What Is The History Of Spells In Dnd?

In Dungeons and Dragons 2024, there will be an expanded number of spells, with WOTC confirming that the 2024 Player’s Handbook will have more spells. Some of the new spells include Abi-Dalzim’s Horrid Wilting, Necromancy, V, S, M, and 1 Action. Most spells in D and D have a casting time of one action, but some can be quickly activated as a bonus action. Some spells, like Hallow, take 24 hours to take effect.

Dungeons and Dragons is a structured yet open-ended role-playing game, typically played indoors with participants seated around a tabletop. Spellcasters in D and D gameplay use Prestidigitation (Transmutation Cantrip) as a way to cast spells. Some spells in D and D’s history, such as Fireball and Lightning Bolt, Invisibility, and Bigby’s Hands spells, have never made the cut to 5e.

The magic in Dungeons and Dragons consists of the spells and magic systems used in the settings of the game. Some spells have changed across editions of the game, while others have been modified over time. Some helpful spells for magic-using players include Awaken, Draconic Transformation, and Legend Lore.

In summary, Dungeons and Dragons 2024 will feature an expanded number of spells, including new ones like Abi-Dalzim’s Horrid Wilting, Necromancy, and Transmutation Cantrip. Players can also utilize helpful spells from the game’s history and magic-user spell lists to enhance their adventures.


📹 The Best D&D Spell for Each Level

#shorts Dungeons and Dragons, XP to level 3 with Davvychappy, potentially a bit a Critical Role with dungeoneering, tabletop …


Do 10th level spells exist?

Dungeons and Dragons (D&D) has a limited number of spells that can reach level nine, but there were times when spells could reach level 10 and beyond. Despite the average game never reaching high levels of play, many players dream of reaching the fabled ninth level of magic and beyond. Ninth-level spells in D&D include powerful effects like time stop, gate, and meteor swarm. The wish spell allows players to ask for anything they want, but it can sometimes be unbeneficial as many DMs are not so benevolent.

High levels of play can involve ridiculous items like fabled +7 D and D weapons, but spells have a hard limit on their reach. There was a time when spellcasters could reach levels of power far beyond what current mages and priests can do.

What is the instant death spell in D&D?

A potent word can swiftly vanquish a creature within its range, provided that the creature possesses 100 or fewer hit points or the spell has no effect otherwise.

What classes have spells known?

Clerics, druids, paladins, and rangers are inherently cognizant of the entirety of the spells accessible to them at their designated levels of access. Each spellcasting class is associated with a particular spell list, which reflects the class’s focus type. It is not permitted for class members to learn and cast spells from lists other than their own. Examples of these lists include the Barr spell list, the Cleric spell list, the Druid spell list, the Paladin spell list, the Ranger spell list, and the Sorcerer/Wizard spell list.

When did magic begin?

Magic has a rich history, spanning over 2, 500 years. The first recorded magic act was performed by Dedi in Ancient Egypt in 2, 700 B. C., known for the cups and balls magic trick. The trick, which used stones and vinegar cups, was conjured in Roman times between 50-300 A. D. by the Acetabularii group. This period also saw the emergence of sleight of hand tricks. Over the centuries, magic has been used to entertain people at fairs and shows, and by con artists to trick people out of their money. However, magic became associated with the occult, leading to disrepute and persecution by the church and authorities. Despite this, magic continues to be a captivating and fascinating art form.

What is the origin of magic in D&D?
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What is the origin of magic in D&D?

Sorcerers are innate casters whose magic is influenced by their arcane connection, with some tracing it back to powerful ancestor or extraplanar sources. Bards have access to both destructive and healing spells, with the healing aspect influenced by Irish mythology. Arcane power can be accessed by more martial classes in the form of specific subclasses like the arcane trickster and the eldritch knight.

Divine spells, granted to clerics by their patron deity, are less overtly powerful and have fewer offensive applications. These spells do not need to be prepared from a spell book and are generally less overtly powerful than arcane spells.

