage. Avg 12.5 damage, range of 8-24 damage. Fort DC of 22.5 avg, range of 18-34... or die.


Tiny Coffee Golem wrote:

I'm looking for ideas for low level (<5) "weapons" to use with a wizard.

Wands - Useful for awhile, but ultimately non-renewable.

In my experience, even partially charged wands tend to go irrelevant (because of leveling up) before they run out.

Guardianlord wrote:


Alchemical power components are cheap (acid adds +1 to acid orb damage/per bottle of acid (not sure if they need to be in hand(1D3+2) or merely present like other focuses (1D3+900?))

They certainly shouldn't stack.

Tabletop Prophet wrote:


In PF, I'd go with an Elf wizard and go ECB. Same effect, and you'll be not as s~%! with it since +dex.

An Elven Wizard would need to spend 2 feats before he could make dex-based attacks with an ECB.

scadgrad wrote:


Why would you need a lenient DM to take Craft Wondrous Items? It's in the Core. Do you also need his permission to play a Wizard at all? Stop sleeping with his girlfriend. LOL (I'm joking here of course).

Of course. The GM's girlfriend is HOT, and into some kinky stuff, I'm not gonna stop sleeping with her!


Unless your GM is cruel you're going to face off against 4-6 encounters/day at first level. These will generally take about 2-3 rounds each IME but again, it depends on the GM. Your wizard then needs to be able to put up, at most, 18 rounds of contributions per gaming day.

Now of course there are also non-combat encounters, wizardly utilities like mounts and such but this thread is about weapons, so let's focus mainly on combat.

- Cantrips: if you're built as a "blaster" then these will be devastating. Otherwise these spells will be like launching a very accurate dagger. However these spells spam forever so you're always armed for ranged combat.

- Scrolls: a starting wizard opens the game with average 70 GP; in PFS it's more. Even at 70 GP that's 5 scrolls just walking in the door. 5 extra castings of Color Spray could mean that the martials are only around to coup de grace all your unconscious victims and nothing more.

- Alchemcical Weapons: acid flasks only cost 10 GP each. If you've got a familiar that can fly, now it has a payload. Bombs away. Another trick for first level wizards on the cheap: 10 flasks of regular oil will cost you 1 GP; rags torn up to use as wicks cost nothing. Use the Spark cantrip and a flying familiar; now you've got Molotov Cocktails that continue burning for 2 rounds. It's only 1d3 damage but also steals an action if the victim wants to put itself out. One last note: regular oil can be used in a square ahead of time to make the area slick, THEN ignited...

- Weapons: as a last resort you can pick up any of the melee or ranged weapons mentioned in this thread. If you've built your wizard for either Dex or Str it might not be a bad backup if your foes are somehow resistant to your spells. Otherwise save 31 GP on a crossbow and bolts, pick up 3 acid flasks and 10 flasks of oil instead, and combine my first and third points for winning.


Craft (Alchemy) will go a long way toward making the Acid Flask, Alchemist's Fire and Liquid Ice route work. You keep an acid or liquid ice to power your blast cantrip and you make the consumables for 1/3 cost so throwing them every round is cheap enough to consider. You can also make and use things like thunderstones and tanglefoot bags.


Wand of Magic Missile CL 750gp 50 chages buyable by 2nd level. You use it till the charges run out. About 5th level then by Magic Missile CL 5 3750gp 50 chages... So on and so on... If GM keep to the rules that 13 fight to a level that mean that you use about 2 times per fight per level till it run out of juice. Think of it like fighter sword for Gold piece cost in the long run it still much cheaper.

Wand MM need no feat to power it no Point blank, no Presice Shot ect.
Wand MM need no Attack roll.
A Wand MM is just DoT Damge on Target.

Example 6th level Wizard and party vs 4 orgers.

Fire ball DC 17 means orger fail Reflex save 80% time due having Reflex save of +0.

Average damage is 21 to 3 of 4 and, 1 for 10... The other party members kill 3 in round 1 or 2. You finsh the last one off in round 2 or 3 with wand of magic missile CL 5 doing 7 damage per round on average.

Yes a wand of MM can not critical since there is no attack roll so no big flash. But you are looking for mop up weapon so just need consistency.. allway hit no save very few ways of stoping it only shield spell. Even then only few class even have that spell on thier list.


Wouldn't 4 Pearls of Power serve you better? I mean, that'd be 4 1st spells per day, have more flexibility, not get used up, and still works for using em every fight if needed.

A high caster level wand for a 1st level spell just seems like a waste of gold.


The CL 9 wand of magic missile is expensive, but if you get it at around level 7, keep it in a spring loaded wrist sheath and use it when you can't think of something better to do it can be a great deal. I had to force myself to use it after I bought it, because I felt like I was wasting 135 gp every I used it (which is silly, if the wand has 50 charges when the game ends it was just a really expensive stick.) It does make a Wizard much more versatile to know you have a bunch of offense up your sleeve, you feel free to leave slots open and memorize more buffs.


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markofbane wrote:
A greataxe. If you need a 20 to hit anyway, why not make it a heck of a hit? But even better... I had a halfling wizard who carried a greataxe that he was not proficient in. He used it to coupe de grace mooks he knocked out with color spray while the warriors made better use of their time taking care of anyone not affected by the spell.

My brother had done the same thing with a wizard awhile back. Everyone laughed at him. And then... there was just... SO MUCH BLOOD


Mid to high level wizards should be holding metamagic rods, which kind of leaves you no hands free for weapons (I guess you could club someone with the metamagic rod...)

At first level a crossbow is a great idea, and it's probably a good idea until about level 3 or so.

Wands become OK in that point between crossbows being useful and metamagic rods being in your price range.

There are wands that are perfectly reliable. Look for spells without saving throws. First level spells keep the wand cheap.

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