There are many, many spells that can be used to help you.
Some of them are better than the next one. ..
I’ll be playing out some of the best of the lot for you to peruse. ..
20. Color Spray
You cast a spell that targets a creature within 15 feet of you. The spell deals verbal damage and causes the target to take 1d6 points of damage each round until it dies.
Color Spray is a spell that can blind your enemies with a spray of obnoxious glitter. It’s perfect for when you want to make your enemies feel uncomfortable and unwelcome. ..
This spell allows you to create a cone of magical rainbow glitter that blinds anyone that gets in its way.
When you roll for damage, you take the result of your total health pool and add any bonuses from your equipped gear. If the total is greater than the target’s current HP, then they take damage and are blinded. ..
If you want to ruin someone’s day, this is the perfect spell. All that glitter will never come out! ..
19. Chaos Bolt
Xanathar’s Guide to Everything is a spell that allows you to cast a spell as if it had been prepared ahead of time. The casting time is 1 action, and the range is 120 feet. The components are verbal and somatic, and the duration is instantaneous. ..
Chaos Bolt is a spell that causes great chaos and destruction.
When you hit with a damaging spell, you roll to hit as normal. But if you hit, instead of dealing damage, something strange happens. For each point of damage you deal, you may choose to inflict one of the following effects on your target: -They are knocked unconscious for 1d4 rounds -They are dazed for 1d4 rounds -They are stunned for 1d4 rounds ..
For damage, you roll a 2d8+1d6. If the result is equal to or greater than the target’s current hit points, the attack succeeds. ..
The damage type on a table is determined by the number you roll. The table shows acid, cold, fire, force, lightning, poison, psychic and thunder damage types. The 1 through 8 numbers represent the damage type.
If you choose one of the numbers rolled on your die, that number is the damage type used. But this isn’t the end of the weirdness. For example, if you roll a 2 and a 3, your die would show a damage type of “bludgeoning.” However, if you roll a 2 and a 4, your die would show a damage type of “piercing.” ..
If you roll the same number on the d8 for the spell, it leaps to another enemy nearby. You then roll for the damage again. If you roll doubles, the spell leaps to another enemy nearby and so on. ..
18. Expeditious Retreat
The casting time for a spell is 1 bonus action. The range for a spell is self. The components for a spell are verbal and somatic. The duration of a spell is 10 minutes (concentration). ..
This spell is more straightforward than the previous one.
You cast the spell, which gives you the ability to run really, really fast.
The spell allows you to take the dash action as a bonus action on each of your turns for the duration of the spell.
The spell allows you to leave your current location quickly and without any problems.
17. Hideous Laughter
You call forth a spirit to fight on your behalf. The spirit appears in an unoccupied space within range and takes the form of a creature of your choice that you have seen before. The spirit is under your control until the spell ends, at which point it returns to the spirit world. You can use this spell to summon help during a fight, to bolster your defenses, or to provide guidance. ..
This is a fun story.
Hideous Laughter is a spell that renders anyone the caster targets into uncontrollable laughter, causing them to be left Prone and Incapacitated for the duration of the spell. ..
If they fail a Wisdom save, they are incapacitated for 1 minute. ..
If the victim takes damage, or at the end of their turns, they can repeat the save again for a chance of breaking free.
A pun is a clever way to make someone laugh. A good pun can even make you feel better. If your target knows what a pun is, they will likely find it hilarious. A goodpunishment would be to give them the biggest laugh of their life.
16. Detect Poison and Disease
You cast a spell that targets a creature within your 30ft radius. The creature must make a Wisdom saving throw or be paralyzed for 10 minutes.
This spell is designed to detect something that is not normally detectable. ..
You know the presence and location of any and all poisons, poisonous creatures, or diseases in a 30ft radius around the caster.
The identity of each person in the photograph is also revealed in the text.
The spell detects anything that is at least 1 foot away from the caster, and anything that is at least 3 feet away from the caster.
15. Detect Evil and Good
You cast a spell that targets a creature within your 30ft radius. The creature must make a Wisdom saving throw or be paralyzed for 10 minutes.
Detect Evil and Good is a spell that allows clerics and paladins to detect any unnatural forces around them. ..
You detect any and all Aberrations, Celestials, Elementals, Fey, Fiends or Undead within a 30ft radius from you.
You can pinpoint the location of any creature, as long as it is within range and the spell is being concentrated on them. ..
14. Find Familiar
The casting time for a spell is 1 hour. The range is 10 feet. The components are verbal, somatic, and material. The duration is instantaneous. ..
Find Familiar allows the caster to summon an animal familiar to serve them.
You choose from an array of available animals to bind an entity that is either Celestial, Fiend, or Fey to take the form of your choosing. And then become your Familiar. ..
Your Familiar can serve as a powerful ally, a helpful tool, or even a deadly weapon. It all depends on what you need it to do.