What are the 7 types of spells?
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What are the 7 types of spells?

Casting spells is a crucial skill for all witches and wizards, as it allows them to perform various magic tasks. In the Harry Potter universe, there are seven types of spells: charms, curses, transfigurations, healing spells, jinxes, hexes, and counter-spells. Each type has its own properties and purposes, all able to be cast with a single wand.

A charm, or enchantment, gives an object or organism new properties, such as levitate or affect appearance or emotions. When cast with the intent of lasting within a person or object, the receiver becomes bewitched. Dark charms, or curses, can cause immense pain or even death. Despite their potential, charms can be harmless and even helpful for wizards, making them essential for mastery of magic.

What is the hardest class in D&D?
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What is the hardest class in D&D?

Sorcerers are a challenging class in Dungeons and Dragons (DnD) due to their complex class features, subclass variations, and upkeep requirements. They are fragile, have fewer spells, and have the most replenishable resources. Players must be familiar with DnD rules and understand their characters’ goals from the start to create effective, well-rounded, and enjoyable sorcerers.

The primary difference between spellcasting DnD classes is the source of their magic. Sorcerers usually derive their magic from their ancestors, but some also gain it from traumatic life events. This drama can be used to create interesting characters, such as descendants of legendary mages or troubled mystics.

Sorcerers have access to an extensive spellbook, but they are known spellcasters, making them slightly less flexible than prepared casters. They use Charisma as a spellcasting modifier, making them skilled smooth talkers. Sorcerers excel at damage and debuffing spells, but their spells depend on various class options chosen by the player.

Who is the god of magic in D&D?
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Who is the god of magic in D&D?

The text describes various deities in the Hindu religion, including Boccob, Corellon Larethian, Garl Glittergold, Gruumsh, Moradin, Nerull, Pelor, Yondalla, Ehlonna, Erythnul, Fharlanghn, Heironeous, Hextor, Kord, Obad-Hai, Olidammara, Saint Cuthbert, Wee Jas, and Vecna. Each deity has its own unique characteristics and powers, with some being more worshipped than others.

Boccob is known for his magic, arcane knowledge, balance, and foresight. Corellon Larethian is a god of elves, magic, music, and arts. Garl Glittergold is a god of gnomes, humor, and gemcutting. Gruumsh is a god of orcs, while Moradin is a god of dwarves. Nerull is a god of death, darkness, murder, and the underworld. Pelor is the god of sun, light, strength, and healing, with more humans worshipping him than any other deity.

Ehlonna is the goddess of forests, woodlands, flora and fauna, and fertility. Erythnul is the god of hate, envy, malice, panic, ugliness, and slaughter. Fharlanghn is the god of horizons, distance, travel, and roads. Heironeous is the god of chivalry, justice, honor, war, daring, and valor. Hextor is the god of war, discord, massacres, conflict, fitness, and tyranny. Kord is the god of athletics, sports, brawling, strength, and courage. Obad-Hai is the god of nature, freedom, hunting, and beasts.

Olidammara is the god of music, revels, wine, rogues, humor, and tricks. Saint Cuthbert is the god of common sense, wisdom, zeal, honesty, truth, and discipline. Wee Jas is the goddess of magic, death, vanity, and law. Finally, Vecna is the god of destructive and evil secrets.

What spells were used in the D&D movie?

The Dungeons and Dragons movie Honor Among Thieves has released a list of all 60 spells used in the film. The list includes classics like Prestidigitation and Firebolt, as well as more surprising ones from the spell list. The spells include Greater Invisibility, Gust of Wind, Chain Lightning, Time Stop, Counterspell, Prestidigitation, Transmute Rock, and Produce Flame. The list has been compiled after multiple viewings of the film, allowing fans to discover every spell and its exact timing during the movie. The list includes classics like Prestidigitation and Firebolt, as well as surprising pulls from the spell list.

What spell did Voldemort use?

