Picking 2 out of 264 spells

WilliamCQ

Explorer
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:

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MarkB

Legend
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?
 


jaelis

Oh this is where the title goes?
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 it’s the best.
 

Gradine

The Elephant in the Room (she/they)
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.
 

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.
 

TarionzCousin

Second Most Angelic Devil Ever
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.

101033414-vinceshamwow_r.jpg
 

ccs

41st lv DM
The answer is: The two that help you best portray whatever character you're envisioning. Pick those.
 



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