If you’re within 100 feet of it, you can communicate telepathically. And (at the same range) you can use an action to take over its senses, allowing you to see and hear what it sees and hears as if you were there. ..
Your own body is blind and deaf while you’re doing that.
Touch spells can be cast through Familiars. ..
If you have a flying familiar, you can send it to land on an enemy and cast something like Shocking Touch or Inflict Wounds to damage them. Alternatively, if you somehow have access to a familiar when playing a Cleric, you can cast Cure Wounds through it! This is very useful in the right circumstances.
13. Disguise Self
You can cast this spell as a 1-hour ritual. The target must be within 30 feet of you and must make a verbal check against a DC of 10 + your caster level. If the target succeeds, they are healed for 3d6 points of damage and have disadvantage on all saving throws for the next hour. If the target fails, they are healed for 1d6 points of damage and have advantage on all saving throws for the next hour.
Disguise Self is a spell that allows the caster to create an illusory disguise around themselves, changing their appearance for anyone looking at them. This spell can be used to hide from others or to make yourself look more like someone you are not.
You can’t change your general body type, but you can change the way that your arms and legs are arranged.
There is no right or wrong way to look. What matters is how you feel inside. ..
There are many different ways to be taller, shorter, or another gender. You can do that and more.
There are some weaknesses to the spell because it can be used to control people.
The illusion of size and shape is deceptive. By touching you, you can determine whether or not you are the same size and shape as you usually are.
The spell is a great one to have in your repertoire if you want to be close to someone undetected.
12. Absorb Elements
You cast Elemental Evil as a reaction. For 1 round, you become immune to all damage and have disadvantage on all rolls that rely on your Constitution.
This spell is good for if you ever find yourself in the wrong place at the wrong time.
Your body is able to resist damage from any type of attack, even if it’s harmful.
You can use your next melee attack to deal an extra 1d6 damage of the type of energy you absorbed with the spell.
11. Bane
You cast a spell. You speak a verbal command and cause your body to become covered in a thin, transparent film. The film lasts for 1 minute, or until you take an action to break it.
Bane is a spell that allows the caster to target up to 3 creatures within 30ft. If the target fails the save, they are forced to make a Charisma check.
If a creature fails a save, they must roll 1d4 for every attack or save they make. The total roll is reduced by the number on the d4, and if the result is less than the save DC then the attempt fails. ..
When casting the spell, for every slot of 2nd level or higher, you can target an additional enemy.
10. Bless
You call forth a spirit to fight on your behalf. The spirit appears in an unoccupied space within range and takes the form of a creature of your choice that you have seen before. The spirit is under your control until the spell ends, at which point it returns to the spirit world. You can use this spell to summon help during a fight, to bolster your defenses, or to provide guidance. ..
Bless is a spell that can be cast by any Cleric or Paladin in your party. It allows you to gain a +2 bonus to your AC for a short period of time.
The spell allows the caster to target three creatures within range and bless them with an additional 1d4 to roll for any attack or save they make. If a creature fails their roll, the spell turns that failure into a success, in the same manner as Bane.
The new quest is less annoying for the players.
Blessing allows you to target another creature with your action, regardless of its level.
9. Burning Hands
You cast a verbal spell that targets a creature within 15 feet of you. The creature must make a Wisdom saving throw or be paralyzed for 1 minute.
If you’re looking for a spell that will help you unleash your pyromania in style, Burning Hands is perfect for you! This spell allows you to create a 15-foot cone of fire from your fingertips, making it easy to set things ablaze. ..
Anyone caught inside of the area of effect must make a Dexterity Save, or take 3d6 worth of fire damage.
The best way to avoid catching fire is to use the spell inside of a small room.
This is not a warning, but an encouragement to those who want to start fires. Burning down a house can be fun and exciting, and it can also be a way to show your anger or frustration. But remember: if you want to burn down a house, then go right ahead! ..
8. Arms of Hadar
You cast a spell that targets a creature within 10 feet of you. The spell deals verbal damage and causes the target to feel a sense of dread for the next minute.
Warlock exclusive spell: For those of you who love eldritch horror, this is the spell for you! ..
As an action, you can create a number of tentacles that sprout from your body which flail about at anything and everything that’s within a 10ft radius of yourself. These tentacles can reach out to grab and pull anything within their range, whether it’s a person or an object.
The tentacles of the Kraken are capable of inflicting a great deal of damage, as they can force anyone they touch to make a Strength save or take 2d6 worth of necrotic damage. ..
Any action that fails its save is also prevented from taking reactions until the next turn. ..
This spell can be used to escape from an area if you find yourself surrounded. If the caster fails a save against the spell, they are forced to run away and are not able to use their magic for the rest of the turn.
7. Alarm
The Ritual Casting Time is 1 minute. You must speak a verbal command to cast the spell. The spell can be used to cast any spell with a casting time of 1 minute or less. The material component for the Ritual Casting Time is a piece of cloth or other material that you touch and feel the energy of the spell being cast.
