Picking 2 out of 264 spells
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  1. #1
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    Picking 2 out of 264 spells

    I can only pick 2 in the following spells and the PC will have to use a slot to cast it (so lower level would get more use) which is a spellsword. I don't want a bias so I'm being vague. The spellsword has access to spells outside of the following. Any suggestion?

    Thank you kindly

    By level then lexicographically:

    1. Absorb Elements
      Alarm
      Armor of Agathys
      Arms of Hadar
      Beast Bond
      Bless
      Burning Hands
      Catapult
      Cause Fear
      Ceremony
      Chaos Bolt
      Chromatic Orb
      Color Spray
      Command
      Compelled Duel
      Create or Destroy Water
      Detect Evil and Good
      Detect Poison and Disease
      Divine Favor
      Ensnaring Strike
      Entangle
      Expeditious Retreat
      False Life
      Find Familiar
      Fog Cloud
      Goodberry
      Grease
      Guiding Bolt
      Hail of Thorns
      Hellish Rebuke
      Hex
      Hunter's Mark
      Ice Knife
      Inflict Wounds
      Jump
      Mage Armor
      Magic Missile
      Protection from Evil and Good
      Purify Food and Drink
      Ray of Sickness
      Sanctuary
      Searing Smite
      Shield
      Shield of Faith
      Snare
      Tenser's Floating Disk
      Thunderous Smite
      Witch Bolt
      Wrathful Smite
      Zephyr Strike
    2. Aganazzar's Scorcher
      Aid
      Alter Self
      Arcane Lock
      Augury
      Barkskin
      Beast Sense
      Blur
      Branding Smite
      Continual Flame
      Cordon of Arrows
      Darkness
      Darkvision
      Dragon's Breath
      Dust Devil
      Earthbind
      Enlarge/Reduce
      Find Steed
      Find Traps
      Flame Blade
      Flaming Sphere
      Gentle Repose
      Gust of Wind
      Healing Spirit
      Levitate
      Magic Weapon
      Maximilian's Earthen Grasp
      Melf's Acid Arrow
      Mind Spike
      Mirror Image
      Misty Step
      Moonbeam
      Nystul's Magic Aura
      Pass without Trace
      Prayer of Healing
      Protection from Poison
      Ray of Enfeeblement
      Rope Trick
      Scorching Ray
      Shadow Blade
      Snilloc's Snowball Swarm
      Spider Climb
      Spike Growth
      Spiritual Weapon
      Warding Bond
      Web
    3. Animate Dead
      Aura of Vitality
      Beacon of Hope
      Blinding Smite
      Blink
      Call Lightning
      Conjure Animals
      Conjure Barrage
      Create Food and Water
      Crusader's Mantle
      Daylight
      Elemental Weapon
      Erupting Earth
      Flame Arrows
      Fly
      Gaseous Form
      Haste
      Hunger of Hadar
      Life Transference
      Lightning Arrow
      Lightning Bolt
      Magic Circle
      Mass Healing Word
      Meld into Stone
      Melf's Minute Meteors
      Phantom Steed
      Protection from Energy
      Remove Curse
      Revivify
      Sleet Storm
      Slow
      Spirit Guardians
      Summon Lesser Demons
      Thunder Step
      Tidal Wave
      Tiny Servant
      Vampiric Touch
      Wall of Sand
      Wall of Water
      Water Breathing
      Water Walk
      Wind Wall
    4. Arcane Eye
      Aura of Life
      Aura of Purity
      Blight
      Conjure Minor Elementals
      Conjure Woodland Beings
      Control Water
      Death Ward
      Divination
      Dominate Beast
      Elemental Bane
      Evard's Black Tentacles
      Fabricate
      Find Greater Steed
      Fire Shield
      Giant Insect
      Grasping Vine
      Guardian of Faith
      Guardian of Nature
      Ice Storm
      Leomund's Secret Chest
      Mordenkainen's Faithful Hound
      Mordenkainen's Private Sanctum
      Otiluke's Resilient Sphere
      Phantasmal Killer
      Shadow of Moil
      Sickening Radiance
      Staggering Smite
      Stone Shape
      Stoneskin
      Storm Sphere
      Summon Greater Demon
      Vitriolic Sphere
      Wall of Fire
      Watery Sphere
    5. Antilife Shell
      Banishing Smite
      Bigby's Hand
      Circle of Power
      Cloudkill
      Commune
      Commune with Nature
      Cone of Cold
      Conjure Elemental
      Conjure Volley
      Contact Other Plane
      Contagion
      Control Winds
      Creation
      Danse Macabre
      Dawn
      Destructive Wave
      Dispel Evil and Good
      Enervation
      Far Step
      Flame Strike
      Hallow
      Holy Weapon
      Immolation
      Infernal Calling
      Insect Plague
      Maelstrom
      Negative Energy Flood
      Passwall
      Rary's Telepathic Bond
      Reincarnate
      Steel Wind Strike
      Swift Quiver
      Telekinesis
      Transmute Rock
      Tree Stride
      Wall of Force
      Wall of Light
      Wall of Stone
      Wrath of Nature
    6. Arcane Gate
      Blade Barrier
      Bones of the Earth
      Chain Lightning
      Circle of Death
      Conjure Fey
      Contingency
      Create Homunculus
      Create Undead
      Disintegrate
      Drawmij's Instant Summons
      Druid Grove
      Flesh to Stone
      Forbiddance
      Globe of Invulnerability
      Harm
      Heal
      Heroes' Feast
      Investiture of Flame
      Investiture of Ice
      Investiture of Stone
      Investiture of Wind
      Magic Jar
      Mental Prison
      Move Earth
      Otiluke's Freezing Sphere
      Planar Ally
      Primordial Ward
      Scatter
      Soul Cage
      Sunbeam
      Tenser's Transformation
      Transport via Plants
      Wall of Ice
      Wall of Thorns
      Wind Walk
      Word of Recall
    7. Conjure Celestial
      Crown of Stars
      Delayed Blast Fireball
      Divine Word
      Finger of Death
      Fire Storm
      Plane Shift
      Power Word Pain
      Prismatic Spray
      Reverse Gravity
      Sequester
      Simulacrum
      Temple of the Gods
      Whirlwind
    Last edited by WilliamCQ; Friday, 17th May, 2019 at 11:37 PM.

