Neverwinter 1st-level wizard spells including Burning Hands, Charm Person, Color Spray, and Mage Armor. Learn spell effects and bonuses.
Walkthrough
- 1Burning Hands (Transmutation): Deals 1d4 per level fire damage from a cone of fire.
- 2Charm Person (Enchantment): Makes one non-player character (NPC (non-player character — anyone the game controls, not you)) your friend.
- 3Color Spray (Illusion): Knocks unconscious, blinds, or stuns creatures within its area of effect.
- 4Endure Elements (Abjuration): Grants 10/- damage resistance to all forms of elemental damage.
- 5Expeditious Retreat (Transmutation): Increases your speed by 150%. This spell has no effect if you are already Hasted.
- 6Grease (Conjuration): Slows or knocks down opponents.
- 7Identify (Divination): Grants a 25 + 1 per caster level bonus to Lore skill checks.
- 8Mage Armor (Conjuration): Provides a +4 AC (Armor Class) bonus.
- 9Magic Missile (Evocation): Fires 1 missile every 2 caster levels, and each missile deals 1d4 + 1 damage.
- 10Negative Energy Ray (Necromancy): Deals 1d6 points of damage from a negative energy ray.
- 11Protection From Alignment (Abjuration): The target receives a +2 AC bonus and a +2 saving throw bonus against creatures of a particular alignment.
- 12Ray of Enfeeblement (Necromancy): Deals 1d6 Strength damage.
- 13Scare (Necromancy): Causes fear in weak creatures.
- 14Shield (Abjuration): Grants a +4 bonus to AC and blocks Magic Missile spells.
- 15Sleep (Enchantment): Causes 2d4 HD (Hit Dice) of creatures to fall asleep.
- 16Summon Creature I (Conjuration): Summons a Dire Badger.
- 17True Strike (Divination): Grants a +20 bonus on your next attack roll.
Tips
- Consider using Grease to control groups of enemies or Expeditious Retreat to quickly reposition yourself.
- Mage Armor and Shield are essential defensive spells for any wizard.
- True Strike can be invaluable for landing a critical hit with a powerful spell or attack.
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