However, there are many spells in the 2024 Player’s Handbook and beyond that you may have overlooked.
Is that bad guy just a bit out of range of your attacks?
Not anymore with these amazing long-range spells in Dungeons & Dragons.
Here are the best spells for high-level players in Dungeons & Dragons.
This is perfect if you’re dealing with high-level magic casters asyour campaign’s antagonists.
9Clone
Wizard
No
Clone is one of the more roundabout ways a wizard can access resurrection magic.
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.
Looking to use spellcasting to enhance your roleplay in Dungeons & Dragons?
This list has you covered.
Plus, many beasts have interesting stat blocks that can prove helpful in combat.
7Tether Essence
7
This spell can be found in the Explorer’s Guide to Wildemount campaign setting.
This is great for doubling up onhealing for alliesbut is also effective at increasing your damage.
When you cast this spell, you create a blade-shaped planar rift that is 3 feet long.
you’re free to make two melee spell attacks with the blade, dealing 4d12 force damage.
A Scholarly Magic-User by Billy Christian
Plus, this weapon crits on an 18 or higher.
Looking to make some GP as a spellcaster?
Here are some tips and tricks to make money with magic in Dungeons & Dragons.
A Scholarly Magic-User by Billy Christian
Plus, you could cast it as a Ritual, which is always helpful.
However, creatively altering an enemy’s memory can make the difference between victory or defeat in a campaign.
However, if it’s possible for you to find one, this spell is well worth it.
Dr. Viktra Modenheim by Katerina Ladon
Is your druid harnessing the full potential of nature’s cantrips in your Dungeons & Dragons game?
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.
Transport via Plants by Rob Alexander
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.
A Draconic Warlock by Ignatius Budi
Blackrazor by Conceptopolis
Witchbolt by Helge C. Balzer
Kobold Barricade by Brian Valeza
Raise Dead by Polar Engine
Empyreans by Nestor Ossandon Leal
Vicious Mockery by Igor Grechanyi