Avada Kedavra is the Unforgivable Curse used by Voldemort, a powerful wizard with great skill. It is a green bolt of light that kills instantly without pain, ripping the victim’s soul from their body. There are no known shield charms to protect against the Killing Curse, but a sacrifice can create a counter-spell. Voldemort cast Avada Kedavra widely before his death and continued to do so when he was resurrected, killing those who opposed him and those he considered unworthy of wielding magic. This curse is seen in Harry Potter and the Sorcerer’s Stone.

What spell did they use in Gringotts?
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What spell did they use in Gringotts?

The Arresto Momentum, a slowing charm, was deployed by Albus Dumbledore on two occasions: first, to prevent a student from falling in 1993, and second, to cushion Hermione Granger’s fall during a break-in at Gringotts in 1998. Additionally, Luna utilized the charm during a D. A. meeting, and Albert Dumbledore employed it in 1997.


📹 Top 10 Utility Spells in DnD 5E

In this video will be going over 10 of the best utility spells, which are spells that are not primarily used for their damage or …


What Is The History Of Spells In DND?
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  • Step 1: Obtain both the Life Domain Cleric Disciple of Life feature and access to the spell Goodberry, either through multi-classing into cleric/druid or taking the magic initiate feat. Step 2: Cast Goodberry. Step 3: Congratulations, each berry heals 4 HP, now! 40 HP of healing for a mere 1st level spell slot!

  • Don’t forget shatter! Level 2 spell with 60 ft. range, and one of the few that also damages nonmagical objects! And 3d8+ an extra 1d8 above 2nd level, is plenty enough to collapse even most stone bridges, a tunnel, or bypass the need to unlock most doors. Or you can cut down trees, remove the cover someone is hiding behind in a fight, or knock a hole in a building’s wall if you need to make a speedy retreat! Is super underrated spell in my opinion, I almost never see people use it for some reason.

  • Polymorph is top tier utility spell. Cast it on a baddie and turn them into a snail or a turtle then throw them off a cliff. Cast it as a ‘heal’ on an ally with 5hp and turn them into a Giant Ape. Turn yourself or someone else into an inconspicuous animal to scout ahead or hide while being pursued. Turn yourself or someone else into giant eagle and carry others over wide lava flows or up a 500ft cliff on a mountain Turn someone into a Huge or larger beast and be a travel mount for the party. Save someone from drowning or explore underwater areas by being a sea creature. Save someone from falling to their death by polying them into a flying beast. I think you get the picture. It can buff allies, debuff enemies, trivialize exploration encounters, and it can ‘heal’

  • My party and I were faced with a red dragon at level 9 or 10(I forget the exact level, but real early to fight a dragon), we knew two things, dragon bad fight, and it’s blind, meaning if we spoke draconic and wore a couple smelly necklaces we looted off the dracokin that were guarding the elevator(long story short, our campaign atm is a ton of mini encounters within a box, and we get to each one through an elevator that mysteriously opens only when we’ve met whatever criteria of the area.) RP went south real fast and the dragon prepared to spew fire because the dracokin are fireproof and their ‘prisoner’, our Barbarian, Ogg, was not. My Warlock used one of her few spellslots to Misty Step on top of the Dragons giant stone throne, and for the rest of the fight she was untouchable because the dragon was pinned to the throne within the first round by a stalagtite. Misty Step is so good

  • I love Bigby’s Magic Hand 😆 Something to note if your race is Human, Mark of the Sentinel you can add it to any class’s spell list along with some other decent spells and some cool traits too. I have a hate-like relationship with Find Familiar on one hand its useful and any character can get it, but on the other-hand I love the Familiar rules in 3.5e which gave life and personality to the creature while giving it some pretty cool abilities.

  • The best use of rope trick is to cast it in combat. It has a casting time of one action. So you can go into your pocket dimension, lean out, cast a spell, lean back in, and be unable to be attacked until your next turn when you lean out to attack and go back in again. Effectively untouchable unless your enemy holds their action to attack you when you lean out.

