Solasta 2 has an in-depth character creator based on the 2024 DND ruleset. This includes customizing everything from your appearance to the Race, Class, stat, and Proficiency of your party members.

However, for someone unfamiliar with the DND ruleset or the Solasta system, this character creation may seem overwhelming – especially when it comes to deciding which Spells to choose. If you’re struggling to make Cantrip and Spell choice sections during Solasta 2 character creation, this guide will walk you through some of the best options to take first.

Table of Contents

Best Starter Cantrips & Spells For Each Solasta 2 Class

In Solasta 2 Early Access, there are currently six Classes available to choose from during character creation. These Classes are as follows:

  • Cleric
  • Fighter
  • Paladin
  • Rogue
  • Sorcerer
  • Wizard

However, not all of these Classes are Magic users until they reach Subclass choice, or in some cases, at all. At level 1, the only Cantrip and Spell-user Classes are the Cleric, Paladin, Sorcerer, and Wizard.

There is flexibility to customize your selections to certain builds. If you’re just starting out, though, you’ll likely want to pick out the best all-rounder options depending on the role of your class – support/utility, frontline tank/healer, backline magic caster, etc.

Here is a complete list of each Level 1 caster Class in Solasta 2 and the best Cantrip and Spell choices to choose for them in the character creator.

Best Spells to Choose When Creating a Sorcerer in Solasta 2

Sorcerers are squishy backline casters who gain value from ranged magic, utility spells, and pairing their kit with the effects of Sorcery Points. They often keep a safe distance from enemies and attack from afar, dealing damage and applying debuffs to enemies or passives to allies.

Complete Sorcerer Cantrip and Spell List

CantripsSpells
Acid Splash
Poison Spray
Annoying Bees
Ray of Frost
Chill Touch
Shadow Armor
Dazzle
Shadow Dagger
Fire Bolt
Shocking Grasp
Light
Sorcerous Burst
True Strike
Burning Hands
false Life
Charm Person
Feather Fall
Chromatic Orb
Ice kKnife
Color Spray
Mage Armor
Shield
Comprehend Languages
Magic Missile
Sleep
Expeditious Retreat
Ray of Sickness
Thunderwave

At level 1, Sorcerers can choose 4 Cantrips and 2 Spells from these options.

Best Level 1 Sorcerer Cantrips

Selection PriorityCantrip NameDescription
1Sorcerous BurstDeal 1d8 damage of your choice on a hit. (Acid, Cold, Fire, Lightning, Poison, Psychic, Thunder)
2Shocking Grasp1d8 Lightning damage. Prevents the enemy from making opportunity attacks until their next turn.
3 Poison Spray1d12 Poison damage.
4Fire Bolt1d10 Fire damage.
Alternative option, can be swapped for 3 or 4.Chill Touch1d10 Necrotic damage. Prevent the target from regaining HP until the start of your next turn.
Alternative option, can be swapped for 3 or 4.Annoying Bees1d4 Piercing damage. Target gains Disadvantage on Concentration Saving Throws until the start of your next turn.
  • Sorcerous Burst is the best Cantrip due to the damage versatility. It’s an attack that can be cast from range, and you can change the damage type as needed to work around enemy resistances. Finally, it deals damage on a d8. This plays into the Sorcerer’s feature, enabling them to roll an additional d8 and add it to their total attack damage if a d8 roll lands on 8.
  • Sorcerers face the most danger when tankier, melee-heavy damage characters manage to enter their range and start damaging them. Shocking Grasp is basically a get out of jail free card for this situation, letting you deal damage and negate opportunity attacks with one move. This lets you move away from the melee range without the risk of taking damage, repositioning with a more favorable angle.
  • Poison Spray is simply the highest dice roll for a damage Cantrip at a d12, and it scales quite nicely as you level up. When you’re out of crucial Spell Slots, Poison Spray will still manage to get some damage done.
  • Fire Bolt is the next best option to complete your Cantrips. offering a large range of 120ft and a generous d10 dice roll. Much like Poison Spray, it will scale as you level up. You can take both for range versatility, or select one and swap the other out for one of the more utility-based options.
  • Chill Touch is a handy melee Spell that both damages, and stops the enemy from regaining HP until your next turn. This is great for focusing a specific threat in combat, or if you know you’re going up against an enemy with HP regeneration sources.
  • Annoying Bees is similar to Chill Touch, but instead of blocking HP regenration, it will impose Disadvantage on Conentration Saves. This can be hugely effective on shutting down enemy casters and those who rely on concentration Spells. Simply proc the disadvantage and then have your allies hit the target as much as possible until your next turn. Every time they take damage the target will have to make a save, meaning you can easily get around some pesky spells.