If you’re ever feeling exhausted and need a break, try this spell. It will help you get to sleep without getting woken up by goblins or other nightmarish creatures.
The caster can designate an area no larger than a 20ft cube as warded, and set it to trigger an alarm if anyone unwanted ends up passing through it.
Any creature that is Tiny or larger when the spell is cast will be affected by the spell’s effect. ..
You can make the alarm an audible ringing, or make it so that it gives you a mental ping that wakes you up so that you’re aware of any danger that might be coming your way. ..
This is a great way to end a long rest, when you’re just too tired to want to deal with surprise rounds set against you in the middle of a long rest.
6. Chromatic Orb
You cast a spell that targets a creature within 90 feet. The spell deals verbal damage and causes the target to take 1d6 points of damage each turn for the duration.
Chromatic Orb is a spell that can be used to create a powerful light show.
The spell allows the caster to create an orb of any element they wish.
You can use Acid, Cold, Fire, Lightning, Poison, or Thunder as an attack action to deal 3d8 damage to any creature that has caused you anger.
But what if you don’t know what a creature is? What if you don’t have any information about it? In that case, it can be tough to find the right element for the job.
2nd level: +2d8 3rd level: +4d8 4th level: +6d8 5th level: +8d8 6th level: +10d8
5. Feather Fall
You can cast this spell as a reaction when you take damage. If the damage is less than your current hit points, you take no damage and the spell ends. If the damage is greater than your current hit points, you take half the damage and the spell ends.
Feather Fall is a spell that helps you to fall asleep quickly.
I always have my prepared statement ready at any given time.
In the event of an emergency, Feather Fall can be used to keep yourself from going splat if you end up falling from a great height.
You can target up to 5 creatures with this spell.
Spellcasters who cast the spell must make a DC 15 Constitution check or be knocked unconscious for 1 minute. Creatures that fall within the spell’s area are automatically saved from falling damage, and will gently deposit themselves on the ground without taking any damage from a fall that may have otherwise been the end of them. ..
4. Detect Magic
The casting time for this spell is 1 action. The range is self, and the radius is 30 feet. The components are verbal and somatic. The duration is 10 minutes, but the caster must concentrate on the spell. ..
At 1st level, the best detection spells are available. ..
Detect magic allows you to pinpoint the location of any and all magical effects around you. Be it a trap, a hidden door, or a magical item, the spell allows you to know its precise location so long as it’s not blocked in the same manner as Detect Poison or Detect Evil and Good. ..
The spell’s description also includes a list of schools of magic that it belongs to. Though it doesn’t say which one. ..
3. Cure Wounds
You touch a creature and speak the words of your choice. The creature must succeed on a Wisdom saving throw or be charmed for the duration. If the creature is charmed by another spell, it is also charmed by the caster’s words for that duration.
Cure Wounds is a 1st-level spell that allows the caster to touch a hand to any living target and heal them for 1d8 plus their spellcasting modifier.
This spell will help you to stay alive in the middle of combat, as it casts a shield that absorbs damage.
The spell has no effect on constructs (except for Warforged) or undead, and can be upcasted to do an additional 1d8 of healing per spell slot above 1st level.
2. Faerie Fire
You call forth a spirit to fight on your behalf. The spirit appears in a cube within range and takes on the form of an animal or creature you have seen before. The spirit is under your control and follows your commands until it is dismissed or killed. ..
Faerie Fire is a spell that you can learn right away.
The Firestorm spell allows you to coat a 20-foot area in dazzling motes of colorful fire, blue, green or violet. These motes stick to enemies and make them much easier to hit. ..
Creatures in the area of effect have to succeed on a Dexterity Save, or else have the motes of fire stick to them. The fire itself is harmless, but it grants anyone targeting a creature stuck with it Advantage to hit.
The spell has caused some people to become visible, as their outlines are easily shown by the Faerie Fire.
1. Identify
You cast a ritual that targets a specific creature. The creature must be within range and touch you to be affected. The ritual lasts for 1 minute, and it causes the creature to take damage equal to your Charisma modifier.
Identify is the last spell on our list and it is important because it allows you to find what you are looking for. ..
Identifying magical items is a key part of any party’s strategy for finding them. Without this spell, adventurers may be risking valuable items without knowing what they do. ..
You can learn how to use an object that you hold onto for the spell’s duration. By choosing it, you’re able to learn its properties and how to use them.
You could try to attune to the magical weapon to find out what it does, but if it’s cursed, you may not be able to use it.
identify -Learn the specific effects of a weapon, as well as how to use it effectively -Can also determine if the weapon is cursed
I’m really impressed with this 1st-spell, which has earned me the number one spot on my list. It’s an all-around great spell that I can use to help myself and my friends.