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D&D 5E What is the most powerful spell?


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Stalker0

Legend
Well I can say that as a DM, I think plane shift is the evilest spell currently. It can completely take an adventure off the rails if the fighter gets hit with that.

Fighter goes to a random plane, so missing out on the rest of combat. Now maybe the DM is nice and lets the caster know which plane the fighter went to. The caster then has to plane shift there, and then teleport to the fighter, and then plane shift back, and then teleport to the party. That's a lot of spells that the caster probably doesn't have immediately available considering 7th level+ slots are very precious and they may not have it prepared that day.

So it forces the party to rest for a day (maybe even 2 to get 2 plane shifts), knocks one of your characters out of the adventure completely, or changes the adventures into a plane hopping one. There aren't many other spells that can so dramatically change a characters involvement in a campaign like this one can.

Oh...did a mention a CR 8 Githzerai warrior gets this spell!
 

Yaarel

He-Mage
The original posts now rank All Official Spells!

SRD, Players Handbook only, Sword Coast Players Guide, and Elemental Evil Players Companion, are complete.
 

Yaarel

He-Mage
Here is a closer look at low level damage spells. Fireball at 3rd spell slot level sets the standard for all higher levels. But 1st and 2nd slots benefit from more attention.

Starting with the 1st slot multi-target damage spells:



Code:
[FONT=Courier New]
[B][COLOR=#0000CD]1st Spell Slot Level[/COLOR][/B]

[B]Eldritch Knight[/B]
Arms of Hadar  • 2d6 necr           ( Str ½     ) creatures in M         • no reaction for turn
Hail of Thorns • 1d10 pier; RW      ( AC; Dex ½ ) creatures in RW, 5 rad •
Earth Tremor   • 1d6 blud           ( Dex       ) creatures in M         • prone; diffic terr
Burning Hands  • 3d6 fire           ( Dex ½     ) creatures in M 15 cone •
Thunderwave    • 2d8 thun           ( Con ½     ) creatures in M 15 cube • push 10

[B]Not Bad[/B]
Ice Knife      • d10 pier; 2d6 cold ( AC; Dex   ) creatures in S 5 rad   •



Range
M: Melee (15 feet or less)
C: Close (upto 30 feet)
RW: Ranged Weapon
S: Short Range (upto 300 feet)
[/FONT]

At 1st slot, multi-target damage has mainly two area types. About 10 feet radius in Melee around the caster, or about 5 feet radius at range.

The 5 feet radius at range is seldom of use, counting moreso as a single-target attack, with the possibility of one or more other targets as a situational perk. Thus Ice Knife is roughly comparable to the single target damage of Chromatic Orb and Catapult. Similarly, Hail of Thorns equates to Ranged Weapon damage + 1d10 on a single target, which is Not Bad for a spell slot if the Ranged Weapon damage itself is excellent.

For the Melee range, the effects tend to be more valuable than the minor extra damage. Thus Thunderwave with its push effect is slightly better than Burning Hands with its extra 1 hit point damage.

Possibly Earth Tremor despite its negligible damage could be slightly better than both, because its prone effect grants advantage; except it is tactically awkward for allies to attack the prone creatures because the allies, if present, would be knocked prone too.

Arms of Hadar is Less Useful, less helpful unless surrounded by several very-low hit point hostiles.
 
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Yaarel

He-Mage
Single-Target Damage Spells
from worst to best

Code:
[FONT=Courier New]
[COLOR=#0000CD][B]1st Spell Slot Level[/B][/COLOR]

[B]Lower Level[/B]
Witchbolt        • 1d12 litg     ( AC           ) hostile in C     • your later actions auto  hit

[B]Eldritch Knight[/B]
Inflict Wounds   • 3d10 necr     ( AC           ) hostile in M     •
Searing Smite    • 1d6 fire, MW  ( Con ends     ) hostile in MW    • continues 1d6 fir per turn
Wrathful Smite   • 1d6 psyc, MW  ( AC; Wis ends ) target in MW     • frightened
Thunderous Smite • 2d6 thun, MW  ( AC; Con      ) target in MW     • push 10, prone
Ensnaring Strike • 1d6 pier; W   ( AC; Str ends ) hostile in W     • restrained
Hunters Mark     • 1d6, W        ( AC           ) hostile in W     • adv track
Hex              • 1d6 necr, atk ( AC           ) hostile in C     • per your attack