  • Recently minor illusion saved my life during Hoard of the Dragon Queen. For some context, I was playing a level 3 female Eladrin Divination Wizard and my party was infiltrating a Cultists camp to rescue an NPC. The camp had over 100 Kobolds, mercenaries, and cultists, and unfortunately a few had seen us fighting their forces in town the day before. This meant that stealth was key and one terrible roll could get us all into some serious trouble. Naturally, I have some of the worst rolls I’ve ever had in DND. Not being sneaky or a good liar, I had my wizard casts Disguise Self to turn into a male cultist so she could walk around the camp freely and access restricted areas. My plan instantly backfires when I roll below 10 to recreate the appearance of the cultist’s robes and helmets, as such, my disguise was only somewhat passable (While it allowed me not to be recognized it caused suspicion from cultists). Then while trying to sneak into the prison (To reunite one of the party members with their mother) one of the cultists became instanlty suspicious of me, tries to stop me with their hand and accidentally gropes my character discovering that despite appearances, they were a woman. Lucky bastard… Initiative is rolled, I get a 4 and go last, while 2 cultists try to grapple me, somehow failing to despite my -1 to strength and for the first time all night, I feel lucky. Thinking quickly, I used my racial Misty Step ability to teleport a short distance away behind a nearby tent, breaking line of sight.

  • You forgot one better fact abaut goodberrys: even, if you’re just a ranger, with 4 Spellslots or something like this on level 6, you can cast this before resting and after that even a creature missing 40HP can regenerate them just by eating berrys for 4 minutes. This ist a so OP-Healing between dungeons with fight-walktime-fight, oder similar things, that it’s considered OP in my opinion.

  • Goodberries are even better if you a multiclass 1st level life cleric. Their feature (can’t remember) adds an extra spell level + 2 of healing to a leveled spell. This works on each berry. Suddenly you have 40 hp of out of combat healing on a 1st level spell. This is so strong it’s worth upcasting for 10 more points of healing per cast level.

  • I would say wall of force is a utility spell and a damn good one. Stone shape and pass wall has come up a lot in my games, when there is no time presure, you can just tunnel to the end of the dungeon over a day or 2. Pass without trace is also a great utility spell to get the whole party to get into places they have no business running around in. Enhance ability is also pretty good, because it is just so versatile. Pretty much doesn’t matter what non-combat situation you find yourself in, Enhance ability can help.

  • For future reference, dimension door does not create a door. It teleports you and another creature you’re touching to a location within range and doesn’t require line of sight. So you can’t cast dimension door and make someone walk through the door, it’s be the same as casting thunderstep and making someone walk through the damage orb to get to you, it just doesn’t work like that.

  • I checked the description before perusal this article and I was tempted to click away from it out of hand. However, you have brought up enough valid points about these spells to make me intrigued enough to try them out myself someday (once I get out of a situation in which I currently find myself on a boat warded against magic).

  • I love Faerie Fire spell, it gives advantage to everyone attacking the creatures it catches, and even at higher levels it’s detrimental enough to a boss, to use up a legendary resistance for only a 1st level spell. I’ve also used it to find invisible creatures more times than not that went invisible their previous turn.

  • I played a campaign a while ago and we got to level 20. Its our last session and my DM drops a tarrasque that hes been building up to for a few weeks. The moment its dropped our party wizard just smiles looks at the dm and casts fall of force. He wrapps the wall around the tarrasques leg and from their it was an easy fight. 3 party members still got down because it was homebrew and had ranged attacks. It had arounf 1k hp. Our DM was going to kill us that session but our wizard saved us with wall of force, very fun last session! 🙂

  • Rope Trick strikes me as being useful for protecting PC’s/NPC’s. Like say the party is freeing an important inmate but need to fight the warden before escaping- Rope Trick safely hides the Inmate for as long as the battle lasts. Or if one of the players is nearly dead and the person with healing powers needs at least one extra round to reach them and help. Rope Trick and possibly the aid of another player will keep the dying ally safe from harm long enough to receive treatment. Since the rope can be hidden it could also be used as a way to conceal the party for an ambush.

