We share the best spells in Solasta 2 Early Access – giving you practical advice on which to pick, why, and how to use them in Tactical Adventures latest CRPG.

With the shift to the Unreal Engine and the SRD 5.2 rules, spellcasting has seen a massive balance shift. Most notably, the Paladin’s Divine Smite is now technically a spell that uses a Bonus Action, requiring more tactical foresight than ever before in the lands of Neokos.
This guide has been updated for the Early Access launch, the initial beta version of Solasta 2.
Solasta 2 Spell Mechanics Overview
Spells are magical effects created by characters using spellcasting. With spells, you can heal, deal damage, put enemies to sleep, and many other effects. Unlike martial melee attacks, spells require a spell slot. These are limited resources based on your class and level that can be replenished on a long rest. Cantrips are lower in power but require no spell slots.
Each spell has a level that corresponds to the spell slot required to cast it. Spells can be cast using a scroll in your inventory by selecting “use device.” Your individual class will determine if you can cast a spell, and their effectiveness is determined by spellcasting modifiers like Wisdom, Intelligence, or Charisma.
Some spells have something called concentration, which gives a buff or a debuff but requires you to “hold” concentration. If you are hit, you must roll to see if you can concentrate on this spell. Furthermore, you won’t be able to concentrate on multiple spells. This applies to spells like Bless and Expeditious Retreat, two powerful spells that game doesn’t want you to use at the same time.
Also, Solasta 2 uses the updated DnD ruleset so you will need additional materials to cast spells. You also need arcane energy, like a Divine Necklaces on your Cleric among other things. Therefore, make sure you read the spell, understand what’s required to cast it, and if it requires concentration.
Solasta 2 Top 10 Best Spells
In the current Early Access meta, the best spells are those that provide “guaranteed” value, massive burst, or significant action economy advantages. Below are the top 10 spells, from best to worst in Solasta 2 Early Access:
- Guiding Bolt: Highest damage plus advantage on target; the premier opener for any boss fight.
- Divine Smite: Highest burst damage in the game with a melee attack (now uses a Bonus Action).
- Magic Missile: The most reliable finisher; three darts of force damage that never miss.
- Bless: A critical buff for the whole party, ensuring your high-damage attacks actually land.
- Shatter: Most area damage with a 10 ft sphere; deals Thunder damage which few enemies resist.
- Healing Word: The best emergency heal due to its Bonus Action casting time.
- Sleep: A massive crowd-control tool that can end early-game encounters instantly.
- Shield: The ultimate defensive reaction to turn a hit into a miss.
- Mage Armor: Essential survivability for Wizards and Sorcerers to fix their low base AC.
- Burning Hands: A solid early-game cone of fire for clearing out swarms.
10. Burning Hands

When it comes to area (AOE) damage early in Solasta 2, nothing beats Burning Hands. This spell deals 3d6 fire damage, and half damage on a dexterity saving throw. Also, the objects can be set on fire dealing even more damage. Burning Hands is a level 1 spell, learned by Sorcerers and Wizard classes.
This spell shoots out from your hand in a cone from 15 feet. While the area is nice and wide, it can put your spellcaster in danger being so close to enemies. The best way to use Burning Hands is when one or more melee characters charge your spellcaster. Instead of running away, taking damage from an opportunity attack, cast this close-range spell.
You also need to be careful about friendly fire with Burning Hands. You will see any character flash orange if they are going to be caught in the cone. This applies to your party members and companions, thus making it difficult to preciously hit who you want.
Overall, Burning Hands is a great AOE damage spell early, especially when you lack mobility. However, there is a much better spell for AOE once you unlock level 2 spell slots at character level 3.
9. Mage Armor

What makes spellcaster so squishy and vulnerable to attacks is the lack of Armor Class (AC). Mage Armor is the best spell to counter this by granting a +3 to AC when you don’t wear armor or a shield. With a base of 10 AC, plus 16 Dexterity, you gain another +3 AC, giving you a total of 16. This is the same AC as a heavy armor wearer in chain mail!
While it can be hard to reach 16 AC at early levels, even a 14 DEX score and Mage Armor gives you 15 AC. This will make it much more likely to avoid incoming attacks. Spells like Blur and Shield can also aid in your survivability, further increasing your ability to avoid attacks.
Mage Armor is a level one spell learned by Wizards and Sorcerers. The idea is to cast this prior to combat or immediately following a long rest. While it’s annoying to always cast this, without it, you are likely to get hit and die on turn one.
While Mage Armor is near mandatory for the Sorcerer and Wizard, this spell isn’t useful at all on a Paladin or Cleric. Therefore, we ranked Mage Armor ninth on our best spells list for Solasta 2.
8. Shield

