offers players tons of spells to choose from, ranging from cantrips all the way up to level six. However, for those new to the game, especially if they've never played, it can be a little overwhelming to be met with a list of magical options. While it's hard to go wrong with spell choices in, there are some early-game spells that it's best to keep an eye out for.
The spells in are lifted directly from, with many of the effects remaining the same. There is a fantastic array of low-level spells and cantrips in that offer great utility and damage to help get the party through Act 1. With combat and skill checks to navigate while learning the game, these cantrips and level-one spells should make the early days of playing a little easier.
is an underrated spell in which can help when spellcasters are surrounded by enemies. The spell creates a wave that deals 2d8 thunder damage and forces all targets in a five-meter cube to make a Constitution saving throw to be pushed away from the caster, while targets that succeed in the save take half damage and are not pushed. is a really fun spell to fling enemies away when surrounded, make them fall to their doom off of high areas, or force enemy spellcasters to make concentration checks.
Be careful with as it does not discriminate between enemy or ally targets, so positioning it correctly is important.
is a brilliant spell that triggers as reaction when the spellcaster comes under attack. When a character is targeted by a melee, ranged, or spell attack will increase their AC by five and absorb the damage. The shield will then remain in place until the start of that character's next turn and will even block that does not need an attack roll.
is great at low levels and can make the
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