What are 6 essential spells in 5e?I'm currently playing a level 4 gnome wizard in a 5e campaign. As a "kick-start", the DM gave every player a unique magical item. Mine is a spellbook that lets me take 6 spells from any class' spell list and add them to my wizard spellbook. What are some crucial spells to add? The only important ones I see now are Dissonant Whispers and Guidance. Opinions?