The Hybrid pack
The spells are as follows:
Attack Spells:
Magic Missile:
A versatile first-level spell that deals consistent damage, suitable for various enemies.
Thunderwave: A powerful spell that deals damage and pushes enemies, useful for crowd control.
Guiding Bolt: A decent damage spell, particularly for Clerics, with a chance to hit based on an attack roll.
Hold Person/Hold Monster: Highly powerful spells that can incapacitate enemies, especially effective when you can raise your spell DC.
Scorching Ray: A powerful spell that can be boosted with gear, like the Hat of Fire Acuity, to achieve high spell DCs.
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