Summary

Spellcasting is one of the most important abilities a player can have inDungeons & Dragons. If you’re a veteran, high-level player, you might think you’ve seen every powerful spell at your disposal. However, there are many spells in the 2024 Player’s Handbook and beyond that you may have overlooked.

In this list, we’re going to break down the best high and low-level spells in Dungeons & Dragons that are perfect for expert players. For this list, we’re looking at spells from the fifth edition of D&D and additional modules. Here are the best spells for high-level players in Dungeons & Dragons.

A wizard with glowing eyes and a mystical staff and gray hair floats in Dungeon & Dragons.

8

Concentration

Yes, up to 1 hour

Antimagic Field is a great abjuration-based spell that creates a 10-foot emanation centered on yourself. While in this field, no one can cast spells, take Magic actions, or create other magical effects. Additionally, no one can teleport in or out of the field, and Dispel Magic does not affect this field.

Dcr. Viktra Mordenheim in Lamordia operating on a body in D&D art.

This is perfect if you’re dealing with high-level magic casters asyour campaign’s antagonists. While in this field, no one can use illusory magic, Detect Thoughts, or any other kind of Scrying spell. Knowing that nothing you say or do inside the Antimagic Field can be detected is sure to provide your party with an extra sense of security.

No

Clone is one of the more roundabout ways a wizard can access resurrection magic. With this spell, you may create an inert duplicate of a creature you touch, formed inside a vessel that finishes growing after 120 days from the initial casting. If the original creature dies, their soul is automatically transferred to the clone, which has the same abilities and memories.

In this way, you can ensure that members of your party are revived even if you don’t have access to other resurrection spells. Of course, you won’t have this layer of security until 120 days have passed, but ultimately, this is still better than nothing.

The transport via plants spell in Dungeons & Dragons.

5

With this spell, you can target either a beast or a plant with an Intelligence score of three or less or any non-creature plant. The target then gains an Intelligence of ten and can speak to you in a language you know. They are charmed by you, and under your control for 30 days.

A red dragonborne character in Dungeons & Dragons holds an arcane focus in his claw.

This spell may not always prove to be the most useful, but ultimately, its duration is the real selling point, especially because you don’t have to concentrate on it. Having a beast or plant-like servant for 30 days to do your bidding is no small feat, and perfect for sentry missions and more. Plus, many beasts have interesting stat blocks that can prove helpful in combat.

7

Blackrazor, a sentient magic sword in Dungeons & Dragons.

This spell can be found in the Explorer’s Guide to Wildemount campaign setting. When you cast this spell, two creatures you can see within range must make a Constitution saving throw (at disadvantage if they are within 30 feet of one another), or they can willingly fail the save. If the spell is successful, the creatures are linked and take the same amount of damage and healing as the other half of their tether.

This is great for doubling up onhealing for alliesbut is also effective at increasing your damage. By tethering one enemy to the other, you can double your damage in a single round of combat. Try tethering a larger, boss-like creature to one of its grunts to take out the grunt while also attacking the boss simultaneously.

A spellcaster casts Witchbolt on a zombie in Dungeons & Dragons.

9

Yes, up to 1 minute

A group of kobolds construct a barricade in Dungeons & Dragons.

The Blade of Disaster spell allows for non-melee classes like sorcerers, wizards, and warlocks to get in on intense hand-to-hand combat. When you cast this spell, you create a blade-shaped planar rift that is 3 feet long. you’re able to make two melee spell attacks with the blade, dealing 4d12 force damage. Plus, this weapon crits on an 18 or higher.

you’re able to also attack again by using a bonus action to move the blade 30 feet, and then make up to two attacks. This means, that on any given turn for a minute, you can use your action and bonus action to make four separate melee attacks as a spellcaster, which is extremely helpful for increasing your action economy.

A cleric attempts a raise dead spell surrounded by glowing white light in Dungeons & Dragons.

This spell allows you to send out ribbons of negative energy at a creature you can see within 60 feet, forcing it to make a Constitution saving throw or take 5d12 necrotic damage. That may seem simple enough, but what makes this spell fun and unique (and a little bit chaos-inducing) is what happens when you kill an enemy with this spell.

Should an enemy fall to this spell, they immediately rise as a zombie at the start of your next turn. While you may’t control the zombie, it will pursue and attack any creature that it can see closest to it. For large-scale,mob-like encounters, this spell can create just enough chaos to allow your party to escape unharmed if need be.

Empyreans in the Astral Sea in Dungeons & Dragons.

3

Meld into Stone is a great sentry/reconnaissance spell that’s relatively low-level, meaning you don’t have to wait until the endgame of your campaign to access it. Plus, you can cast it as a Ritual, which is always helpful. With this spell, you can merge your body and equipment with a stone object or surface, making you undetectable with the naked eye.

A bard casts Vicious Mockery on a kobold in Dungeons & Dragons.

While you can’t see through the stone when merged with it, you can hear what’s going on nearby (though you might have to make perception checks at disadvantage). The great part about this spell is that you can cast spells from this vantage point, meaning you might be able to get the drop on an enemy if you play your cards right.

Modify Memory has one of the most complicated rule sets around for a spell in Dungeons & Dragons, but mastering it can prove well worth it. With this spell, you may reshape another creature’s memories to your liking, allowing you to deceive them in a number of ways.

You do have to be careful with this spell, as much of the way the spell works is up to the Dungeon Master’s discretion, and a Remove Curse or Greater Restoration spell can remove the effect you’ve placed on the target creature’s mind. However, creatively altering an enemy’s memory can make the difference between victory or defeat in a campaign.

Summoning spells are often highly underrated in Dungeons & Dragons, but Summon Celestial is perhaps the most underrated. The only downside to this spell is that you need a reliquary worth 500+ GP, which can prove costly. However, if you can find one, this spell is well worth it.

Summon Celestial allows you to call upon a Celestial spirit that is an ally to you and your compatriots. The Celestial shares your initiative count and obeys your verbal commands. Celestials have a decently good stat block, and can also do additional healing for you on the field of battle, which is always a boon.

This spell, which can be found in Xanathar’s Guide to Everything, is a great damage-doing spell that also serves a purpose similar to the lower-level spell Bane. you’re able to choose anarea of effectwithin a 20-foot-radius sphere within 120 feet of you. Any creature that fails an Intelligence saving throw takes 8d6 psychic damage and has their thoughts muddled.

When their thoughts are muddled (for about one minute), they must roll a d6 and subtract that number from all attack rolls, ability checks, and Constitution saving throws to maintain concentration. This can prove highly effective against other spellcasters, whose Concentration checks might be powerful enough to cause real damage to you and your party.