Highlights

  • Spellcasters in D&D 5e can use Encode Thoughts to manifest their thoughts into tangible strings, allowing them to communicate ideas or memories.
  • Distort Value is a spell that allows spellcasters to manipulate the perceived value of an object, which can be useful for negotiating or deceiving others.
  • Wall of Force is a powerful defensive spell that creates an impenetrable barrier, making it ideal for trapping or separating dangerous enemies.

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 November 18, 2023 by Rhenn Taguiam: With Planescape: Adventures in the Multiverse taking a D&D party’s campaign beyond the realms, adventurers may be surprised at the overwhelming number of enemies they may encounter across dimensions. While spellcasters have the entirety of the Weave to help them protect their party with an assortment of spells, D&D players may want to secure the most practical spells they could use at any point in the session. Included among must-haves for spellcasters is a way to transform thought into concrete strings, modify the appearance of something to change its value, enhance the ability of others to overcome challenges, and even heat metallic objects.

25 Encode Thoughts

Enchantment Cantrip

Encode Thoughts
Casting Time 1 Action
Range Self
Target A memory, idea, message
Components Somatic
Duration 8 Hours
Classes Wizard

People in the arts often say their works are not how they “imagined” them, and for those with mastery over spellcraft, Encode Thoughts may finally help them reveal what their minds truly want to say. With only a mere Somatic component, this Enchantment Cantrip allows spellcasters to literally “pull” a thought from their minds and manifest it into tangible strings called a thought strand. This can be as specific as a message or a more vague image, such as an idea or a memory.

When cast, the thought strand manifests within five feet of the caster and persists for eight hours until “read” via someone casting Thought Strand or Detect Thoughts. Physically speaking, the thought strand is weightless and can be carried around like a ribbon. While concentrating on mind-reading Spells such as Detect Thoughts or Modify Memory, the Wizard can cast Encode Thoughts to convert a target’s thoughts into thought strands instead.

24 Distort Value

1st-Level Illusion

Distort Value
Casting Time 1 Minute
Range Touch
Target An object that isn’t more than 1 Foot each side
Components Verbal
Duration 8 Hours
Classes Bard, Sorcerer, Warlock, Wizard

One of the most entertaining ways of using Minor Illusion is to “fake” the value of an object to make it more valuable than it seems. Thanks to Distort Value, spellcasters like D&D Warlocks have a more targeted way of adjusting an object's value without relying on Minor Illusion's vagueness.

When cast with a Verbal component, the 1st-Level Illusion can affect any object that won’t exceed a foot in size across all sides.

Distort Value can adjust the perceived value of an object by adding flourishes or dents. Players with a knack for talking their way to get money out of merchants can earn quite a lot with DIstort Value, unless an observer rolls a successful Investigation (INT) check against the caster’s Spell Save DC and breaks the illusion.

23 Fireball

3rd-Level Evocation

A Wizard casting Fireball
Casting Time 1 Action
Range 150 Feet
Target A point within range
Components Verbal, Somatic, Material (tiny ball of sulfur, bat guano)
Duration Instantaneous
Classes Sorcerer, Wizard

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.

When To Use Fireball

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.

22 Wall Of Force

5th-Level Evocation

A spellcaster using Wall of Force
Casting Time 1 Action
Range 120 Feet
Target A point within range
Components Verbal, Somatic, Material (pinch of clear gemstone powder)
Duration Concentration (10 Minutes)
Classes Wizard

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.

When To Use Wall of Force

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.

21 Light

Evocation Cantrip

A spellcaster using Light
Casting Time 1 Action
Range Touch
Target An object no larger than 10 feet
Components Verbal, Material (phosphorescent moss, firefly)
Duration 1 Hour
Classes Artificer, Bard, Cleric, Sorcerer, Wizard

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.

When To Use Light

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.

20 Arcane Eye

4th-Level Divination

A spellcaster using Arcane Eye
Casting Time 1 Action
Range 30 Feet
Target Within range
Components Verbal, Somatic, Material (bat fur)
Duration Concentration (1 Hour)
Classes Artificer, Wizard

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.

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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.

When To Use Arcane Eye

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.

19 Hold Person

2nd-Level Enchantment

Hold Person can be visualized as a web holding a person
Casting Time 1 Action
Range 60 Feet
Target Humanoid that is within range
Components Verbal, Somatic, Material (straight piece of iron)
Duration Concentration (1 Minute)
Classes Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

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.

When To Use Hold Person

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.

18 Mind Sliver

Enchantment Cantrip

Mind Sliver can be visualized as a beam emanating from one's forehead
Casting Time 1 Action
Range 60 Feet
Target A creature within range
Components Verbal
Duration 1 Round
Classes Sorcerer, Warlock, Wizard

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.

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.

When To Use Mind Sliver

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.

17 Comprehend Languages

1st-Level Divination

Comprehend Languages can help individuals talk with various creatures
Casting Time 1 Action
Range Self
Target Any spoken language heard, written language seen and touched
Components Verbal, Somatic, Material (pinch of salt, soot)
Duration 1 Hour
Classes Bard, Sorcerer, Warlock, Wizard

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.

When To Use Comprehend Languages

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.

16 Purify Food And Drink

1st-Level Transmutation

A woman dancing on the table can visualize Purify Food and Drink
Casting Time 1 Action
Range 10 Feet
Target 5-foot sphere
Components Verbal, Somatic
Duration Instantaneous
Classes Cleric, Druid, Paladin

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.

