Sleep: Will save or fall asleep for 1 minute/level. Capped by HD (4HD of creatures can be affected in all) but absolutely deadly at first level. An standard MM orc warrior has a will save of -2, whereas a first level wizard with 16 Int can have a save DC of 14, which means that an orc has to roll a 16 or better to resist sleeping. This is a 25% chance of success.
So, if your level 1 party is attacked by four MM orc warriors, your wizard has a statistically good chance of shutting down most, and possibly all, of them with one spell.
Of course, if the party comes up against undead instead, the Wizard is SOL.
In any case, it's no big deal - the Wizard can do this once, maybe twice, in the day, which stacks up well against the Fighter's ability just to fight on. It also loses its usefulness very quickly, which means it stacks up well against those 1st level spells that retain their usefulness with level.
Or maybe he casts
Grease. It affects a 10ft square, and forces a reflex save to avoid falling down. The default orc warrior has a reflex save of +0, so he has a better chance of making the save for Grease than Sleep. However, Grease demands a reflex save each round for people standing on it to avoid falling down. Grease can also target a weapon, forcing a reflex save each round to avoid dropping it.
If used on an area, it affects allies as well as enemies. And affected enemies can simply move out of the (small) area of effect and then stand up - at worst, they lose a round's worth of actions.
Alternately, if cast on a weapon... it is about equivalent to the Fighter's disarm action.
One thing Grease has going for it over Sleep is staying power: At level 10, Sleep is useless against most enemies you encounter, but many of your foes will have pitiful reflex saves and/or balance checks, Such as a
Stone Golem. Yeah, I know it's supposed to be the bane of casters, but it falls on its face when greased, and its Spell Resistance does not help because Grease is a Conjuration spell and ignores SR.
So, a spell that is quite deadly at 1st level but near-useless thereafter, versus one of lesser usefulness but that retains its potency? Yep, that's sounds... balanced.
Can you get that much mileage out of Magic Missile, Shocking Grasp, or Burning Hands?
Magic missile still sees regular use in my 9th level campaign. It seems about as useful now as it was at the start - it's not hugely potent... but then, it
is a 1st level spell. The other two spells have never seen much use, because the casters take pains to avoid letting enemies get that close. But in a pinch at low level, those spells have their places.
I simply do not see the problem with any of this.
Glitterdust. An AOE spell with a 10 ft radius which forces a will save vs being blind for 1 round/level which also reveals invisible creatures. It ignores SR, and is not a mind-affecting spell, so it's really hard on creatures without good will saves and extraordinary sensory capabilities. Hydras, for example, really don't like to be blinded. Dread Wraith's don't care so much.
Sounds like a perfect controller's spell - significant but not deadly effect against some creatures, near-useless against others. Negates invisibility, but only if the caster is able to target the correct area.
And, again, it affects friend as well as foe, so if the party Fighter moves in to attack that blinded Hydra, he's at risk - note that the spell is not instantaneous!
Alter Self. Due to the wide variety of 5HD or less humanoids published, you can find many useful forms. In core, for example, you could turn into a Troglodyte to gain a +6 natural armor bonus to AC, a Merfolk for 50 ft swim speed, the ability to take 10 on swim checks, a +8 bonus on swim checks to avoid hazards or perform special maneuvers, and run while swimming in a straight line, or any other creature you might want to be disguised at. This spell is very, very versatile.
Alter self I'll give you - the constant errata to the whole polymorph subschool clearly indicates that there was a problem. Even so, the options you've listed aren't unreasonable for a 2nd level spell - +6 to AC is hardly outrageous when
armour and
shield can each give +4 at 1st level; that Swim speed is useful, but hardly game-breaking.
Now, if the spell gave all of the above at the same time...
