Most Useful D&D 5e Spells Players Should Have

GameRant 14.06.2023 20:54:09 Rhenn Taguiam

Fans of Dungeons & Dragons 5e know their spells can spell the difference between successful encounters and a grim demise. After all, spells devastate entire battlefields, charm and amaze others, or even make difficult situations much easier to bear with. Moreover, adventuring parties need spellcasters to tap into their magical prowess to provide a wealth of advantages to their comrades.

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However, characters should start to consider using their spell list to achieve more creative effects. Players interested in transforming their spellcasting experience in D&D 5e can capitalize on certain spells to achieve a wide variety of feats that can greatly benefit their parties.

Updated on June 8, 2023, by Rhenn Taguiam: With Bigby Presents: Glory of the Giants arriving in August 2023 to put a renewed focus on giants, players of Dungeons & Dragons have to step up in anticipation to these threats arriving in their own tables. While Dungeon Masters are busy sprucing up their adventures with new faces and features of giants, spellcasters among player tables may want to rethink their strategies in dealing with these improved threats. Aside from knowing what particular spells do, knowing how to utilize the most useful Dungeons & Dragons 5e spells inside and outside combat can give players better chances of surviving encounters with giants as per Bigby's own description-be it in dangerous combat or while exploring their lairs for treasure.

Perhaps the quintessential D&D Spell Fireball is an immensely powerful combative Spell accessible at a relatively early part of a Spellcaster's career. It only takes one Action to cast and has an instantaneous effect, wherein a streak of fire heads to a point within range and then explodes into a huge ball of fire.

Any creature within the 20-foot-radius sphere needs to take a DEX Save or risk taking the full brunt of 8d6 Fire Damage on a failure. Not only that but the Spell is enhanced with 1d6 for each Spell Slot above 3rd-Level the player uses. Once players access this Spell, it's a no-brainer of a Spell to use against mobs.

Despite the potential carnage a Fireball could cause, one can't deny the sheer efficiency of base 8d6 damage in a 20-foot radius that can be cast from as far as 150 feet. Players who need a reliable AOE Spell to cast in a large-enough area won't go wrong with Fireball. Given its straightforward nature, the only risk element here is using Fireball close enough to areas with ramifications - that is, being close to large structures and other flammable materials.

Perhaps one of the best defensive Spells in the game, Wall Of Force is quite a formidable Spell for any Class or Subclass who knows how to use it. When cast, this Spell causes an invisible wall of force to appear at a specified orientation and direction the caster wishes. This "Wall" can also become a 10-foot hemisphere or a flat surface of ten 10x10 invisible panels that are 1/4 inches thick.

What's interesting about the Spell is how it affects people that interact with it. At its core, nothing physical and ethereal can pass through the wall, and can't even be dispelled by any form of dispel magic as well as immunity to all damage types. The only type of magic that can destroy a Wall of Force is a Disintegrate Spell.

The nigh-impenetrable Wall of Force is best used when trying to encapsulate a powerful-enough creature or villain who poses a threat that can't be dealt with immediately. The casting time of 1 Action should be enough to separate the biggest bad in a crucial encounter, and it becomes a rather efficient deterrent if the creature-to-trap has given a hint that they don't have access to Disintegrate (6th-Level Transmutation). Players who want dialogue with a villain may use this to safely proceed, and they can use the 10-minute duration of the Spell to escape an otherwise dangerous foe.

One of the most useful Spells in D&D 5e comes in the form of a brightening Spell, and quite literally. At its core, Light allows the Spellcaster to touch any object not larger than 10 feet and have it emit bright light and dim light in a 20/20-feet radius, respectively. This Spell proves especially useful for dungeon-dwellers who have no access to Darkvision and other vision enhancers.