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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.

When To Use Purify Food and Drink

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.

15 Virtue

Abjuration Cantrip

Virtue from the Strixhaven Guidebook
Casting Time 1 Action
Range Touch
Target A creature
Components Verbal, Somatic
Duration 1 Round
Classes Cleric

Although included in Unearthed Arcana: Starter Spells, spellcasters who can use Virtue may have access to saving grace in the gravest of situations in both tabletop and video games like Baldur's Gate 3. When cast with Verbal and Somatic Components, the Abjuration Cantrip affects a creature the Cleric can touch. This effect provides vitality to the target, gaining 1d4 + Spellcasting Modifier Temporary Hit Points as long as they still have at least 1 Hit Point left.

The main caveat of Virtue is how the Temporary Hit Points only last for a round, requiring them to either cast the Spell again or hope the target can make the most out of their Hail Mary. Despite only granting Temporary Hit Points, a healing-based Cantrip in a D&D experience can make more difference than a damaging one in dangerous fights.

14 Bless

1st-Level Enchantment

Bless from Strixhaven
Casting Time 1 Action
Range 30 Feet
Target Up to three creatures
Components Verbal, Somatic, Material (holy water)
Duration Concentration (1 Minute)
Classes Cleric, Paladin

Perhaps a staple spell in any Cleric and Paladin’s arsenal, Bless can distinguish between a successful task and a colossal failure. When cast with Verba, Somatic, and Material (holy water) Components, this Enchantment Spell can affect up to three creatures within a 30-foot range. Throughout the Spell’s one-minute duration, Saves and Attack Rolls made by the blessed targets will get a 1d4 bonus.

Despite the mere 1d4 buff, players of Dungeons & Dragons need to remember that even single-number differences can affect the success or failure of a roll. Spellcasters may want to use Bless to boost the odds of party members who need to use their lower-numbered stats to make checks, such as the frail Wizard having to make an Athletics (STR) check to jump from roof to roof during a chase.

13 Heat Metal

2nd-Level Transmutation

Heat Metal
Casting Time 1 Action
Range 60 Feet
Target A manufactured metal object within range
Components Verbal, Somatic, Material (piece of iron, flame)
Duration Concentration (1 Minute)
Classes Artificer, Bard, Druid

At first glance, Heat Metal seems vague for a 2nd-Level Transmutation Spell. When cast with Verbal, Somatic, and certain Materials (an iron piece and a flame), heating another piece of metal doesn’t seem worthwhile. However, what makes Heat Metal quite dangerous is its implications, even if it's not the usual damaging Evocation Spell. Should any creature make contact with the heated metallic item, they immediately takes 2d8 Fire Damage at the onset. This damage can be triggered as a Bonus Action throughout the spell’s one-minute duration.

Should the metallic object be held, the creature holding it must also succeed in a CON Save or risk dropping it. If they don’t drop the item, they have Disadvantage on Ability Checks and Attack Rolls until the caster’s next turn begins. These effects make Heat Metal quite the effective deterrent against hulking tanks in plate armor, or even a dextrous fighter relying on their weapons.

12 Shape Water

Transmutation Cantrip

Shape Water allows a spellcaster to create shapes out of water
Casting Time 1 Action
Range 30 Feet
Target An area within range that fits a 5-foot cube
Components Somatic
Duration Instantaneous (1 Hour)
Classes Druid, Sorcerer, Wizard

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.

When To Use Shape 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.

11 Alarm

1st-Level Abjuration

Alarm can be visualized as wisps of energy from one's hand
Casting Time 1 Minute
Range 30 Feet
Target 20-foot cube
Components Verbal, Somatic, Material (silver wire, tiny bell)
Duration 8 Hours
Classes Artificer, Range, Wizard

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.

When To Use Alarm

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.

10 Find Familiar

1st-Level Conjuration

Find Familiar can take the form of summoning a creature from a book
Casting Time 1 Hour
Range 10 Feet
Target A Familiar
Components Verbal, Somatic, Material (herbs, incense, charcoal worth 10 Gold)
Duration Instantaneous
Classes Wizard

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.

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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.

When To Use Find Familiar

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.

9 Shield

1st-Level Abjuration

Shield can be used to protect oneself from attacks
Casting Time 1 Reaction
Range Self
Target Self
Components Verbal, Somatic
Duration 1 Round
Classes Sorcerer, Wizard

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.

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.

When To Use Shield

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.

8 Guidance

Divination Cantrip

Guidance can be used to succeed in a dinosaur chase scene
Casting Time 1 Action
Range Touch
Target A willing creature
Components Verbal, Somatic
Duration Concentration (1 Minute)
Classes Artificer, Cleric, Druid

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.

When To Use Guidance

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.

7 Message

Transmutation Cantrip

Strings of magic letters appear from a spellcaster
Casting Time 1 Action
Range 120 Feet
Target A creature within range
Components Verbal, Somatic, Material (a short piece of copper wire)
Duration 1 Round
Classes Artificer, Bard, Sorcerer, Wizard

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.

When To Use Message

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.

6 Mage Hand

Conjuration Cantrip

Mage Hand can be used to do things from afar
Casting Time 1 Action
Range 30 Feet
Target Any point within range
Components Verbal, Somatic
Duration 1 Minute
Classes Artificer, Bard, Sorcerer, Warlock, Wizard

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.

When To Use Mage Hand

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.