The Shield spell is a reaction when you are being attacked. You gain +5 AC until the start of your next turn. The idea with Shield is, you consume a spell slot to almost certainly avoid an incoming attack. This is critical at the early game where you may not have cast Mage Armor or are being attacked by a high damage dealing melee build.
For Shield to work, you must save a spell slot and a reaction. Meaning, if you’re out of spell slots, or the required materials (including a free hand), you won’t be able to cast the spell. Moreover, don’t use a opportunity attack on a fleeing target because that will use your reaction. This only applies when you’re vulnerable or suspect multiple targets to attack you on that turn.
Shield is Wizard and Sorcerer spell, but you can obtain it on another class with the Magic Initiative Wizard origin feat. In fact, the Fighter and Rogue both have subclasses at level 3 that unlock spellcasting. Adding a defensive spell to help them survive in melee chaos is a powerful combination.
The reason we rank Shield as eight on our list is primarily because you need to use a reaction and a spell slot. Plus, the increase in AC only last until your next turn. The result is, usually one enemy misses an attack and that’s a high price for one spell slot especially at level 1 or 2. However, if you are finding yourself dying constantly, shield on your spellcaster can make the difference.
7. Sleep

The sleep spell incapacitates enemies if they fail a Wisdom saving throw until their next turn. They then repeat that Wisdom saving throw and fall asleep on failure. Once asleep, they spell ends if the target takes damage or is awoken.
What makes sleep strong is its changed from BG3 to the 2024 ruleset and no longer has an HP target maximum. Therefore, you can cast this up to 60 feet away with a five-foot radius. Making it a clutch crowd control spell at level 1.
The downside to Sleep spell is the Wisdom saving throw required can make it tricky to incapacitate enemies. Expect a lower percentage of success, but worth it if you can get two or more enemies. Moreover, you must remember not to hit that target. Don’t learn the hard way by using Burning Hands on a sleep target just to wake it up and attack you.
Consider the Sleep spell as one of the best crowd control spells in Solasta 2. Its more widely used than Hold Person which requires the target to be a human. Therefore, look to pickup Sleep on Wizard or Sorcerer to ensure you can CC multiple targets if needed.
6. Healing Word

The Healing Word spell is one of the best spells for healing in all of Solasta 2. It’s a level 1 spell, up to 60 feet, one target, healing for 2d4 HP + spellcasting modifier. While those numbers aren’t that impressive, they use a bonus action rather than an action, and that’s the secret to its overall power.
Cure Wounds is another healing spell but using an action. Oftentimes Clerics have no bonus action utility and waste their bonus action, but not with Healing Word. You can use Preserve Life Channel Divinity as your action to heal, plus a bonus action Healing Word. On the Life Cleric subclass, you gain extra healing, resulting in a near heal to full on one target.
Another great reason to use Healing Word is with Spare the Dying Cantrip, which eliminates death saving throws for an ally. You can use an action for this cantrip, then a bonus action Healing Word to pickup an ally and prevent their death all in the same round.
While the healing numbers aren’t that impressive, Healing Words utility makes it a must spell for any Cleric thus we rank it number 6 on this list.
5. Shatter

The best Early Access AOE spell is Shatter, dealing 3d8 Thunder damage in a massive 10-foot radius. This level two spell can be learned by Wizards and Sorcerers, requiring an action and up to 60 feet of distance. Another thing to consider is, the spell deals half damage on a constitution save, making it useful even if it fails.
The best way to use Shatter is in an Ambush situation. Get in stealth and use Innate Sorcery on your Sorcerer for Advantage. Then, find a clump of enemies in 10 feet radius, and drop the Shatter spell on them. You will start combat with surprise and a massive amount of damage. This is far better than starting with a weak bow attack via your Rogue.
The reason Shatter isn’t higher on this list is, it requires a level 2 spell slot which is limited in Early Access. Moreover, many hard to kill mobs have high Constitution and can easily resist. However, consider this the must have level 2 AOE spell to compliment your Wizard or Sorcerer, ranking it fifth best spell in Solasta 2.
4. Bless