For the duration of the Spell (an hour), the object acts as though it's a light source, wherein anything opaque or covering the object will also block the light it casts. Light can also be cast on an object held by a hostile creature, although they need to succeed in a DEX Save to avoid the Spell. This is a nifty Spell to have for creatures who don't have any innate Darkvision capabilities.

Darkness appears often enough in Dungeons & Dragons games that it can catch players by surprise. And while using a torch to illuminate the room is always an option, it feels cumbersome having to dispose of the torch first before grabbing one's sword and shield just to fight enemies. In these situations, Light can be a reliable Spell to brighten areas such as rooms in dungeons and lairs, especially for those who don't have darkvision.

One of the most versatile aspects of a Spellcaster's arsenal is its ability to see things happening outside its purview. Thanks to Arcane Eye, Spellcasters may be able to see things happening at a distance without ever having to go there. Acting as a miniature scrying spell, the Arcane Eye Spell creates an invisible magical eye that hovers in the air in any space within 30 feet of the caster.

This eye can look in any direction and can be moved up to 30 feet in any direction at the cost of an Action. While the Eye can theoretically be moved into any distance within its 1-hour duration, it can't enter other planes of existence. The eye can also pass through 1-inch openings but is blocked by barriers.

While a familiar can get a scouting job done, Arcane Eye removes the idea of risk with a magic eye that is both flying and invisible. Its ability to see in all directions and fly into spaces an inch in diameter can make it an ideal scout in most situations, with the 30 feet darkvision being a nice touch. As a 4th-Level Divination Spell that can last for an hour, Arcane Eye can be both a scouting tool and a means to guard the rear and notify the party of anyone on their tail.

While it's reasonable to think that a damaging Spell is a must-have in any Spellcaster's arsenal, it's just as important for them to possess Spells that impede the movement of their targets - especially among powerful fighters. This is exactly what Hold Person does, and it's one of the most efficient Spells in the game despite its low-leveled nature.

At its core, the Spellcaster chooses a target within a 60-foot range, who then must succeed on a WIS Save or be paralyzed. As long as Hold Person is active, this target can make a WIS Save at the end of each turn throughout the one-minute concentration period, wherein a success will release them from the Spell. What's interesting is how this Spell works in higher levels, as each Spell Slot used above 2nd-Level can put another humanoid in this locked position.

Wisdom is often a dump stat in Dungeons & Dragons, making the WIS Save requirement to avoid Hold Person rather inconvenient for targeted foes. Up-casting Hold Person with at least a 3rd-Level Spell Slot can paralyze at most two creatures (adding one per higher-level Slot), making this a neat deterrent in combat. A paralyzed target not only grants Advantage to attacks but even ensures Critical Hits when adjacent to the target - making Hold Person a starting Spell for a finishing attack.

Courtesy of Tasha's Cauldron of Everything, players can now make their Characters more attuned to psychic abilities. Wizards now have access to Mind Sliver. This spell has an effective range of 60 feet, only needs a Verbal component, and can be cast within an Action. Spellcasters release a spike of psychic energy that disorients its target. Despite being a Cantrip, Mind Sliver shines through its innate effect.

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Enemies hit by Mind Sliver need to make an Intelligence Save or take 1d6 Psychic Damage as well as suffer a -1d4 penalty on a Saving Throw prior to the Player's next turn. Since most non-Spellcasters treat Intelligence as a dump stat, Mind Sliver almost always works as a debuffing Spell.

Despite the rather measly 1d6 damage, Intelligence being yet another dump stat in Dungeons & Dragons means Mind Sliver can almost always secure its extra 1d4 reduction to the target's next Save until the player ends their next turn. The verbal-only requirement of Mind Sliver means players can use this attack even while bound, allowing them to defeat ordinary guards with ease.

When players think of spells, they think of damaging fireballs and chilling rays. However, Shape Water from Xanathar's Guide to Everything serves as one of the most useful Spells in the entire Edition. Spellcasters can use Shape Water within a 30-foot range with only Somatic components. It allows them to manipulate an area of water that fits within a 5-foot cube. They can move or freeze water, change its opacity and color, or even animate it.