[B]Not Bad[/B]
Hellish Rebuke   • 2d10 fire     ( Dex ½        ) hostile in S     • as reaction if hit
Chromatic Orb    • 3d8 vari      ( AC           ) hostile in S     •
Catapult         • 3d8 blud      ( Dex          ) target, obj in S •

[B]Good[/B]
Dissonant Whsprs • 3d6 psyc      ( Wis          ) hostile in S     • move away

[B]Excellent[/B]
[FONT=Courier New]Guiding Bolt     • 4d6 radt      ( AC           ) hostile in S     • adv on allys next attack[/FONT]
Magic Missile    • 1d4+1 x3 forc ( auto hit     ) hostile in S     •



Range
M: melee (upto 15 feet)
MW: melee weapon
W: weapon
[FONT=Courier New]C: close (upto 30 feet)
[/FONT]S: short range (upto 300 feet)
[/FONT]
 
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Yaarel

He-Mage
1st-slot Witch Bolt is curious. It seems less than powerful enough for a 1st-slot spell, because it deals almost the same amount of damage as a weapon or cantrip. But it seems a bit too powerful for a 0-slot cantrip, because if successful, its later use of actions become 1d12 auto hits, clearly better than the potent Eldritch Blast. Still, with tweaking, Witch Bolt could make an Excellent cantrip. The flavor of a continuous arc of electricity is neat.

Inflict Wounds. Deals significant damage, 3d10 averaging 16. Yet it lacks an additional effect and the melee requirement restricts its utility a bit. It compares to other melee damage attacks. Potentially, a spell that adds extra damage to an optimized weapon attack can deal more damage. So, the Searing Smite that adds ongoing 1d6 fire damage to a weapon attack is possibly slightly better albeit the two are moreorless equivalent.

Conditions such as prone and restrained are valuable, for advantage and as a barrier.

Reliably adding extra damage to every hit makes Hunters Mark and Hex celebrated spells.

With regard to reliability, Magic Missile is without equal, when it absolutely positively has to get there.
 
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Yaarel

He-Mage
Multi-Target Damage Spells

Code:
[FONT=Courier New]
[B][COLOR=#0000CD]2nd Spell Slot Level[/COLOR][/B]

[B]Lower Level[/B]
Snowball Swarm   • 3d6 cold     (Dex ½   ) Creatures in S 5 rad       •
Dust Devil       • 1d8 blud     (Str ½   ) Creatures in M of S 5 cube • conc; push 10; bon move cube
Cloud of Daggers • 4d4 slsh     (auto hit) Creatures in S 5 cube      • conc; on each start/entry

[B]Not Bad[/B]
Scorcher         • 3d8 fire     (Dex ½   ) Creatures in C line        •
Shatter          • 3d8 thun     (Con ½   ) Creatures/Objs in S 10 rad • dis stone/crystal/metal

[B]Excellent[/B]
Spike Growth     • 2d4 prce     (auto hit) Creatures in S 20 rad      • 10 min; damage each 5 move and entry; diffic terr
[FONT=Courier New][FONT=Courier New]Moonbeam         • 2d10 radt    (Con ½   ) Creatures in S 5 rad       • conc; damage on start/entry; action move 5 rad; neg lycanthrope shape
[/FONT][/FONT]Flaming Sphere   • 2d6 fire     (Dex ½   ) Creatures in M of S 5 rad  • conc; bon move 30; bright

[/FONT]

All the 2nd-level multi-target damage spells enjoy distant range. So none of them restrict to the Eldritch Knight category.

Snowball Storm effects a Short Range 5 foot radius area that is less likely to hit more than one target. It counts as a single target damage spell, with the possibility of an other target as a situational perk. As such, it compares with earlier spells, such as Chromatic Orb. Snowball Storm seems Not Bad if it was in the Lower 1st level spell list. But it is substandard for the 2nd level spell list. With regard to 3d6 damage, it compares to Burning Hands, but the cold damage type and the more distant range make Snowball Storm a bit better, albeit Burning Hands covers a more useful area of effect able to catch more hostiles.

Dust Devil deals minor damage equivalent to a normal weapon, but does so to an area. It does less damage than the Not Bad 1st-level Ice Knife, but probably compares with it in terms of the number of creatures targeted. Continuing to spend actions on it to deal minor damage is less valuable. It would simply be a 1st level spell, but it is able to occupy its 5 foot space, thus functioning as a barrier in a doorway or so on. While allies can push hostiles into it, viceversa hostiles can push allies into it, so this kind of utility is a wash, or at least highly situational requiring a Setup. Compared to other 2nd level spells, Dust Devil feels substandard. However if in the Lower 1st level list, it might be Good.

