Feedback
1.
Comparing Burning Hands, Magic Missile and Shocking Grasp, the first seems to come out strongly on top, and the last way behind.
BH: 1d4 --> 5d4 @ lvl 5; auto hit, area effect
MM: 1d4+1 --> 5d4+5 @ lvl 9; auto hit, long range
SG: 1d6 --> 5d6 @ lvl 9; roll to hit or wasted, touch range, can also stun
BH seems to win out both through the fast levelling of damage, but also the area effect. Though for the times when you have allies/neutrals in the area, MM would be the better option. But SG.. the damage is actually statistically the same as MM, but it's touch range and one-try hit-or-wasted (based on Mage THAC0, albeit with +4 bonus). The stun effect is a plus though. Any way to fine tune this? (see 2. also)
2.
Spells with melee touch attacks; there are 4 divine - that all expire on attempt (hit-or-wasted), 2 divine equivalents (Spiritual Hammer and Flame Blade) - that last 2 turns, and 3 arcane (Shocking Grasp, Chill Touch, and Ghoul Touch) - of those the latter two have a 1 turn duration and only SG is hit-or-wasted. Possibly give SG a duration?
3.
All good, but if you ARE proficient with the weapon (i.e. Specialized or Master) - will you benefit from it?
4.
No proficiencies apply then, only base THAC0?
5.
Fire Seeds:
They have a +6 enchantment level, which I kind of like, but I seem to recall you saying "NO +6!!"