Best Level 1 Sorcerer Spells

Selection PriorityCantrip NameDescription
1Magic MissileCreates 3 darts of magical force. Each dart deal 1d4+1 Force damage. Each dart can have a different target.
2ShieldWhen you are hit by an attack, grants you a +5 AC bonus until the start of your next turn.
Alternative option, can be swapped for 2.Chromatic Orb3d8 damage of your choice: Fire, Acid, Cold, Lightning, Thunder, Poison.
Alternative option, can be swapped for 2.Mage ArmorSets the target’s base AC to 13+ their DEX modifier.
  • Magic Missile is a Spell where you dont realize how great it is until it’s suddenly your go-to in almost any battle. You can burst down a single target, hit multiple targets for a little bit of damage to finalize kills, or even use it cleverly to break concentration, for example.
  • Shield is crucial to the Sorcerer, as this is one of the squishier, more vulnerable Classes in the game. You’ll want to avoid taking huge hits of damage and being downed, and Shield can make all of the difference.
  • Chromatic Orb is basically a better Sorcerous Burst, providing you with the freedom to change damage type as needed. Additionally, if you roll doubles (the same number) on any of your dice attack rolls, Chromatic Orb can bounce to additional targets in range for some
  • Again, Sorcerers are squishy! Mage Armor helps make up for this by boosting your AC to 13+ your DEX modifier when casting on yourself. As Sorcerers prioritize CHA, with CON and DEX being the best next stat choices, they can get good value from the Spell.

Best Spells to Choose When Creating a Paladin in Solasta 2

Paladins are frontline tanks that have the unique ability to cause serious damage output while also pivoting into healing when needed. They can deal huge melee damage through multiple attacks per action, as well as their Smites. Lay on Hands and healing/utility Spells come in clutch when the primary party healer needs more support.

Paladins forgo learning Cantrips at Level 1, and instead only choose 2 from 8 available Spells.

Complete Paladin Cantrip and Spell List

Spells
Bless
Cure Wounds
Divine Favor
Divine Smite
Heroism
Searing Smite
Protection From Good and Evil
Shield of Faith

Best Level 1 Paladin Spells

Selection PriorityCantrip NameDescription
1Divine SmiteAdds 2d8 Radiant damage to your melee attack.
2Searing SmiteAdds 1d6 Fire damage to your melee attack. Once per round at the start of each of their turns until the Spell ends, the target takes 1d6 Fire damage and then makes a Constitution Saving Throw. The Spell ends on a successful save.
Alternative option, can be swapped for 2.Cure WoundsHeal 2d8 + Spellcasting modifier.
Alternative option, can be swapped for 2.Divine FavorAdds 1d4 Radiant damage to your weapon attacks.
  • Smites are pretty much the core of a Paladin’s kit, and Divine Smite is the most notable of them all, adding a generous 2d8 to your weapon attack.
  • Searing Smite comes in at the enxt best option at level 1 if you already have a strong healer such as a cleric. Searing Smite can even continue to deal additional damage between turns, similar to a burn effect, which makes it handy for focus firing specific enemies and withering them down.
  • Cure Wounds is the only main healing Spell available to paladins at Level 1. It is recommended to swap this one in if you want a high healing party layout.
  • Lastly, Divine Favor could also be swapped in. It’s a Bonus Action, so it can also stack with your Smites to add even more bonus damage.