  • Invisibility actually does have great combat use. You get advantage on your attack, and you may get a sneak attack or surprises attack. Also, enemies get disadvantage on attacks against you even if they attack where you are. And you can cast it on multiple people at higher levels. And there’s so much else you can do in battle that isn’t a spell or attack. Like lock a door, help a downed alli that you’ve also turned invisible, get into a better position, pour out ball bearings, ready an action or a spell to use right after the enemy has used up their action…

  • Goodberry – this was clarified by Jeremy Crawford – the creature must be conscious to “eat” the berry in order to gain the 1 hp benefit. The emphasis in on the action “eat.” The creature must be conscious to “eat.” Shoving the berry into the mouth of a creature making death saves (unconscious condition) will not work and could possibly cause them to choke (auto-fail on one death save?). I like your Suggestion-Dimension Door combo. I love cooperative combos. Even if the DM rules against the Dimension Door 500′ in the air trick, sending an opponent 500′ away from you is still a great advantage. Rope Trick – is so named as an homage to an old magic trick (I recall seeing it in a silent movie, but I don’t recall the movie – Alibaba and the 40 Thieves?). It had the exact same effect. Personaly, as a DM, I don’t see why you couldn’t take a long rest in the space. A long rest is minimum of 8 hours, the spell lasts 8 hours…eh, why not? Having said that, though, I would probably just allow a short rest as you suggested with the only change being the PC could roll one hit dice per hour spent on a short rest to restore hit points. Thanks for the article. I really enjoyed it.

  • Some nerfs I’ve seen to Goodberry: solution for it being too good for survival – consume the material component, so you can’t replace it with your focus and your players have to still somewhat carefully distribute their berries. solution for it being too good out of combat healing – not allowing players to heal from more than 1 berry. Because it fills you up for a day, your character won’t really be able to muster themselves into eating more than 1 per day. Though the second nerf just so happens to have a very exploitative side-effect that it makes for a perfect spell for… forceful information gathering 🙂

  • Rope trick.. Well the biggest one is, you do not actually need to use an action to enter and exit the Rope Trick Space. Just the actual climbing in and out. Meaning.. You can totally hang out, fire a spell/weapon, climb back in. Because 5E allows for fluidic movement interspersed with actions. Unlike say pathfinder.

  • I heard “minor illusion is the only cantrip on this list” and immediately tuned out. Prestidigitation is easily the most useful utility cantrip, since utility is *out of combat*. Minor illusion definitely deserves a spot on this list, and a higher one at that, but P-daddy should have been número uno. Also, you can concentrate on already-cast spells while invisible, so you could cast a concentration spell, then go invisible, and continue concentrating on something like sickening radiance without worrying about being targeted.

  • My best use of rope trick: During a ship chase, we being the chase-ees I cast rope trick with a 6 foot rope. The entire party climbs in. The rope trick is stationary, so our ship sailed out from underneath us, and we waited until the following ship was almost past us, then dropped onto the deck and hid. We then ambushed the pirates on their own ship, while the sailors on our ship turned the ship around and boarded. They helped clean up the last of the pirates, except the pirate captain that had a reward. We then screwed up and sunk the pirate ship without looking for hidden caches, which the DM informed us of through the voice of the pirate. Apparently we lost a TON of loot, and didn’t get to sell the ship itself because we just wanted to sink it. Whoops.

  • one of the most common feat I use is Ritual Book wizard so many great divination and utility spells Detect Magic, Alarm, Identify, Find Familiar, Tencers Floating Disk, Phantom Steed, Leomonds Tiny Hut, Water Breathing, Rary’s Telepathic Bond, and the overlooked one Gentle Repose (with DM approval it stops decay so in theory it stops the clock counting down so they can use Revivify- a great way to carbonite an pesky target or reckless party member

  • I’m not sure you can use Rope Trick for a short rest if you’re going by RAW. Short rest requires a full hour of non strenuous activity. Climbing a rope would count as strenuous activity; and it would take at least one round, six seconds, for you to do so, in addition to any time spent moving to the rope. So, strictly RAW, the maximum time you’d be able to have in it would be 59 minutes 54 seconds, which is technically not enough for a short rest. Also, for Leomund’s, a smart DM could just have a burrowing enemy attack from underneath, as it specifically states “around and above” and not “under”. For example, our party had a Bulette harassing us a couple of sessions ago.

