So, Artificer Lv 1-2, it's all about the scrolls. By level 3 you've got craft wondrous and better things to do with your reserve, but when you start, you've got 60 xp in scrolls to spend across 26 expected encounters. Six first level scrolls gives one second level scroll, so I feel like there's an incentive to stick to first level spells.
We're looking for spells that don't have saving throws (Since they're all DC 11 saves) or rounds/level duration, but still provide some oomph.
Here's the list so far:
(Thanks to
http://www.imarvintpa.com/dndlive/FindSpell.php for making questions like this searchable)
Regularly Useful:
Lesser Vigor (SpC) Actually cheaper than a wand of the same name.
Snakes Swiftness (SpC) Like Haste, but worse in every imaginable way. Still, it lets you hit people with a fighter, and probably does more damage in a round than anything else you're going to see for a while.
Situationally Useful:
Bless Weapon (SRD) Bypass DR as if Good/Magic. Auto-confirm crits. 1 minute duration.
Lesser Restoration (SRD) When you want it, you need it. Two levels early via Paladin list.
Mighty Wallop (SpC) If your Fighter's swinging a bludgeoning weapon, this will make him giddy.
Resist Energy (SRD) 10 minutes of resist 10.
Scholars Touch (RoD) - I just imagine there will come a moment when you pull this balled up crumpled scroll from the bottom of your haversack and are just so stoked you've been carrying it around for the last umpteen encounters. (This spell lets you read a book in a round.
Sunstroke (Sand) - It's 2d6 nonlethal damage, no to-hit, no save. A Fort save prevents the Fatigued condition, but not the damage.
Comprehend Languages: (SRD) Utility, through & through. Solid duration as well. This is probably what Scholar's Touch was balled up with.
Disguise Self: (SRD) Utility, carries a fairly sufficient duration.
Hide from Undead: (SRD) When you need it, you'll be very happy you packed it. 10 minute duration.
Shillelagh: (SRD) If you're going melee, this beats Magic Weapon.
Goodberry: (SRD) Acts as not only minor healing but also as emergency rations. Very good spell.
Entangle: (SRD) Lasts for a minute. If they save, they have half movement across 80 feet of entangling terrain. And they have to save every round they're in there.
Power Word: Pain: (RotD) Basically no save, 1d6 dam/rd until you're dead.
Snakes Swiftness is a great great direct damage spell at low levels, when most spells are doing 1d6-1d8 damage, but the fighter's swinging for at least 1d12+6.
Lesser Vigor as a scroll is actually cheaper than as a wand (25g/11hp instead of 30g/11hp), but every bit as great for out of combat healing.
I'm tempted to advise a 3-way split of 1/3 snakes swiftness scrolls, 1/3 vigor, and 1/3 other utility scrolls.