Best Spells to Choose When Creating a Cleric in Solasta 2

Clerics are quite a versatile Class, known primarily for their strong healing and utility, and usually sitting mid-range on the battlefield. However, depending on your build, you can also create a frontlining tank Cleric who focuses on damage and pivots into healing and utility only when needed.

Complete Cleric Cantrip and Spell List

CantripsSpells
Dazzle
Divine Shield
Guidance
Holy Conduit
Light
Sacred Flame
Resistance
Spare the Dying
Bane
Bless
Cure Wounds
Guiding Bolt
Healing Word
Protection From Good and Evil
Inflict Wounds
Shield of Faith

At level 1, Clerics can choose 3 Cantrips and just one Spell from the list above.

Best Level 1 Cleric Cantrips

Selection PriorityCantrip NameDescription
1Holy Conduit1d6 Radiant damage. On hit, target and every enemy within 5ft can also take an additional 1d4 Radiant damage (CON Save)
2Spare the DyingStabilize a Dying target. The target remains unconscious, but doesn’t make Death Saving Throws anymore.
Alternative option, can be swapped for 3.Sacred Flame1d8 Radiant damage. Ignores target’s cover.
Alternative option, can be swapped for 3.GuidanceAdds +1d4 to all of target’s Ability Checks for the next 1 minute.
  • Holy Conduit is a great starter Cantrip, capable of hitting additional targets for an extra 1d4. You can use it to target creatures you know have low CON to ensure the extra applies.
  • Spare the Dying is a useful utility Cantrip for when a party member gets knocked unconscious. If they fail 3 Death Saves, they will die in-game. Spare the Dying stops those Death Saves from needing to be made – a great way to ensure your party survives a close call in combat!
  • Sacred Flame is a popular Cantrip for the Cleric, making it a solid option to choose first. It deals a decent 1d8 Radiant damage, but more importantly ignores cover. For this reason, it can be used to seek out targets that other party members may not be able to get to.
  • Guidance is useful when you know you’ll be coming up against some important Ability Checks that you simply must succeed. As a Cantrip, it can be re-casted as needed, too.

Best Level 1 Cleric Spells

Selection PriorityCantrip NameDescription
1Healing WorldHeal 2d4 HP + your Spellcasting modifier.
Alternative option, can be swapped for 1.Guiding Bolt4d6 Radiant damage. On hit, gives Advantage to the next attack roll made on the target before the end of your turn.
Alternative option, can be swapped for 1.Cure WoundsAdds +1d4 to all of target’s Ability Checks for the next 1 minute.
  • While Healing World doesn’t provide the same amount of healing as Cure Wounds, it is the more versatile of the two level 1 Cleric Spells. It has an extended range, and it’s also a Bonus Action, meaning you can heal and attack in the same turn.
  • Guiding Bolt is the strongest damage-based Cleric Spell at level 1. It is best in party compositions where you have multiple healers, or you plan to play a more aggressive, damage-based Cleric.
  • Cure Wounds is a more powerful healing Spell, meaning it gives a bigger burst with each use. however, it has the drawback of being a touch Spell, meaning you need to be within melee range to cast it on an ally.

Best Spells to Choose When Creating a Wizard in Solasta 2

Wizards are the second squishy caster Class, alongside Sorcerers. However, rather than relying on innate magic and a CHA modifier, Wizards utilize magic through knowledge and studies, with the Class utilizing the INT modifier. They’re often found in the backline, casting up a storm – unless you’re a specific melee Wizard build, that is!

Complete Cleric Cantrip and Spell List

CantripsSpells
Acid Splash
Poison Spray
Annoying Bees
Ray of Frost
Chill Touch
Shadow Armor
Dazzle
Shadow Dagger
Fire Bolt
Shocking Grasp
Light
True Strike
Burning Hands
False Life
Mage Armor
Charm Person
Feather Fall
Magic Missile
Chromatic Orb
Hideous Laughter
Protection From Evil and Good
Color Spray
Ice Knife
Ray of Sickness
Comprehend Languages
Identify
Shield
Expeditious Retreat
Longstrider
Sleep
Thunderwave

Wizards gain a much larger list of options than other Classes, as well as the most choices. At Level 1, Wizards can choose 3 Cantrips and 6 Spells from the list above.