  2. #2
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    A 1e title so awesome it's not in the book (Lvl 21)

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    How is it possible to answer that without context? The answer will vary wildly depending upon the character, the setting, the general situation, and their already-chosen spell selections.

    Are they two spells to be added permanently to their spell list, or is this a short-term deal?
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  3. #3
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    Absorb Elements and Alarm. I failed my fear test when faced with a giant WoT and quickly fled.
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  4. #4
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    The Grand Druid (Lvl 20)



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    Magic missile and simulacrum. MM is reasonably useful for nearly any character. Simulacrum lets you break the game. The chance of getting to use simulacrum optimally is probably low, but it you do then its the best.

  5. #5
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    The Grand Druid (Lvl 20)

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    Only two spells you'll ever need: Grease and Web.

    Does it move when it shouldn't? Use Web. Does it not move when it should? Use Grease.
    --------------------------

    They/Them/Their

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  6. #6
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    Healing Spirit is, by a wide margin, the most broken spell to ever exist. If your goal is power, then you should take that.

    You say that you can cast other spells, which aren't on the list, so it's hard to say what the other spell should be. Lightning Bolt is a very powerful spell, but Fireball isn't on the list, and obviously you don't need both of them.
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  7. #7
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    Quote Originally Posted by Gradine View Post
    Does it move when it shouldn't? Use Web. Does it not move when it should? Use Grease.
    This sounds like a D&D Informercial.

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  8. #8
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    A 1e title so awesome it's not in the book (Lvl 21)



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    The answer is: The two that help you best portray whatever character you're envisioning. Pick those.

  9. #9
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    Hydra (Lvl 25)

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    Shield and Absorb Elements.

  10. #10
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    Animate dead and create undead, for obvious reasons.

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