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D&D 5E [DM Question] Which spells are best to make fights interesting/challenging?

bbrown12

First Post
Hey guys,

I already described in another thread that the group I am DMing has become too powerful and I got a lot of interesting responses and tipps. Thanks for this.

So, because the other discussion is really extensive, I decided to start another thread.

There are so many spells and I sometimes fell overtaxed by the amount. So, it's hard to differ between them and find out, which of them are useful and which are not.


My questions are:

  1. What spells are best (for a DM) to make fights interesting and challenging?
  2. Which spells do you use to compensate overpowered characters (melee/ranged/casters)?

Side note: I am not aiming at dealing maximum damage!

Would be glad about answers. Maybe I will collect them and make a list for other DMs out of it.

Best regards!
 

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Anti magic field on a strong melee based cleric type NPC/monster, have them charge right up to the PC squishy spellcasters.

Mind Flayers or Dragons that can cast spells like Shield, Misty Step, and Counterspell are always fun.
My group likes to joke that there's this "Daves school of wizardry" in my campaign, because my custom NPCs tend to all have Shield, Counterspell, Misty Step (survival of the fittest I say!).

Wall of force, Force Cage, and Maze are good ones too for trapping those strong melee characters, just note Paladins can often cast misty step. Also be careful because some players get annoyed when being taken out of the fight.

Greater Invisibility on your own casters.

Darkness on any of your creatures that have true sight, tremor sense, blindsight, or darkvision.

Contagion. 'Nuff said.

Planeshift - send a PC off to the plane of fire.

There are some interesting terrain controlling spells in the Elemental Evil players guide too, mostly the earth spells.
 
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Offense:

The various Wall spells are good for introducing obstacles that force movement and change the odds for small groups. Suddenly only half the party is facing the full threat.

Building on others: Darkness, Fog, and other visibility affecting spells nerf spellcasters - line of sight is required for most spells. One of those upcast to high level can cover the entire battlefield. For a combo, coupling that with Blindsense in one of their melee attackers - from a spell or the Warlock ability - tilts the combat in a big way.

A successful Faerie Fire eliminates advantage in melee. Nerfs a Rogue big time.

Lots of spells create 'difficult ground' as a side effect, which can work to hinder martials and also prevent squishy opponents from fleeing. It's even more potent when the opponents can ignore it, like someone with the Mobile feat or a level 6+ Land Druid. Look up Erupting Earth from Elemental Evil Companion.

Combine two of those in an overlapping area, like 'Evard's Black Tentacles' followed by a Wall spell is devious as hell. It turns the combat into the people outside the wall scrambling to kill the casters that set it up while the party members inside try to escape while soaking damage and Concentration checks. Note: I wouldn't do this one often. Your table could potentially hate you.

Intelligent foes can set up ambushes where 'attack their spellcaster when they cast a spell' to force Concentration checks when the party casts. This one should also be used with care - there should be some credible reason for the opponents to have observed the party to know this.

--

Defense:

Resistances and immunities help a lot. Stuff like 'Absorb Elements' (also from the Elemental Evil Companion) (it's free!) use a reaction, like Mage Armor, so they can kick in automatically and not waste their action.

I'll repeat others: counterspell, counterspell, counterspell!
 

Thanks for your feedback so far! Indeed, very interesting spells. I am gonna collect them to write them into a list.

So, any further advices? And what are your favourite illusion spells?

Thanks in advance!
 

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