Now that Winged Horde is out, a lot of the wizard level-1 encounter spells don't look so good. I'm playing a staff wizard with Winged Horde, Magic Missile, and Enlarge Spell, and I'm comparing the possible encounter spells to the at-wills:
Grasping Shadows, Icy Terrain, or Orbmaster's Incendiary Detonation: Add a minor status effect (slowed or prone) compared to Winged Horde, if you can target without hitting allies.
Charm of Misplaced Wrath: Not effective in terms of damage, but it does add some new capabilities. This is what I've tried playing with so far, and it was useful in two encounters over two levels -- not a great ratio. It was quite nice to have in those two encounters, though.
Chill Strike: Adds a nice status effect (dazed) and a bit of extra damage compared to MM but at the expense of targeting a tougher defense.
Burning Hands: Gives an option for a close attack, and it's decent area damage, but most encounters I'd want to hang back and not use it.
I've only played a couple levels of low-level wizard. Does anyone have experiences with a particular wizard encounter 1 being very effective?
- Astral Wasp: Less likely to hit than MM (vs. Fort) but possibly a few more damage.
- Empowering Lightning: MM + 4 damage and push 1.
- Grasping Shadows: 1 more damage than WH and slows, but it targets all creatures.
- Orbmaster's Incendiary Detonation: WH + knocks prone, but it targets all creatures.
- Staffstrike Corrosion: MM, plus possibly Int damage later in the encounter.
- Charm of Misplaced Wrath: Slide and Daze, but likely insignificant damage.
- Conduit of Ice: MM + 4 damage, a possibly-detrimental zone of difficult terrain, and 5 damage at the end of the creature's next turn.
- Burning Hands: Enlarged WH + 5-6 damage, but it targets all creatures, and it's close instead of area.
- Chill Strike: Less likely to hit than MM (vs. Fort) but 4 more damage and dazed.
- Force Orb: Either MM + 4 damage (single target) or WH that may only get to attack one target.
- Icy Terrain: WH + knocks prone, but it targets all creatures.
- Ray of Enfeeblement: Less likely to hit than MM (vs. Fort) but adds weakened.
Grasping Shadows, Icy Terrain, or Orbmaster's Incendiary Detonation: Add a minor status effect (slowed or prone) compared to Winged Horde, if you can target without hitting allies.
Charm of Misplaced Wrath: Not effective in terms of damage, but it does add some new capabilities. This is what I've tried playing with so far, and it was useful in two encounters over two levels -- not a great ratio. It was quite nice to have in those two encounters, though.
Chill Strike: Adds a nice status effect (dazed) and a bit of extra damage compared to MM but at the expense of targeting a tougher defense.
Burning Hands: Gives an option for a close attack, and it's decent area damage, but most encounters I'd want to hang back and not use it.
I've only played a couple levels of low-level wizard. Does anyone have experiences with a particular wizard encounter 1 being very effective?