Spells You’ll Never Forget
Spells in Dungeons & Dragons can be a mixed bag. Some are legendary for turning the tide of battle or creating unforgettable moments at the table. Others? They leave you wondering why anyone bothered writing them down in the first place. And players quickly learn the difference between a spell that makes the party clap and one that makes everyone groan. So, first, here are ten of the weakest, most underwhelming spells that rarely earn their keep.
1. True Strike
The combat cantrip True Strike sounds promising yet wastes precious actions. Players also must maintain concentration while gaining an advantage on just one attack roll, making it remarkably inefficient. Beyond that, its poor reception since the 3rd Edition highlights why it remains among the most commonly skipped spells.
(animated spellbook ) TRUE STRIKE by Zee Bashew
2. Friends
With Friends, characters gain a momentary advantage in conversation, increasing their Charisma checks for a single minute. Unfortunately, the aftermath makes it risky. And once the spell wears off, the target inevitably reacts with hostility.
3. Witch Bolt
Witch Bolt stands out as one of the few spells offering sustained damage without recasting. However, the modest 1d12 lightning damage proves underwhelming next to alternatives like Magic Missile. The spell's effectiveness diminishes further since concentration breaks or target movement end its effects.
Dungeons and Dragons Witch Bolt by The Rangers Workshop
4. Jump
Players seeking enhanced mobility often overlook the Jump spell, despite its ability to enable 30-foot leaps. But that’s understandable because the first-level transmutation requires 10 feet of movement per jump, and doesn’t provide any climbing advantages or speed boosts.
Animated spellbook: Jump. D&D 5e #spellbook #dnd #5e by Zee Bashew
5. Blade Ward
The math behind Blade Ward exposes its inefficiency. Resistance to weapon strikes lasts only until your next turn, which makes trading an entire action for temporary protection questionable. Additionally, the spell leaves you completely vulnerable to environmental dangers.
6. Spare The Dying
Clerics of the Grave Domain gain special benefits with Spare the Dying, casting it from 30 feet as a bonus action. The cantrip stabilizes creatures at zero hit points, yet provides no healing. Meanwhile, the target stays unconscious, making combat-focused spells more effective choices.
SPARE THE DYING | Avoid Death Saves - Spell A Day D&D 5E +2 by Zaktact
7. Detect Poison And Disease
Detect Poison and Disease is among the weakest utility spells. Its 30-foot range feels restrictive, and it rarely solves problems that a cautious party or basic investigation couldn’t uncover. In most campaigns, the spell eats up a slot without offering meaningful or consistent value.
8. Animal Friendship
Rangers and druids rarely select Animal Friendship, despite its ability to convince low-Intelligence beasts of peaceful intentions. The spell requires targets to make Wisdom saving throws, while automatically failing against creatures with Intelligence 4 or higher.
9. Find Traps
Manual searching frequently outperforms Find Traps in practical situations. This 2nd-level spell, available to clerics, druids, and rangers, simply confirms a trap's existence without precise locations. With this spell, players even face the task of actual discovery.
10. Locate Animals Or Plants
This spell is remarkably situational. It demands players specify an exact species, which limits flexibility, and it cannot pinpoint unique targets. For a 2nd-level slot, the payoff feels shallow—rarely does an adventure hinge on locating a patch of herbs or spotting nearby wildlife.
Now, here are ten of the coolest spells that players love casting every chance they get.
1. Wish
A single utterance of Wish can reshape reality itself, making it the mightiest spell available to mortals. This ancient magic has evolved across Dungeons & Dragons editions, though its core ability remains: duplicating any 8th-level or lower spell without components.
What is Shop & Ship? by The RPG Daily
2. Teleport
With Teleport, up to nine willing creatures vanish in an instant, reappearing at the intended spot. The more familiar the caster is with the location, the safer the passage. Misfires occur with vague targets, but its role in desperate flights from danger remains legendary.
3. Time Stop
Time Stop represents one of the highest achievements in arcane sorcery. The spell halts everyone but the caster, granting 1d4+1 uninterrupted turns. Any attempt to interact with others dissolves the effect instantly. That’s why wise practitioners exploit this pause to maneuver or empower themselves.
4. Plane Shift
A properly attuned tuning fork unlocks pathways between planes of existence. This spell has earned its reputation in high-level campaigns through dramatic group escapes, and also offers tactical advantages by forcing unwilling creatures into other dimensions through failed Charisma saves.
Dragon Talk: James Wyatt on Plane Shift, 7/24/17 by Dungeons & Dragons
5. Polymorph
Tactical spellcasters prize this hour-long transformation magic for its dual applications. It replaces original statistics with those of any beast form, therefore enabling creative solutions to complex challenges. Players can even strengthen their allies or weaken opponents.
6. Fireball
This 3rd-level evocation spell exemplifies the enduring appeal of Dungeons & Dragons. Not only does Fireball strike targets up to 150 feet away, but its 20-foot radius sphere also unleashes 8d6 fire damage. Interestingly, its legendary status in the game’s history extends beyond gameplay.
Fireball Spell D&D 5E by How to D&D
7. Mass Heal
As a supreme 9th-level spell, Mass Heal pulls companions back from the brink of ruin. It restores as many as 700 hit points, spread across allies within 60 feet. Blindness, deafness, and disease vanish instantly, and the caster’s distribution shapes the battlefield’s momentum.
8. Magic Missile
With a simple incantation, three glowing missiles appear, striking chosen foes for 1d4+1 force damage apiece. Their path cannot be dodged or deflected. That’s because, as a 1st-level spell, Magic Missile holds a reputation for reliability.
Magic Missile D&D 5E Spell by How to D&D
9. Meteor Swarm
Armies tremble at the mention of Meteor Swarm, a devastating 9th-level evocation spell. Its four explosive zones, each 40 feet in radius, rain down both fire and bludgeoning damage. Plus, this pinnacle of destruction deals 20d6 of each damage type.
Imogen Cast Meteor Swarm | Critical Role | Campaign 3, Episode 120 by Pablix
10. Dominate Person
Subtle control defines the essence of Dominate Person, a spell perfect for intrigue and covert missions. After failing a Wisdom save, humanoids follow the caster's commands for up to 1 minute. Most importantly, this 5th-level magic prevents forcing targets into self-harm.