The Bless spell is the best concentration group buff in Solasta 2 early access. While you hold concentration, this buff adds 1d4 to attack rolls and saving throws for 3 allies. It also last one minute long, therefore you can “pre-buff” with it just before combat while keeping it active. The easiest way to do huge damage is casting Bless on a Sorcerer with has Innate Sorcery active, then drop a Shatter on a group from Ambush to start the fight.
Bless can be learned on the Cleric and Paladin classes; however, it’s a go-to Cleric spell. You will need high Constitution to maintain concentration, especially if you get attacked frequently. Try your best to cast this on turn one when no one needs healing, or just before an encounter to give your party a huge advantage.
While Bless is a great spell, the range is only 30 feet, and it requires concentration. You get to target three allies which is nice, but the whole party would be better. Consider it a must have Cleric buff regardless of your subclass, ranking it fourth best spell in Solasta 2.
3. Magic Missile

While Magic Missile isn’t the highest damage spell in Solasta 2, it’s the most reliable. You can three darks dealing 1d4+1 Force damage to target, with 100% chance. Plus, you can target up to three enemies at a huge 120 feet distance. Since it’s a level one spell, you can use Magic Missile many times before draining your spell slots.
The best situation for Magic Missile is when there is one or more enemies with 5 or fewer HP. You just need a little damage, and if you miss, they will take a target. Its worth casting Magic Missile to make sure you finish off this target. Another good use for Magic Missile is when a target has high AC or resistance to multiple forms of damage. Hit them with all three darts or even upcast the spell for another dart.
Lastly, if an enemy is concentrating, you should use Magic Missile. Remember, concentration checks are based on being hit, not the overall damage. Thus, if an enemy has some locked up in a stun, cast three darts on them to try and break concentration.
Magic Missile is a top three spell in Solasta 2 because of its reliability. However, a couple more choices beat it out for overall damage.
2. Divine Smite

The second-best spell in Solasta 2 is Divine Smite, which now deals 2d8 Radiant damage to a melee hit requiring a bonus action. This Paladin spell has been reworked with the 2024 ruleset and is still burst heavy spell.
You must use a melee (action) and a bonus action plus a spell slot which makes it incredibly high damage, but also limited in combat. You won’t have very many spell slots until higher level, so you “gas out” quickly, but can obliterate a single target in a turn.
The best combination to use is the Divine Favour spell pre-buff or on turn one. This will give you an extra 1d4 Radiant damage and stacks with multiple attacks (melee + Divine Smite). The result is massive radiant damage, but it requires you to hold concentration and use your bonus action every turn.
Divine Smite feels amazing, even with the new ruleset. However, it requires melee attacks and is unlocked via the Paladin Class. Thus, it’s not as widely available as the best spell in Solasta 2.
1. Guiding Bolt

The best overall spell in Solasta 2 is Guiding Bolt from Cleric’s spellbook. This spell has a range of 120 feet, a single target, dealing a massive 4d6 radiant damage. That’s not all, it grants advantage on the next attack roll made against the target before the end of your next turn!
Guiding Bolt not only has the highest tooltip but buffs the next person to attack the target. With the introduction of Origin Feats, any spellcaster can get this spell at level one with Magic Initiative Cleric. Having a Sorcerer with Metamagic and Guiding bolt feels like a cheat code early on, hitting for 30+ damage on a critical from across the map.
If you upcast Guiding Bolt once you get level 2 spell slots, you gain another 1d6 radiant damage. Once you start using Guiding Bolt, outside of Divine Smite and Shatter, no offensive spell compares. You start hitting for consistent 20+ and getting advantage for your party members. A good combo is to send in a Rogue to attack the target following so they get Sneak Attack damage.
Your next campaign, pick a Wizard or Sorcerer spellcaster and get the Human Ancestry. With your second Origin Feat, get Magic Initiative Cleric, select Spare the Dying Cantrip and Guiding Bolt Spell. The two best features from the Cleric, giving you ultimate power on any spellcaster!
More Powerful Solasta 2 Builds!
Check out our complete list of powerful Solasta 2 builds to start your next adventure!
- Best Solasta 2 Builds List
- Battle Domain Cleric Build
- Life Domain Cleric Build
- Oblivion Domain Cleric Build
- Aether Warden Fighter Build
- Commander Fighter Build
- Oath Of Judgement Paladin Build
- Oath Of Liberation Paladin Build
- Scavenger Rogue Build
- Shadowcaster Rogue Build
- Mana Painter Sorcerer Build
- Star Child Sorcerer Build
- Court Mage Wizard Build
- School Of Ruin Wizard Build



