When it comes to spells in Dungeons & Dragons, everyone knows the classics: Fireball, Healing Word, Mage Hand. But what about the hidden gems lurking in the spell lists? These underrated spells are often overlooked, yet they can completely change the game when used creatively. So, grab your grimoire and let’s dive into some lesser-known spells that deserve the spotlight.
1. Catapult (1st-Level, Sorcerer/Wizard)
What’s better than chucking random objects at high velocity? Nothing, that’s what. Catapult allows you to fling a 1-5 pound object up to 60 feet, dealing solid damage if it hits. Rocks, coins, or even your friend’s unused potion can become weapons of mass hilarity.
Combo Potential: Cast Catapult on a flask of alchemist’s fire or acid for double the chaos.
Creative Roleplay Use: Use Catapult to send a critical message across a chasm or to trigger traps from a safe distance.
2. Silence (2nd-Level, Bard/Cleric/Ranger)
This 20-foot-radius sphere of magical quiet is a tactical masterpiece. Need to shut down an enemy spellcaster? Boom, no verbal components for them. Trying to sneak through a guarded area? No footsteps, no problem.
Combo Potential: Pair it with stealthy allies like rogues or monks to become an unstoppable silent force.Creative Roleplay Use: Use Silence to create a “quiet zone” during a chaotic argument or diplomatic encounter.
3. Meld into Stone (3rd-Level, Cleric/Druid)
At first glance, this spell seems situational, but its potential is massive. You can’t be targeted while inside stone, making it an incredible emergency escape or ambush tactic.
Combo Potential: Combine it with Glyph of Warding to lay magical traps inside the stone.
Creative Roleplay Use: Hide in a temple wall to eavesdrop on cultists’ plans or avoid detection during a heist.
4. Wall of Water (3rd-Level, Sorcerer/Wizard)
A wall... of water? Yes, please! This spell reduces fire damage and makes ranged attacks more difficult, all while providing battlefield control. And let’s be honest: it just looks cool.
Combo Potential: Pair with Lightning Bolt to zap enemies inside the water for extra flavor (and damage).
Creative Roleplay Use: Use Wall of Water to put out fires in a burning village or as an impromptu swimming pool.
5. Skywrite (2nd-Level, Bard/Druid)
Okay, so writing words in the sky isn’t flashy, but think of the narrative possibilities. Call for reinforcements, intimidate your enemies, or just write "Hi Mom" mid-battle.
Combo Potential: Pair with Thaumaturgy to create an epic spectacle.
Creative Roleplay Use: Announce your party’s heroic deeds across the land or spread propaganda in style.
6. Enemies Abound (3rd-Level, Bard/Sorcerer/Wizard)
Confusion is great, but Enemies Abound targets a single creature and makes them see everyone as a threat. Watch as your enemies tear each other apart while you sit back and snack on trail rations.
Combo Potential: Cast on the biggest, baddest enemy in a group to sow chaos.
Creative Roleplay Use: Use it on a rival adventurer during a tense standoff to create instant distrust.
7. Fabricate (4th-Level, Wizard)
With this spell, you can turn raw materials into finished goods—anything from a bridge to a functional suit of armor. Got a ton of wood? Build a boat. Found some iron ingots? Forge some swords.
Combo Potential: Use Fabricate to instantly create siege equipment during a battle.
Creative Roleplay Use: Craft a statue of your party for a town square or quickly repair a broken wagon.
8. Dream (5th-Level, Bard/Wizard)
Sending a message is one thing, but doing it through someone’s dreams? That’s next-level spooky. This spell is perfect for delivering warnings, threats, or cryptic messages with dramatic flair.
Combo Potential: Pair with Detect Thoughts for maximum psychological warfare.
Creative Roleplay Use: Deliver a prophecy or give your bard a chance to star in someone’s nightmares.
9. Bones of the Earth (6th-Level, Druid)
This spell summons six pillars of stone to reshape the battlefield. Need to block an enemy? Raise a pillar under their feet. Need a quick escape? Make your own high ground.
Combo Potential: Use with Earthbind to trap flying enemies on the pillars.
Creative Roleplay Use: Build a makeshift watchtower or create a dramatic entrance for your party.
10. Maze (8th-Level, Wizard)
There’s no save for this spell. One moment, the enemy is there; the next, they’re lost in an extradimensional labyrinth. While they try to escape, your party can handle the rest of the encounter.
Combo Potential: Use on the enemy’s heavy hitter while focusing fire on their squishier allies.
Creative Roleplay Use: Trap a villainous NPC for a plot twist—maybe they return later, forever changed by their time in the maze.
These hidden gems might not be flashy at first glance, but with a little creativity, they’ll have your party and your DM applauding your brilliance. Got a favorite underrated spell? Let me know in the comments, and let’s keep the magic alive!
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