I read Cloud of Daggers in the following way. The caster places it in any 5 foot square (cube) in range. This Cloud can occupy the same square as a hostile. Therefore, as soon as this hostile starts the turn, the Cloud inflicts damage automatically, no save. It deals about 10 damage on average. In other words, this auto hit damage of Cloud of Dagger is at least as good as the Excellent 1st-level spell Magic Missile. Magic Missile is instant, whereas Cloud offers an additional effect. So, in the context of 2nd level spells, what we are evaluating is what else the spell has to offer, and the feeling is not much. The main problem is, the 5 foot square of Cloud of Daggers is immobile. So after it deals its initial auto hit, it is usually easy to avoid. And it requires precious concentration to persist. And unlike Dust Devil, cannot occupy the space of a doorway or so on. The additional functionality is so situational, it fails to move into 2nd level spell list. It is equivalent to Magic Missile, with the utility of the force damage type making Magic Missile slightly better.

Scorcher (not to be confused with Scorching Ray) is Not Bad for 2nd level spell. Altho it deals 1st level spell damage, it does so in a line. In my experience, the line effect is useful. Without too much trouble, it tends to catch at least two hostiles in its effect, and is pretty good at keeping allies safe. Shatter is about equivalent, dealing the same damage in decent 10 foot radius, tending to catch at least two hostiles. The thunder damage type finds less resistance, but it is versus Constitution. The additional effect against crystal, stone, and metal seems situational at best.

Spike Growth is very Good, in the same league as famous spells like Invisibility, Levitation, and Web. (Maybe these four spells are Excellent? They are all on the cusp in any case.) Spike Growth is much better than the 4th-slot spell Plant Growth, because you can cast Spike Growth anytime anywhere. It covers a generous 20 foot radius, useful in most indoor settings, and creates difficult terrain, meaning a 30 foot move rate is usually unable to traverse its diameter. Every attempt to move 5 feet deals auto hit weapon damage. And you can cast into a crowd of hostiles at the start of an encounter to work as an effective painful barrier.

My appreciation for Spike Growth is making me appreciate more the rest of these four spells. I tend to take spells like Invisibility for granted, but in the context of 2nd level spells, they probably deserve the category, Excellent. For now I am moving Invisibility and Spike Growth to Excellent, while leaving Levitation and Web in Good, on the other side of the cusp.

Moonbeam is a favorite spell. It deals 2d10 radiant to about one hostile sometimes two. Concentration and actions can move it to repeat the damage. The damage averages, say 7 hit points accounting for the save − better than an arrow weapon attack, say 4 hit points accounting for high Dex and the miss). The damage seems modest, but helps at the lowest tier, and it moves around the battlefield easily, with its decent damage. Its effect on lycanthropes is highly situational but fun.

Part of the hype of the Moonbeam spell, was misunderstanding its description. The text seems clear enough to me, and has been clarified as followed. The Moonbeam causes no damage on your turn when you cast it. You locate its spotlight over your targeted hostile. When the hostile's turn ‘starts’, it takes damage for the first time, then can easily leave it. But later on your next turn, you can move the Moonbeam back over it, to deal damage on the hostiles next turn. Additionally, any creature whether hostile or ally can be pushed into it, thereby taking damage when ‘entering’ it. It is a decent spell, but far away from broken.

Flaming Sphere is better than Moonbeam, because it actually occupies its 5 foot radius space. Thus it can often enough function as a barrier. Its damage is less, but you can move it with your bonus action, thus deal it *in addition* to the damage that you deal with your action.
 