Things that spellcasters create or manipulate with Shape Water can last up to an hour. Despite the Spell's simple nature, its effects can have major implications. For instance, players can freeze water into walls to block enemies, freeze puddles to create a step-by-step bridge, or even hide messages in puddles of water.

Arguably one of the most versatile Spells that manipulate the natural elements, Shape Water is as flexible as Prestidigitation should players know how to use it properly. Common uses of Shape Water include blocking hallways, building a bridge of 5-foot ice segments, and even dropping a giant ice cube on a target. Knowing water physics can lead to more unique uses, such as inserting water into a lock and freezing it to break it from the inside.

For fast-paced encounters, it seems the Alarm doesn't boast a lot of benefits. The Spell affects an area of a 20-foot cube for as long as eight hours. What good would Alarm's effect do if the battle is already underway? In a world where only the paranoid survive, Alarm is a gift from the gods.

To use Alarm effectively, spellcasters should never prepare this spell. Rather, they should acquire Alarm as a Ritual as soon as possible. That way, players can cast Alarm as a Ritual prior to long rests, ensuring the party they aren't interrupted by enemies while asleep. Despite the mundane nature of this usage, a party can thank Alarm if they're involved in a high-stakes campaign involving spies and treachery.

While Alarm isn't practical to use in combat, it makes for a decent precaution when in relatively unsafe spaces. Before resting, it's ideal to cast Alarm as a Ritual and position it near the entrance of a camp or a room in order to alert the party of potential threats. This ensures adequate Long Rests for everyone in the party.

Some Spellcasters opt to get pets for the novelty, and only use Find Familiar to summon them "for the lolz." This Ritual takes up an hour to cast, requiring Verbal, Somatic, and Material components. With such strenuous requirements, is a familiar even worth it? Interestingly, despite their lack of attack abilities, a familiar can provide advantages inside and outside of combat.

For instance, a familiar can instantly become the party's scout. Thanks to their mostly-Small size, they're barely noticed in crowded environments. Spellcasters also gain access to what the Familiar sees and hears, as well as extrasensory abilities their familiars have. Lastly, familiars can "deliver" Spells that the Spellcaster casts, as though they've cast it themselves. This instantly allows them to greatly increase a character's effective combat range.

This is a go-to Spell for anyone who can cast it, especially since familiars last as long as they're not necessarily killed. Their weak stature doesn't disqualify their potential as scouts alongside qualities such as carrying items between party members or even using the Help Action. While almost any kind of pet works as a familiar, the Owl is practical for its Flyby mechanic that allows it to pass enemy spaces without provoking Opportunity Attacks.

Any quick-access Spell that provides protection easily becomes useful for any character, and Shield fits in this category. Spellcasters can use Shield as a Reaction, with only Verbal and Somatic components. Shield forms a barrier between the caster and an incoming attack, giving them +5 AC until their next turn. Additionally, the caster is immune to Magic Missile until the start of their next turn.

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At its core, Shield is handy across any level as players can cast the Spell after the attack roll. This perk means spellcasters can use Shield to force an attack to miss them. Additionally, using Shield alongside Mage Armor can give a Spellcaster an AC as high as 17 + their DEX Modifier, as long as they have Spell Slots to spend.

The fact that Shield triggers only after being attacked can almost always transform hits into misses. While Shield does take up a Reaction and cost players the chance to get an Opportunity Attack from an evading opponent, the +5 AC does carry over throughout the entire round. Shield is an ideal last resort against tough foes or in case of emergencies where the player is cornered.

Aside from being a handy combat spell, Guidance can be a great asset for ordinary feats. Guidance is a touch-based spell (Verbal, Somatic) that lasts a minute with concentration. The caster bestows divine guidance to the target, allowing it to add a 1d4 to the result of any ability check. This number might seem small, but it can do wonders in any campaign's major moments.

