The Hits And The Misses
Every D&D campaign has that moment where the wizard steps up and unleashes a spell that sounds impressive but does absolutely nothing! Maybe it’s flashy, or maybe it’s so oddly specific that it only works once every twenty sessions. Either way, everyone waits for the payoff that never comes. And then there are the spells that make you feel like a tactical genius. But what exactly separates the two? Well, first, let's look at ten spells that just don’t live up to the hype.
1. True Strike
True Strike eats up your entire action just to give you an advantage on your next attack, which rarely justifies the cost. It doesn’t scale in higher-level combat, making it ineffective as challenges increase. For characters with multi-attacks, it serves no tactical benefit.
True Strike + Thief = BONKERS DAMAGE by CMCC Builds
2. Witch Bolt
At first glance, Witch Bolt promises cinematic lightning mayhem—but the numbers don’t back it up. Requiring concentration and your full action each round, it deals a flat 1d12 per turn unless upcast. Plus, any break in range or sight severs the spell entirely.
Dungeons and Dragons Witch Bolt by The Rangers Workshop
3. Jump
Most combat and exploration scenarios don’t call for Olympic leaps, making this spell a poor use of a slot. Classes often have better ways to navigate terrain, whether through athletics checks, racial features, or magic items. And in dungeons, Jump offers little to no practical advantage.
Animated spellbook: Jump. D&D 5e #spellbook #dnd #5e by Zee Bashew
4. Blade Ward
Blade Ward doesn’t help against spells, saves, or elemental attacks, and it only lasts one round with no scaling. In most cases, Dodge or Disengage provides better protection. Compared to defensive options, Blade Ward ends up offering too little, too late.
BLADE WARD - Spell A Day D&D 5E by Zaktact
5. Mending
Mending can patch a broken item, but only if it’s minor and non-magical. It takes a full minute to cast, removing any combat application entirely. Unless the party relies on specific mechanical setups, this cantrip rarely justifies taking up a slot.
CANTRIP #22: Mending (5E) by Chance's D&D Spellbook
6. Friends
Casting Friends is like borrowing charm on credit—you’ll pay for it later. The spell grants a brief one-minute boost, but the target realizes they were manipulated as soon as it ends. With no lasting effect and a high risk of backlash, it’s rarely worth the gamble.
7. Detect Evil And Good
Despite the name, this spell doesn’t reveal alignment, as it just senses certain creature types like fiends or celestials. Its usefulness is narrow, and total cover or even thin lead can block it. You won’t learn who or what exactly is nearby.
1ST LEVEL SPELL #23: Detect Evil and Good (5E) by Chance's D&D Spellbook
8. Animal Friendship
Convincing a squirrel not to bite you isn’t exactly game-changing. Animal Friendship only affects low-intelligence beasts, ignoring most creatures that matter in actual encounters. It fades in usefulness as your foes evolve, and with other options around, this spell quickly feels like a redundant filler.
1ST LEVEL SPELL #3: Animal Friendship (5E) by Chance's D&D Spellbook
9. Lightning Arrow
Lightning Arrow hinges on landing that hit, and if you miss, the spell fizzles. The damage output is underwhelming for its level, as it eats your bonus action, and its splash effect risks zapping allies. Compared to standard attack spells, it’s a high-risk, low-reward move that rarely justifies the slot.
Dungeons and Dragons Lightning Arrow | Lightning with a bow! by The Rangers Workshop
10. Magic Mouth
Magic Mouth sounds fun in theory, but casting it takes 10 minutes, and its effect waits passively for a trigger. Outside of niche puzzle setups or trap design, it sees little real use. And for a 2nd-level slot, there are far better options.
(Animated Spellbook) Magic mouth is actually good!? - 5E d&d by Zee Bashew
Now, here are ten picks that deserve a spot in your casting lineup every single time.
1. Fireball
Nothing clears a room full of goblins like a well-placed Fireball. With a whopping 8d6 damage packed into a 3rd-level spell slot, this classic spell is pure chaos in a sphere. Its generous 150-foot range and huge area of effect make it a go-to for crowd control.
Fireball Solves Everything by XP to Level 3
2. Counterspell
Just when the enemy wizard smugly begins their incantation, you throw up a hand—and Counterspell snatches victory from their lips. Cast with a reaction; it doesn’t even eat into your turn’s action economy. That means you can stay offensive while staying alert.
Should DMs Ban Counterspell? | #1 Fun-Killer in Dungeons & Dragons by the DM Lair
3. Misty Step
Misty Step is the ultimate “nope” button. It’s a slick bonus action teleport that dodges opportunity attacks and laughs at grapples, traps, or sticky terrain. No concentration means it slides neatly into high-pressure moments, letting you stay magical without sacrificing focus.
2nd Level Spell #54: Misty Step (DnD 5E Spell) by Chance's D&D Spellbook
4. Shield
Your wizard robes might not scream “defense,” but Shield makes you feel like you're wearing plate armor. Cast as a reaction, it instantly slaps a +5 bonus to your AC—after you see the attack roll. No concentration, no worries, and it even protects you from follow-up strikes in the same turn.
D&D 5E in Movies: the SHIELD SPELL by CMCC Builds
5. Eldritch Blast
If cantrips had a royalty, Eldritch Blast would rule the arcane throne. It scales naturally with your character level, firing off multiple beams that you can aim at different enemies. Add in Warlock invocations like Agonizing Blast, and suddenly, your cantrip hits like a spell slot.
(animated) 5E D&D Eldritch Blast? by Zee Bashew
6. Haste
Cast Haste, and your frontline fighter becomes a tactical nightmare for the enemy. Movement speed doubles, AC rises by +2, Dexterity saves, gains an advantage, and scores an extra action to swing or chug a potion. It’s a full-blown boost to offense and defense in one tidy spell.
(animated D&D 5E) Haste! by Zee Bashew
7. Banishment
When things get too weird—or just too dangerous—Banishment offers a clean, no-blood solution. It’s crowd control at its most elegant, especially in fights where one less enemy makes all the difference. Beyond combat, it’s a storyteller’s dream—letting players neutralize threats without lethal force.
BANISHMENT - SPELL SPOTLIGHT - MAGICAL TEA PARTY by Magical Tea Party
8. Spiritual Weapon
With just a bonus action, Spiritual Weapon conjures a hovering force that strikes on turn one and keeps swinging round after round. It scales with spell level, needs no concentration, and frees clerics to heal, cast, or shield while still dealing steady damage.
2nd Level Spell #72: Spiritual Weapon (DnD 5E Spell) by Chance's D&D Spellbook
9. Polymorph
Polymorph lets you turn the tide by reshaping reality. With up to an hour of duration and concentration, it works just as well in the heat of battle as it does in puzzle-solving or exploration. Whether you’re strategizing or improvising, Polymorph brings creative chaos to the table.
D&D 5E Advanced guide to Polymorph by Pack Tactics
10. Pass Without Trace
Pass Without Trace grants a +10 bonus to Stealth checks for the entire party, significantly improving group-wide infiltration. Ideal for avoiding combat or setting up ambushes, the spell supports both strategy and survival across a wide range of scenarios.
2nd Level Spell #56: Pass without Trace (DnD 5E Spell) by Chance's D&D Spellbook