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Yaarel

He-Mage
2nd-Level Single Target Damage Spells

Code:
[FONT=Courier New]
[COLOR=#0000cd][B]2nd-Level Spells[/B][/COLOR]

[B]Lower Level[/B]
Acid Arrow       • 4d4 acid     (AC          ) Target in S            • next turn 2d4

[B]Eldritch Knight[/B]
−[I]Lower Level[/I]
Magic Weapon     • W +1         (AC          ) Hostile in W           • conc; +1 attack/damage
−[I]Less Useful[/I]
Flame Blade      • 3d6 fire     (AC          ) Hostile in MW          • conc
−[I]Not Bad[/I]
Branding Smite   • 2d6 radt, W  (AC          ) Hostile in W           • conc; neg invis; dim

[B]Good[/B]
Heat Metal       • 2d8 fire     (auto hit    ) Hostile with obj in S  • conc; your later bon, v Con or sunder/dis
Earthen Grasp    • 2d6 blud     (Str         ) Hostile in M of C 5 sq • conc; restrained; your action 3d6 v Str ½ ends; action move sq
Scorching Ray    • 2d6 x3 fire  (AC          ) Hostile                •

[B]Excellent[/B]
Spiritual Weapon • d8 forc +Abl (AC          ) Hostile in S MW        • min; bon move 20 to attack
Phantasmal Force • d6 psyc      (Int Investig) Hostile                • conc; 10 cube subjective hallucenation
[/FONT]

Magic Weapon (not to be confused with Spiritual Weapon) is highly problematic because of the way its hour duration interacts with its requirement of concentration. It makes it impossible to cast decent spells (requiring concentration) for the next hour. Despite the value of a +1 attack that stacks, it is rarely worth the loss of casting.

If instead the hour-long enchanted weapon allowed the caster to drop concentration whenever the weapon was unneeded and then reactivate concentration whenever the weapon was needed, it would be a decent 2nd-level spell. However as it is now, Magic Weapon seems so situational as to be rarely worth the expense of a spell slot.

Given the description of Magic Weapon, as-is, it tentatively positions as a 1st-level Excellent spell in the Eldritch Knight category. As such, at the level that this spell becomes available, the melee caster is less likely to have many spell slots that can compete for its requirement for concentration, thus making its 1-hour duration more useful. At the same time, at the lowest tier, bonused magic weapons are scarce (at least in my campaigns they are), making the bonus relatively more precious.

Acid Arrow seems Less Useful even if it was listed as a 1st-level spell. It is comparable to the Not Bad Chromatic Orb, albeit Acid Arrow takes two rounds to deal the same amount of damage that Chromatic Orb deals in a single round. About 6 hit points, accounting for the possible miss. Acid Arrow is of less worth for a 2nd-level spells. ... When I realized that I would rather have the Communicate With Animals spell, rather than have Acid Arrow, it became clear that Acid Arrow is of less worth than a 1st-level spell.

Flame Blade seems decent but Less Useful. The spell creates a melee weapon made out of fire. Its 3d6 damage is decent. Successive actions can repeat this damage. The question is, why arent you using the melee weapon that you are proficient with, and choosing a spell to enhance it? And if you dont have a weapon, why not? Why waste spell slots just to have a weapon? And if you need to deal heavier damage, why arent you using a high damage spell to eliminate a single opponent? The usefulness of Flame Blade seems situational, but if you happen to be in one of these situations, it might be effective.

Branding Smite is Not Bad for a 2nd-slot spell. Note, the spell cant work unless you hit the invisible hostile first, and normally you have a disadvantage against it. So there is that difficulty. But if you hit, spend the bonus action to cast the spell, to force the creature to become visible, no save. And some extra damage too.

Heat Metal is a Good spell. Its main use is disabling an attended item (as long as it is metal). For example, cast it to force a hostile to drop a powerful magic sword, or else cast it to inflict disadvantage if targeting armor. Heat Metal deals auto-hit 2d8 damage. After the initial action, future bonus actions deal this damage automatically, in addition to the damage you deal with your action. The spell is tactically versatile.

Earthen Grasp with its Strength save compares to Hold Person with its Wisdom save. They are Good, and their saves make it worthwhile to know both. Hold Person paralyzes the hostile to negate all of its actions. Earthen Grasp only restrains the hostile, but this immobility keeps the hostile away from the caster, grants allies advantage, causes the hostile disadvantage, and the spell deals some damage too. It can neutralize a dexterous melee attacker. Future actions can try again to restrain the same or different hostile.

Scorching Ray deals the most damage available at 2nd slot level, potentially 6d6 fire, which looks impressive yet averages about 10 hit points, accounting for a hypothetical 50% miss. Luckiest rolls have a chance of dealing upto 36 damage. For ‘focus fire’, when the team tries to eliminate a single dangerous hostile, this spell is Good to have handy.

Spiritual Weapon is an Excellent way to reliably add bonus action damage to attack action damage, without requiring concentration.

Phantasmal Force is an Excellent illusion, but can optionally inflict minor psychic damage too.
 
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