For instance, Guidance can benefit checks that require investigation or study. Characters can benefit from Guidance while interrogating NPCs or navigating social events.

On top of being a Cantrip, being able to use an additional d4 to Ability Checks means Guidance is an indispensable asset to most non-combat exploration activities. Players should be casting Guidance to all party members outside encounters, especially to teammates with multiple Skills such as Rogues and Bards to ensure success.

Adventurers who find themselves in trouble might not have room to communicate. Thanks to Message, they may be able to communicate with allies to formulate a strategy. Message is a directed spell (Verbal, Somatic, and requires a piece of copper wire) that allows the caster to whisper a message that only a target within 120 feet can hear. Moreover, the target can whisper a reply that, again, only the caster can hear.

Message can help cornered party members get out of sticky situations. For instance, this spell can help confront dangerous NPCs or navigate a maze.

As long as there's an open area the Spell could pass through, Message is a decent reconnaissance tool within its 120-range limit. Although situational, being able to talk to each other through whispers can make it a nifty reconnaissance tool in both crowds and stealthy situations. Parties without Sending Stones may want to use Message as an alternative.

Players absolutely hate it when their characters end up activating a trap or triggering an alarm by accident. Mage Hand helps players save unnecessary damage as it can do most of these actions from a distance. It's a ranged spell (Verbal, Somatic) that summons a spectral hand that floats in any location within 30 feet. This hand can interact with objects, but can't carry more than 10 pounds, activate magical items, or attack.

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Mage Hand serves as a handy way (no pun intended) of tinkering with objects in suspicious areas such as a Wizard's Tower or an abandoned dungeon.

While Mage Hand isn't available as a means of facilitating attacks, its ability to help players move things at a safe distance makes it an undeniable asset in unfamiliar territory. Being able to open doors, pull levers, and even accidentally set off traps can make Mage Hand an invaluable safety net for its rather cheap cost.

When used correctly, Detect Thoughts can easily be one of the most useful spells in a Wizard, Sorcerer, or Bard's arsenal. It's a self-directed spell (Verbal, Somatic, and requires a copper piece) that lasts up to a minute with concentration. In essence, Detect Thoughts allows the caster to peer into the surface thoughts of a target within 30 feet.

Moreover, the target needs to make a WIS Save should the caster decide to probe further. This spell comes in handy when questioning NPCs, as hearing questions will naturally change thoughts.

Although situational at best, Detect Thoughts can be a decent way to secure knowledge enemies would be otherwise unwilling to share. Just giving them an idea of the information they want to keep brings those thoughts to the surface, allowing players with high-enough Intelligence to be able to pry them out, be it inside or outside interrogation.

Spare The Dying is another combat-centric cantrip that players don't realize can be an invaluable asset outside encounters. It's a touch-based spell (Verbal, Somatic) that stabilizes living creatures that hit 0 HP. This cantrip can be very useful to save NPCs that have just been attacked unexpectedly, and may even sway other reluctant NPCs to the side of the players.

Moreover, Spare The Dying serves as a great way to build relationships with NPCs. For instance, the players can instantly prove they're trustworthy by saving the life of a friend or a loved one with this handy cantrip.

Clerics and healers who eventually secure Healing Word should rely on this for more powerful healing, but those who want to use a lower-level alternative may find Spare the Dying reliable in the early stages of adventures. Being able to stabilize a dying comrade to get them out of harm's way can immensely help a party focus on combat.

Minor Illusion might seem like a waste of space in a caster's build, but it can do wonders in times of need. It's a ranged spell (Somatic, and requires a bit of fleece) that affects a five-foot cube in any area within 30 feet. This spell allows casters to create different sounds or create an image (without sensory effect) that lasts for a minute.

