Neverwinter 1st-level Sorcerer spells: Burning Hands, Charm Person, Color Spray, Endure Elements, Expeditious Retreat, Grease, Identify, Mage Armor, Magic Missile, Negative Energy Ray, Protection From Alignment, Ray of Enfeeblement, Scare, Shield, Sleep, Summon Creature I, True Strike.
Walkthrough
- 1Burning Hands: Deals 1d4 per level fire damage from a cone of fire.
- 2Charm Person: Makes one non-player character (NPC (non-player character — anyone the game controls, not you)) your friend.
- 3Color Spray: Knocks unconscious, blinds, or stuns creatures.
- 4Endure Elements: Provides 10/- damage resistance to all forms of elemental damage.
- 5Expeditious Retreat: Increases your speed by 150%. This spell has no effect if you are already Hasted.
- 6Grease: Slows or knocks down opponents.
- 7Identify: Grants a +25 + 1 per caster level bonus to Lore skill checks.
- 8Mage Armor: Provides a +4 AC (Armor Class) bonus.
- 9Magic Missile: Fires 1 missile every 2 caster levels, with each missile dealing 1d4 + 1 damage.
- 10Negative Energy Ray: Deals 1d6 points of damage from a negative energy ray.
- 11Protection From Alignment: The target receives a +2 AC bonus and a +2 saving throw bonus against creatures of a particular alignment.
- 12Ray of Enfeeblement: Inflicts 1d6 Strength damage.
- 13Scare: Causes fear in weak creatures.
- 14Shield: Grants a +4 bonus to AC and blocks Magic Missile spells.
- 15Sleep: Causes 2d4 HD (Hit Dice) of creatures to fall asleep.
- 16Summon Creature I: Summons a Dire Badger.
- 17True Strike: Grants a +20 bonus on your next attack roll.
Tips
- Consider the situation when choosing your spells; some are better for offense, while others are for defense or utility.
- Expeditious Retreat is less effective if you already have Haste.
- True Strike is best used right before a crucial attack.
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