Good first level wands?


Advice


So my lvl7 gnome sorcerer now has a UMD of +20.

He already has a wand of cure light wounds, and I'm going to pick up a wand of Faerie Fire for him next.

What are some other good lvl 1 spells to get in a wand?


Protection from Evil and Heightened Awareness are both good.


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Pathfinder Lost Omens Subscriber

wand of enhance water is always great.

Silver Crusade

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Mage Armor might be very useful.

Grand Lodge

Remove Sickness and Remove Fear can be useful in a pinch.

Scarab Sages

If you want arcane spells as well, True Strike and Obscuring Mist.


Ms. Pleiades wrote:
Remove Sickness and Remove Fear can be useful in a pinch.

Probably more as scrolls, though? Unless you have a really vicious GM, I hope you don't need 50 castings of Remove Sickness.


He's been using a mage armor wand for awhile - I'm mainly checking to see if there are any good lvl 1 spells that aren't on the sorcerer/wizard list that he can pick up.

Enhance water sounds good, or I might go for a create water wand (even cheaper).

I will be buying a wand of Lesser Restoration at some point (too useful when you can't count on having a cleric or druid in the party).


if he is a pyromaniac Gnome wand of produce flame


The thing you're looking for in wands is 1. no saves (cause you have to use the minimum stat) and 2. no level-dependent effects (cause you use minimum caster level). That being said:

Silent image is great, because it doesn't get a save until it's interacted with, and even though the size is limited by level, you can do a lot with the granted size.

True strike has no save whatsoever and no variable level-dependent effects, so it also makes a great want.

CLW is a staple, of course, but Infernal Healing is better for out-of-combat use.

Buffs that are not level-dependent for all intents and purposes because they're 1 minute/level or longer, such as bless, are great.


Jem'Nai wrote:
if he is a pyromaniac Gnome wand of produce flame

Naw, he's a standard model gnome. Thinking about it, a wand of "Recharge Innate Magic" would be a good idea.


0 Mending
0 Guidance

1 Comp Languages
1 Expeditious Retreat
1 Feather Step
1 Forced Quite
1 Invigorate
1 Liberating Command
1 Undetectable alignment

Share Language (If your DM allows you to grab it as a Bard spell) Check with DM. There's a number of Ranger & Paladin 1st level spells that are actually higher level spells from their parent class.

If you're DM allows it, get a 3rd level Bard Scroll: Glibness. It's one of the most broken, out of combat, spells there is.

Grand Lodge

RumpinRufus wrote:
Ms. Pleiades wrote:
Remove Sickness and Remove Fear can be useful in a pinch.
Probably more as scrolls, though? Unless you have a really vicious GM, I hope you don't need 50 castings of Remove Sickness.

PFS has loved throwing fear AoE's and nausea effects at the groups I've played in.


Matt2VK wrote:

0 Mending

0 Guidance

1 Comp Languages
1 Expeditious Retreat
1 Feather Step
1 Forced Quite
1 Invigorate
1 Liberating Command
1 Undetectable alignment

Share Language (If your DM allows you to grab it as a Bard spell) Check with DM. There's a number of Ranger & Paladin 1st level spells that are actually higher level spells from their parent class.

If you're DM allows it, get a 3rd level Bard Scroll: Glibness. It's one of the most broken, out of combat, spells there is.

Sorry, but wands default to wizard/sorcerer, then cleric, then the rest. In that order. Unless it's a ranger/paladin-only spell, then it's counted as on the wizard/sorcerer/cleric.


bigrig107 wrote:
Sorry, but wands default to wizard/sorcerer, then cleric, then the rest. In that order. Unless it's a ranger/paladin-only spell, then it's counted as on the wizard/sorcerer/cleric.

That's for PFS games. Home games can be different but are usually played the same way as PFS for simplistic sake. Why I put the qualifier in about if DM allow.


Sorry, but I'd be hesitant to allow that.

Haven't scoured paladin, ranger, or bloodrager list, but I'm absolutely sure there's potential abuse.

Be sure your GM understands why that rule is there.


Matt2VK wrote:
bigrig107 wrote:
Sorry, but wands default to wizard/sorcerer, then cleric, then the rest. In that order. Unless it's a ranger/paladin-only spell, then it's counted as on the wizard/sorcerer/cleric.
That's for PFS games. Home games can be different but are usually played the same way as PFS for simplistic sake. Why I put the qualifier in about if DM allow.