Creatures that use actions to examine the image or the sound will realize it's an illusion with the right INT (Investigation) check. However, casters who use Minor Illusion would've likely left the area or had enough time to plan another action, making this useful to run from enemies.

The rather vague nature of Minor Illusion's properties makes it a tough Spell to use, but it leaves a lot of room for creativity. Its 5-foot cube area can hold host to a wide variety of uses depending on the player's needs, such as a wall or a distraction they could use to sneak past unsuspecting guards.

Explorers interested in learning about ancient civilizations should get Comprehend Languages. This self-directed spell (Verbal, Somatic, and requires a pinch of salt and soot) lasts for an hour. When activated, Comprehend Languages enables casters to understand the literal meaning of written languages and spoken languages.

Casters need to listen to understand the spoken language, and they need to touch the surface where the language is written. It can't decode glyphs or secret messages in text, especially if they're not part of a written language. Despite this setback, this also means players can deduce whether the "weird scribbles" they see in a dungeon are of an ancient language or a code.

Casting Comprehend Languages as a ritual can give a spellcaster unprecedented advantage not just in negotiations but as well as exploration. While Common is likely a spread-enough language in any campaign setting to avoid needing this, having Comprehend Languages can be a decent shortcut not just to communicate with foreign beings but to also understand written texts otherwise undecipherable.

Detecting invisible creatures can be a pain, but Faerie Fire can make their presence known. Faerie Fire outlines all objects within a 20-foot cube, provided it's 60 feet away from the caster. This spell (Verbal) can last for up to a minute with concentration, which is enough for Bards to spot hidden or invisible creatures in an area of interest.

Aside from providing advantages to attackers that try to hit the "detected" creatures, this spell can be extremely handy when trying to detect spies or outliers in an area.

Its low-level cost makes Faerie Fire one of the best ways to deal with invisible creatures, with the Advantage on attacks against them being the cherry on top. Even when using Faerie Fire against visible creatures, using Faerie Fire against bulky creatures that likely have low Dexterity Saves can give the team a means to turn the tide of combat.

Players of D&D 5e will most likely find themselves in worlds of magic and sorcery. As such, it's important to make sure there's a way to know if there's any kind of magic in the area. Any spellcaster capable of casting Detect Magic should get it as a spell. This self-directed spell (Verbal, Somatic) lasts 10 minutes, which is enough to gain a lot of benefits.

To elaborate, this spell helps casters detect magic within 30 feet as a faint aura. As such, casters can sense the presence of magic around an object or a creature and even learn the dominant school of magic. This spell is useful when detecting traps, or simply getting a "feel" of what magic persists in an area.

The ability to sense magic is crucial in Dungeons & Dragons, especially when exploring unfamiliar territory. In situations where players may not be in combat anytime soon, casting Detect Magic and roaming areas can give them a sense of how magically-protected a location is. The more spells and traps they detect, the more magically inclined the owner of the place is, in turn giving the party some idea of what kind of threat they might be up against.

Surprisingly enough, Detect Magic isn't at the top of this list of useful spells. While most casters will look at this spell with disdain, Purify Food And Drink can be a literal lifesaver. This instantaneous spell (Verbal, Somatic) can purify all non-magical drinks and food within a five-foot sphere, provided it's 10 feet away from the caster.

While this spell might not necessarily be useful all the time, it helps ward off unnecessary assassinations and poisons, especially to Faction NPCs. Most campaigns require players to attend some sort of banquet and gathering, and it's always a useful spell to use in the presence of kings, emperors, and those with positions of power.

While not beneficial in combat, politically-heavy campaigns in Dungeons & Dragons could use the occasional poison check. Using Purify Food and Drink on food provided by guests can be a surefire way of avoiding harmful substances and even ingredients that may cause paralysis and sleeping, which are sometimes ways DMs use to split parties.

Dragonlance: Shadow of the Dragon Queen is slated for a December 6, 2022 release.

More: Best Third-Party Books for D&D 5e, Ranked

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