  • consider that (and im just guessing anyway) that 50% of dms are like me and force a temporary deafened effect if you Nat1on a sound based saving throws, and thunderwave is even better edit: i preach to the skies of bigbys hand its sooo fucking good all my players that can take it always do ever since i showed it to them. also 2 more uses is you can use its path ability to just put up a big hand shield in front of anyone you want and you can use its flying speed to have it lay flat like an open palm and ride it like i flying carpet

  • I like the article, but have a few gripes… I don’t understand why Thunderwave is on this list. IMO pushing enemies into hazards is combat. As a utility spell it can clear/create a mess quickly and create a loud noise, that’s about it… A spell to consider is Locate Object. Like goodberry in a survival game, it can completely trivialize tracking/lost/stolen/hidden questlines. I’ve seen DMs ban, nerf, and even just refuse to acknowledge its casting. Plus it can simply (pin)point you in the right direction in unfamiliar locales. I get this is just opinions, but surely Wish is at least an honorable mention as far as top 5e utility spells go. My number one, Minor Illusion, is way more useful than just making something to hide behind. It’s completely crazy what you can accomplish with a single cantrip at level one. I’ve saved my life, my parties lives, and entire villages with single castings of it. Uncovered potentially global scale threats, turned enemies into allies, gained access to otherwise inaccessible areas, made easy money, and mercilessly tormented any/everybody just for the lulz with it. It’s a cantrip with literally infinite utilitarian usefulness, that can also make a massive difference. And, just because I already kinda feel like a jerk for this comment, I’ll throw in that having an animal shove a solid into an unconscious persons throat might not actually be as helpful as so many people seem to think it is. But I get the argument, as long as your version of a goodberry is extremely tiny.

  • It wasn’t D&D, but Anima. A campaign I was perusal. The party was crossing a desert when the DM stopped them with three muscular arabics (aka. the pillar men). Then one of the party members used the equivalent of suggestion, and rolled a crit. The arabs left and the party kept going like nothing happened. But the best part, definitely, was how it was acted out.

  • I would’ve put mold earth on here. Now, this isn’t officially listed, but my table had a ruling where you could mold up to a 5x5x5ft cube, which meant you could create a 1x1x125ft wall, or different variations on that making it investible versatile. I’m not sure if that’s actually against the rules or not, my table couldn’t find anything official to clarify, but with that spell I did untold damage to the dms campaign and world in and out of combat

  • Situationally, Darkvision and Mending are great utility spells. Mending is practically necessary for anyone playing an Artificer, and I’ve found many uses for making small repairs to non-magical items. Broken sword? Fixed. That shattered clay thing that seems like a clue? Mend it up and viola! Darkvision is great if someone in your party doesn’t have it naturally, though there are ways of fixing that without using a spell slot, namely magic items. Goggles of Night are fairly cheap. Glyph of Warding is another that can be pretty awesome, but I don’t think it would make my top 10. Its best use is with combos while cast at higher levels, so on its own, it’s not top tier. Not to mention the 200gp material cost.

  • You didn’t mention that Goodberry works with Disciple of Life or the new Moon Sickle (which is more about the fact that Tasha’s came out after this article but I digress) where you can just dump all of your spell slots if you have one level of Cleric for a bunch of Goodberries that heal for way more then 1 hp.