This is a PFS character, but thanks for the suggestion.


If this is for PFS. I strongly suggest getting the Cantrip Wands:

Mending - You wont use it very often but when you do, you'll usually end up burning charges like crazy.

Guidance - That +1 to a Attack, Save, or Skill roll with a minute duration is super handy. I usually see the spell used to help skill checks (looking for traps and disarming them are the big ones.)

**EDIT**
Forget the Mending. Forgot about the restriction of 1LB/level for fixing.


I had a PC with Craft Wands a while back, and my most used 1st level wands were Detect Secret Doors, Touch of the Sea, and Feather Step. My most used non-Cure wands overall were Good Hope and Haste. Delay Poison also saved the day a few times though it is situational enough that you might be better off just buying scrolls.


I vote for longstrider, unless you have boots of striding and springing.

Faerie fire is also useful.

If it wasn't PFS I'd recommend nereid's grace but I think you need to be an undine for that. But there's always shield of faith.


Ill omen

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Longstrider is good, and maybe Residual Tracking as well (though that may be better as a few scrolls instead).


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Endure elements is handy to have around.

What spells are only 1 pal or 1 ran?


Lots of good suggestions, I'll add a couple:

-Grease, use it on your friends when they get grappled (lots of monsters have grab) or just shut down a charge lane.

-Burning Disarm, you either disarm an opponent or damage them.

-Burning Hands, because swarms suck and they always happen.

-Monkeyfish, because you probably have poor skills in both climb & swim and there's many times when you need to be ok at one or the other.


Don't know if it's pfs legal, but keep watch will save the night(s)


Ill Omen -- no save and target rolls 2d20 and takes the worst on their next d20 roll

Air Bubble -- doesn't last long, but might prove useful

Stricken Heart -- 2nd level, but does damage and staggers opponent without a save


Burning Hands? If a swarm is coming and you have no means of taking it on, 1d4, reflex DC 11 for half is not going to end it, trust me.

Better to Expeditious Retreat (another great wand) and GTF out of there.

Scarab Sages

thegreenteagamer wrote:
Burning Hands? If a swarm is coming and you have no means of taking it on, 1d4, reflex DC 11 for half is not going to end it, trust me.

It's a swarm, so that is empowered. If nothing else, it's better than alchemist fire


So, 2-6 damage that will almost invariably due to the abysmal save DC be lowered to 1-3? How's that better than 2-7 that gets no save to be lowered?

EDIT: Not to mention ANYONE can throw an alchemist's fire. Only casters can use a wand.

Scarab Sages

Actually, only the splash damage effects a swarm, as you must target the square, not the swarm. Alchemist fire only does 1 point of damage RAW. 1 * 1.5 is 1.5, rounded down.

Swarm Subtype wrote:
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.


I still say if you're at a point in your adventure where you can afford a 750gp item "just in case" rather than for everyday use, you're probably at a high enough level where any swarm you come across will absolutely decimate your party in the time it would take to kill it when doing 1-3 damage per round, and thus the better option if that's your only means of damaging it is escape. Waste of resource.

Dark Archive

bigrig107 wrote:
Matt2VK wrote:

0 Mending

0 Guidance

1 Comp Languages
1 Expeditious Retreat
1 Feather Step
1 Forced Quite
1 Invigorate
1 Liberating Command
1 Undetectable alignment

Share Language (If your DM allows you to grab it as a Bard spell) Check with DM. There's a number of Ranger & Paladin 1st level spells that are actually higher level spells from their parent class.

If you're DM allows it, get a 3rd level Bard Scroll: Glibness. It's one of the most broken, out of combat, spells there is.

Sorry, but wands default to wizard/sorcerer, then cleric, then the rest. In that order. Unless it's a ranger/paladin-only spell, then it's counted as on the wizard/sorcerer/cleric.

Isn't glibness bard-only?

Scarab Sages

Victor Zajic wrote:
bigrig107 wrote:
Matt2VK wrote:

0 Mending

0 Guidance

1 Comp Languages
1 Expeditious Retreat
1 Feather Step
1 Forced Quite
1 Invigorate
1 Liberating Command
1 Undetectable alignment

Share Language (If your DM allows you to grab it as a Bard spell) Check with DM. There's a number of Ranger & Paladin 1st level spells that are actually higher level spells from their parent class.

