The following is a sampling of spells featured in multiple
Dungeons & Dragons iterations.
Arcane spells •
Color Spray: A vivid cone of clashing colors springs forth from the caster's hand, causing creatures to become stunned, perhaps also blinded, and possibly even knocking them unconscious. •
Darkvision: The subject gains the ability to see clearly (albeit in black and white) in total darkness. • '''': The affected creatures or objects fall slowly; at a feather rate. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. •
Fireball: A tiny ball flies forward from the caster, exploding in a huge fireball at a point designated by the caster. While an extremely potent spell, the caster must take care to avoid catching allies in the explosion, or to accidentally strike an obstruction and detonate the spell early. •
Flesh to Stone: The subject, along with all its carried gear, is turned into a mindless, inert, stone statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. (See also:
Petrification) •
Invisibility: The target of this spell becomes invisible for a time, but immediately becomes visible if they attack a person or creature or casts another spell. The spell's ability to cause automatic damage makes it one of the most-used spells. In the initial release of 4th edition,
magic missile required an attack roll. The July 2010 update changed this back to an automatic hit, albeit with a lower amount of damage. •
Meteor Swarm: Four meteors fly forward and explode like Fireballs. One of the most destructive spells in the game, capable of rending castles or devastating entire armies. •
Polymorph: Transforms a target into another creature of the caster's choosing, such as an ogre, a small giant or the like. In some editions, polymorph is divided into several spells, for example, in 3rd edition, it is divided into Polymorph Self, which can only target the caster, and Polymorph Other, a higher level spell which can affect other targets, while in 3.5 edition, it is divided into Polymorph, which can only affect a willing target, and the higher level Baleful Polymorph, can transform an unwilling target into a weaker form, such as a frog. •
Scrying: Allows the caster to spy on someone from a distance. In 5th edition, there are 17 spells with the summoning tag and summoning is broken up creature type. ''
Tasha's Cauldron of Everything added nine additional summon monster spells that were originally part of the Unearthed Arcana'' playtest. •
Teleport: Allows the caster to instantly appear somewhere else in the world, though at lower levels this ability can be somewhat imprecise. •
Time Stop: Allows the caster to manipulate the flow of
time, giving them few extra moments to act when time is "stopped" for everyone (and everything) else. In 5th edition, using the spell for anything other than duplicating a spell of 8th level or lower causes serious arcane stress, severely weakening the caster for between 2 and 8 days and a 33 percent chance of leaving them unable to cast Wish ever again. Though the wish can technically fulfill any desire, there are set limitations as to what can be wished for without consequence. Dungeon Masters are often encouraged to interpret a player's wish as literally as possible, particularly for selfish or greedy wishes (or any other wish that exceeds the set boundaries for "safe" wishes). For example, if someone wished for a fortune in gold, the DM could grant the wish by appropriating a local king's treasury, making the wisher a target for retaliation. Or, if somebody wished to live forever, they could end up being trapped in a timeless extradimensional space. Thus, the wisher must be very careful upon using the spell.
Divine spells •
Cure light wounds: A basic healing spell available to clerics, druids, bards, paladins, and rangers.
Cure critical wounds is a more powerful healing spell available only to clerics, druids, and bards. In 5th edition, there is only one
Cure wounds spell, with Mass Cure Wounds simply extending the original spell to up to 6 creatures within a thirty-foot radius. •
Detect evil: The caster is able to tell if someone or something they look at is evil. Other versions of this spell exist for the various other alignment components, such as good, lawful, and chaotic. •
Raise dead: The power to revive a deceased character, as long as their remains are roughly whole and have not deteriorated beyond a certain point. It is similar to the arcane Summon Monster spells (which Clerics can also cast as Divine spells), and like Summon Monster there is a variant of Summon Nature's Ally for each spell level. Summon Nature's Ally differs from Summon Monster in the kind of creatures it is capable of summoning. Most of the available creatures are animals, although elementals, magical beasts and fey are also available. In 5th edition, druids, rangers and some bards have access to the spell now known as
Conjure Woodland Beings. ==See also==