53 PHB Spells: Advantages & Disadvantages!

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53 PHB Spells: Advantages & Disadvantages!

Hey there, fellow adventurers! Ever flipped through the Player's Handbook (PHB) and felt a little overwhelmed by the sheer number of spells? I get it! With over 50 spells in there, deciding which ones to learn and use can be a real headache. That's why I've put together this awesome guide breaking down 53 of the most popular PHB spells, covering both their advantages and disadvantages. Think of it as your cheat sheet to becoming a spellcasting superstar. This breakdown will cover each spell, offering insights into when to use them, who they're best for, and, let's be honest, when they might backfire. We'll be diving into everything from cantrips to high-level spells, giving you a complete overview to help you make the best choices for your character. Ready to become a spellcasting guru? Let's jump in!

Cantrips - The Foundation of Your Magic

Cantrips are the bread and butter of your spellcasting arsenal. These spells are so fundamental that you can cast them at will, meaning you don't need to expend spell slots. They are the building blocks, the foundation upon which your magical might is built. We'll be looking at some of the most versatile and useful cantrips in the PHB. You'll find out the advantages that these simple spells bring to your character, but also the disadvantages that come with relying on them too much. Remember, even the best cantrips have their limitations!

1. Acid Splash

  • Advantages: Deals a small amount of acid damage to one or two creatures in a specific area. It's a great choice for hitting multiple enemies that are clumped together. This spell is particularly effective in the early levels when enemies have fewer hit points and any damage counts. The range is decent, making it useful in a variety of combat situations.
  • Disadvantages: The damage is relatively low compared to other damaging spells, especially at higher levels. The range is limited compared to some other cantrips. The saving throw (Dexterity) can sometimes be a problem, as enemies might pass and take no damage at all.

2. Chill Touch

  • Advantages: Deals necrotic damage and prevents the target from healing until the start of your next turn. It's especially useful against creatures that rely on healing or regeneration. It also prevents the target from using reactions, which can disrupt enemy strategies.
  • Disadvantages: Deals a low amount of damage. The range is limited, forcing you to get closer to the target. It's less effective against creatures that don't rely on healing or reactions, making it a situational choice.

3. Fire Bolt

  • Advantages: Deals decent fire damage, making it useful for dealing with multiple enemies. The range is long, allowing you to attack from a safe distance. It's a reliable damage-dealing option that doesn't require a saving throw from the target.
  • Disadvantages: Fire damage is resisted by many creatures. While the damage is decent, it is still a cantrip, so the damage scaling isn't as high as some of the more powerful spells available at higher levels. If a creature is immune or resistant to fire, this cantrip becomes much less useful.

4. Guidance

  • Advantages: Grants a +1d4 bonus to an ability check, which can be useful in various situations. It is great for improving skill checks and can significantly increase your chances of success in non-combat scenarios.
  • Disadvantages: It only applies to ability checks and not attack rolls or saving throws. It requires concentration, which can be broken if you take damage. This is a very situational spell.

5. Light

  • Advantages: Creates light, which is essential for seeing in dark environments. This is a crucial spell for adventurers. You can cast it on an object to provide a light source and help your party avoid disadvantage on attack rolls and ability checks in darkness.
  • Disadvantages: This doesn't have any direct combat benefits. This is a utility spell and isn't useful in combat. Creatures that are immune to light or have darkvision might negate the benefits of this spell.

6. Mage Hand

  • Advantages: Allows you to manipulate objects from a distance, which is great for solving puzzles, retrieving items, and performing minor tasks without putting yourself in danger. This is a fantastic utility spell that is often overlooked.
  • Disadvantages: The hand can only manipulate objects and can't perform complex actions. It's limited to simple tasks. It has a short range and a low carrying capacity, making it less useful for heavier objects or complex tasks.

7. Mending

  • Advantages: Repairs damaged objects, which is useful for fixing broken items, tools, and structures. It's a practical spell that can save your party gold and time.
  • Disadvantages: This spell has limited combat applications. This spell can only repair an object and doesn't restore hit points to a creature. This is very situational.

8. Message

  • Advantages: Allows you to communicate with another creature over a distance, which is useful for sending secret messages or coordinating with allies. This is a great communication spell.
  • Disadvantages: Only useful for sending short messages. It only works if the target is within range and can hear you. Limited in combat.