If you're DM allows it, get a 3rd level Bard Scroll: Glibness. It's one of the most broken, out of combat, spells there is.

Sorry, but wands default to wizard/sorcerer, then cleric, then the rest. In that order. Unless it's a ranger/paladin-only spell, then it's counted as on the wizard/sorcerer/cleric.
Isn't glibness bard-only?

Yes, but you can UMD a scroll or wand.

Grand Lodge

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Endure Elements
Protection from Evil
Bless

Bless Weapon

Obscuring Mist


Longstrider
Entangle


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Valandil Ancalime wrote:

Endure elements is handy to have around.

What spells are only 1 pal or 1 ran?

Resist energy is Ran 1 and provides 10 points of resistance for a decent duration. For a cost of 650 gp per charge you can get a CL 11th version for resist 30.


Ashiel wrote:
Valandil Ancalime wrote:

Endure elements is handy to have around.

What spells are only 1 pal or 1 ran?

Resist energy is Ran 1 and provides 10 points of resistance for a decent duration. For a cost of 650 gp per charge you can get a CL 11th version for resist 30.

Unfortunately, it's not only a ranger 1 spell, it's also a Sorc/Wiz 2 spell (as well as lvl 2 cleric and druid), and you have to use their pricing over the rangers.

Only way you can use the ranger level for pricing is if it only appears on the ranger spell list.


Thanks for all the great suggestions, I'll definitely be using some of them.


Nobody has mentioned magic missile. While the damage is not great at first level it always hits and is a force affect so works on incorporeal creatures. Even at high levels this will remain useful.


Pathfinder Adventure, Rulebook Subscriber

+1 obscuring mist really great spell for level.

For buff wands, can't go wrong with Bless, 1 min duration with +1 hit. Pretty nice

Another one I really like is divine favor. 1 min duration means that it will last for most of the fight, and luck bonus is less common than moral.

Entropic Shield, 20% miss for ranged attacks 1 min.

Shield of Fortification 25% chance negate crit or SA
Jump
Keen Senses
Long Arm

Scarab Sages

Mysterious Stranger wrote:
Nobody has mentioned magic missile. While the damage is not great at first level it always hits and is a force affect so works on incorporeal creatures. Even at high levels this will remain useful.

I bought a wand of Magic Missile on my gnome Investigator to UMD. I figure at low levels, his chance to make the UMD check is better than his chance to hit firing into melee or with cover penalties, and the damage and range are better than what he'd get out of any of the small weapons he's proficient with.

Blade Lash is one I plan on picking up for my trip build Magus. It lets you make a trip Attack on someone within 20 feet as part of the casting of the spell at +10.


I state the same thing for magic missle as I did burning hands. If you're sufficient level to where 750gp is "just in case" money, 1d4+1 will damage so slowly the monster will devastate you before you come close to killing it. Better to expeditious retreat and GTFO of there!


3 spells that are only paladin 1 spells and would be usefull as a wand;
Rally Point
Veil of Positive Energy
Veil Of Heaven

Sovereign Court

thegreenteagamer wrote:
I state the same thing for magic missle as I did burning hands. If you're sufficient level to where 750gp is "just in case" money, 1d4+1 will damage so slowly the monster will devastate you before you come close to killing it. Better to expeditious retreat and GTFO of there!

Two peepee.


another vote for Keep Watch if its legal, a great spell.

Litany of Sloth might also help with the GTFO strategy.


I remember there being a staff that gives magic missile at will and is less than 3000gp. It has other benefits in addition. Bettertake that one instead of a wand.


Enlarge Person. The only problem being that you probably have something better to do with your buffing time, so it might be best as a potion the fighter can drink himself.


Magic Missile is great in a wand, use it when you don't want to waste spells and it will keep the party happy. 1d4+1 isn't much damage, but because so many of your team members are also doing damage, it could be the last few HP.

Ill Omen is very good if you have another caster around.

Infernal Healing is evil, but it heals better out of combat than cure light wounds.

Shield is nice since it functions for 1 minute/level and 1 minute is enough.

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