  • My DM has all but banned Suggestion as functionally it’s an 8-hour Charm Monster two levels lower, with the caveats that it uses Concentration and the target has to understand what you’re saying. He’s allowed the Bard to keep it because he’s not very good at the game, but our Sorcerer twinning it solved several combat encounters to the point where the DM has started over-adjusting the numbers of creatures we’re pitted against due to expecting at least 1-2 creatures to just leave. Also it’s a wall of text that has none of the important stuff where you think it would be. Tiny Hut is outright banned though, getting a fortress spell that arguably is only countered by Dispel Magic, as a ritual with 1 minute cast time, leaves a bad taste in everyone’s mouths.

  • I thought this is a great article but i am going to be nitpicking I dont think you can upcast cantrips. if a Cantrip does damage it scales with the characters level not with spellslots and nowhere in minor illusion does it say that there will be any changes if you use a spellslot. When you were talking about suggestion you mentioned dimention door and stepping through it. Dimention door is just a teleporting spell for yourself and 1 willing target.

  • Eladrin elf ranger represent! Got made fun of for picking an elf instead of the newer races (so far we’ve had luxodons and a few dragonborns and lizardfolks. What’s that, everyone falling in a trap? not me! The DM thought they trapped us between a torrential river and a camp of battleaxe wielding orcs and ogres, cool! I Misty Step on the other side and longbow them to death. I swear some day it’s gonna be like “you face a concave unclimbable wall” and I’ll tell the luxadon to fastball special throw me up and I’ll Misty Step if flubs the throw.

  • water breathing: exploration water walking: have a poor athletic skill so don’t think you can swim across a body of water now you can just walk across meld into stone: any cavern, cave, mountain ridge, or just somewhere with boulders you have complete unnoticeable stealth feign death: get poisoned or diseased this stops it from affecting that creature entirely and quite good for fooling enemies not to mention it means charmed creatures can be stopped as most charms don’t stop the creature from recognizing its allies meaning your ally should still be a willing creature unless dominated specifically tree stride: just really fast movement not great for your party as its a self range spell need transport via plants if you want a party teleport plant growth: no one moves ever so long as you are in a field forest or basically anywhere with natural plants polymorph: is good only problem with it is you cant keep class abilities unlike druid wildshape faerie fire: grants advantage and messes up invisible creatures feather fall: don’t want to die from thunderwave take this sleep wanna steal everything not nailed down from a shop keeper so long as they aren’t an elf well you now have a minute to do so detect thoughts: is like a nat 20 insight check against almost any creature heat metal: have an enemy that specialized in polearms or can’t fight without weapons well if its made of metal you have made them useless or just do damage every single round without fail if the opponent wears metal armour locate object and locate creature: they are just nice any charm or dominate spell made otto’s irresistible dance: there is no save upon cast and the affected creature must burn actions to save against it regenerate: find an npc missing a tongue or a party member lost a limb gain it back with a 7th level spell slot commune or commune with nature: don’t need to explore anymore you know where damn near everything is within 3 miles as a ritual so no need to burn a spell slot detect magic and identify: you will never be surprised by a cursed item again with no cost since they are ritual spells darkvision: got a human in your party well now they don’t need a torch for 8 hours and you can stealth in peace dispel magic: hate leomond’s tiny hut so does the dm take this spell wall of fire, thorns, stone etc: most block sight so messes up spell casters a fair amount do damage and blocks of quite a large area so you can retreat after casting so long as the enemy isnt a flying enemy you are set alarm: for when you don’t have leomond’s tiny hut spider climb:.

  • Goodberry specifically say that “a creature can use its action to eat one berry”, so showing one into an unconscious person’s mouth would do nothing, as an unconscious person can’t take an action. The spell is very specific about the berry needing to be eaten (“Eating a berry restores 1 hit point”), something an unconscious person can’t do or even be forced to do.

  • Nondetection does NOT prevent spells like See Invisibility or True Seeing from detecting you. It states that Nondetection prevents you from being “targeted” by divination spells. Targeting is specific spell ruling language, if the spell simply has an effect that you happen to be in the area of, that is not being targeted. For example, Fireball does not target you, but Disintegrate does.

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