Best Level 1 Wizard Cantrips

Selection PriorityCantrip NameDescription
1Shocking Grasp1d8 Lightning damage. Prevents the enemy from making opportunity attacks until their next turn.
2Ray of Frost1d8 Cold damage. Target is Hindered until your next turn.
3Fire BoltAdds +1d4 to all of target’s Ability Checks for the next 1 minute.
Alternative option, can be swapped for 2 or 3.Shadow Dagger
Alternative option, can be swapped for 2 or 3.Poison Spray
  • Much like the Sorcerer, Shocking Grasp gives the Wizard more survivability when they find themselves in melee range with an unfavorable matchup, enabling them to reposition without provoking Opportunity Attacks.
  • Thanks to the Wizard’s Spell variety, taking Cantrips that have bonus effects, such as Ray of Frost, can be beneficial. Hinder, for example, is perfect for helping to slow down highly mobile targets and stop yourself and allies from taking unnecessary melee damage as a result.
  • Fire Bolt is just a classic all-rounder, and it’s a key part of the Wizard’s kit due to the range/ It can be cast from way back in the backline, where the Wizard is safe from harm.
  • Shadow Dagger can be swapped in if you prefer access to Psychic damage, as it deals a d10 much like Fire Bolt, just at a shorter range.
  • Poison Spray can be swapped in if you prefer the more serious damage die, but it can also be left out and included in the build of your other caster, if you have one, with the Wizard focusing on crowd control and utility Spells at first level

Best Level 1 Wizard Cantrips

Selection PriorityCantrip NameDescription
1Magic MissileCreates 3 darts of magical force. Each dart deal 1d4+1 Force damage. Each dart can have a different target.
2Hideous LaughterWIS Save. The Target is Prone and Incapacitated for the duration and can’t end the Prone condition on themselves.
3Mage ArmorSets the target’s base AC to 13+ their DEX modifier.
4ShieldWhen you are hit by an attack, grants you a +5 AC bonus until the start of your next turn.
5Ray of Sickness2d8 Poison damage. The target is Poisoned until your next turn.
6Burning Hands3d6 Fire damage, half damage on a DEX save. Can ignite objects.
Alternative option, can be swapped for 5 or 6.Chromatic orb3d8 damage of your choice: Fire, Acid, Cold, Lightning, Thunder, Poison.
Alternative option, can be swapped for 5 or 6.Ice Knife1d10 Piercing damage to target, 2d6 Cold damage to target and all creatures within 5ft of the target (can be negated with DEX save)
  • Magic Missile is brilliant for the Wizard for all the same reasons it works great with the Sorcerer. Plus, it has that 120 ft range that creates safety for the Wizard, enabling them to deal damage from afar.
  • Hideous Laughter is a Spell that can set up ridiculous value for your team. Any attack on a Prone target is an automatic Crit. Essentially, the Wizard can use this Spell to set their allies up with free crits on the toughest foes.
  • Mage Armor helps the Wizard gain some much-needed survivability for combat.
  • Shield helps to keep the Wizard alive when they would otherwise take serious damage, due to their lower AC.
  • Ray of Sickness does decent damage at 2d8, but provides utility through the Poisoned debuff, helping to impose Disadvantage on Attack Rolls.
  • Burning Hands is very beneficial when you need to create some space or attack multiple people who have pressured you into melee. It’s a cone-shaped Spell that can hit multiple enemies for 3d6 Fire damage, and even set some obstacles/objects on fire!
  • If you want to swap in some damage versatility, Chromatic Orb is a nice pick. It also enables you to bounce the Orb to nearby targets if you roll doubles (two sets of the same number) on your damage die.
  • If you want strong AOE burst damage, Ice Knife is a good swap. It will provide impact on the primary target to deal 1d12 Piercing, before exploding either on a hit or miss. The explosion deals 2d6 to each creature within 5ft of the target. Ice Knife also has a handy range of 60ft, allowing the Wizard to keep their distance, but still hit multiple targets in close proximity to one another.
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