Thunderwave is save negate not 1/2. the other thing about burning hands and thunderwave is the closeness that is required for them. If your wizard is up in the fight they are handy but every wizard I play is valiantly attempting to stay out of melee range and I am usually pretty successful at it. Granted how I play a wizard and how others might play a wizard might be different. Though I do not think it is that far off...The thing with Guiding Bolt is that it's a single-target attack with a to-hit roll. In other words, even though the average damage is pretty good, the variance per fight is very big. When you miss, it does nothing and if you needed the damage, you are in trouble. If you didn't need the damage, it really doesn't matter too much which spell you use.
I much prefer spells like Thunderwave or Burning Hands that are save for half and targets 2+ enemies. With the way spell slots are used, you should have a good AoE like one of those two, and a secondary single target spell like Magic Missile for when you only have one target. I would prefer MM, because of the utility it can provide when you have 1+ enemies at very low hp.
My decision three would look something like this:
- Can I hit 2+ enemies with Thunderwave/Burning hands?
- Yes: Use it
- No: Magic Missile, targetting:
- Very low hp mobs
- Big Bad guy that's hard to hit
Guiding Bolt 4d6 + advantage on next attack on hit
Inflict Wounds 3d10 on hit
Burning Hands 3d6 15' cone save for 1/2
Thunderwave each creature adjacent to you takes 2d8 and 10' push away on failed save, save negates
Magic Missile 3d4+3 + auto hit
Thunderwave is save negate not 1/2.
No it isn't.
The push is negated. The damage is still halved.
Let's assume a 12 AC on your enemy. With an 18 Wisdom at 1st level this means You hit on a 6+ or 75% of the time. That means on average it does 10.5 damage. The extra damage from the advantage is hard to quantify. Let's forget it for now and deal with it at the end.Guiding Bolt 4d6 + advantage on next attack on hit
12.375 on average.Inflict Wounds 3d10 on hit
Here's the problem. This spell is an AOE. You have to assume people aren't casting it unless they are hitting multiple enemies. So let's assume 3 enemies because it isn't really worth it to cast it on 2.Burning Hands 3d6 15' cone save for 1/2
Thunderwave is a 15ftx15ftx15ft cube on one side of you. It's a wave. It originates from you and heads in one direction. It is explained poorly and nearly everyone reads it wrong. But the idea was that it functions exactly as it does in 4e: a Blast 3.Thunderwave each creature adjacent to you takes 2d8 and 10' push away on failed save, save negates
This just does 13.5 damage on average. It also has the versatility to split its damage if need be.Magic Missile 3d4+3 + auto hit
This means that it actually does less damage on average than every other spell in the list....assuming you hit 2+ people with your AOE spells.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.