9. Poison Spray

  • Advantages: Deals poison damage, which can be effective against creatures that are vulnerable to poison. It can be useful for dealing with certain types of enemies.
  • Disadvantages: The range is very short, forcing you to get close to the target. Many creatures are resistant or immune to poison damage. The saving throw (Constitution) can be passed easily.

10. Prestidigitation

  • Advantages: A versatile spell that can create minor sensory effects, clean or soil an object, or flavor a small amount of food or drink. It's a great utility spell for various tasks, allowing for creativity and roleplaying opportunities. This spell can be useful in many situations.
  • Disadvantages: This spell has no direct combat benefits. It only creates minor effects and has no lasting impact. It is a very limited spell.

11. Ray of Frost

  • Advantages: Deals cold damage and reduces the target's speed, making it useful for hindering enemy movement. It is effective for controlling the battlefield. The slow effect can be a great tactical advantage.
  • Disadvantages: The damage is relatively low. The slow effect is only temporary. Cold damage is resisted by some creatures.

12. Shocking Grasp

  • Advantages: Deals lightning damage and prevents the target from using reactions, which is useful for disrupting enemy actions. This spell is very strong against spellcasters. It offers a tactical advantage in certain combat scenarios.
  • Disadvantages: Requires you to make a melee spell attack, putting you in close range. Lightning damage is resisted by many creatures. Situational use.

13. Minor Illusion

  • Advantages: Creates a visual illusion, which is useful for tricking enemies or creating distractions. It is a fantastic tool for creating illusions and can be very versatile when used creatively.
  • Disadvantages: The illusion is easily dispelled if examined closely. Creatures can see through the illusion if they make an Intelligence (Investigation) check. Not useful in direct combat.

Level 1 Spells - Stepping Up Your Game

Level 1 spells mark a significant step up from cantrips. These spells now require spell slots, but they offer much more power and versatility. At this level, you start to see the true potential of your character's magical abilities. The spells you choose here can set the stage for your character's playstyle.

1. Alarm

  • Advantages: Sets a magical alarm, alerting you to the presence of creatures within range. It is great for guarding areas and preventing ambushes.
  • Disadvantages: Only alerts you to the presence of creatures, not their specific location or number. The alarm can be easily bypassed by creatures with stealth abilities.

2. Burning Hands

  • Advantages: Deals fire damage to creatures in a cone, making it useful for clearing out multiple enemies. It is a good choice for dealing area-of-effect damage, especially against tightly packed groups.
  • Disadvantages: Requires you to be close to the target. The damage is relatively low. Fire damage is resisted by many creatures.

3. Charm Person

  • Advantages: Charms a humanoid, making it treat you as a friendly acquaintance. It is useful for social interactions and avoiding combat. It is great for influencing people and gaining information.
  • Disadvantages: Only affects humanoids. The target knows it was charmed after the spell ends. The spell is broken if you or your companions attack the target. Limited in combat.

4. Chromatic Orb

  • Advantages: Deals elemental damage of your choice, making it useful for targeting specific enemy weaknesses. It's a versatile damage spell that allows you to adapt to different combat situations.
  • Disadvantages: Requires a material component. The damage is a single target, and not very effective against multiple enemies. Doesn't have any additional effects.

5. Color Spray

  • Advantages: Blinds creatures within a cone, incapacitating them. It is great for crowd control, and it can disrupt enemy attacks and strategies.
  • Disadvantages: Only affects creatures with fewer hit points than a certain amount. Creatures can close their eyes and avoid the effect. It is less effective against creatures that have high hit points.

6. Comprehend Languages

  • Advantages: Allows you to understand spoken and written languages. It is essential for interacting with different cultures and reading ancient texts.
  • Disadvantages: Does not allow you to speak the languages you understand. It doesn't provide any combat benefits. It is a utility spell and isn't useful in combat.

7. Detect Magic

  • Advantages: Detects the presence of magic within range, which is useful for identifying magical items and creatures. Useful for identifying traps, curses, and hidden threats.
  • Disadvantages: Only detects the presence of magic and doesn't identify the specific type or source of the magic. It requires concentration, which can be broken if you take damage. This is a very situational spell.

8. Disguise Self

  • Advantages: Changes your appearance, which is useful for infiltration and deception. It is great for changing your appearance to avoid detection or gain access to restricted areas.
  • Disadvantages: Only changes your visual appearance and not your voice or mannerisms. It is easily dispelled with close inspection. This is a very situational spell.

9. False Life

  • Advantages: Grants you temporary hit points, which can help you survive combat. It can provide a buffer against damage and increase your survivability.
  • Disadvantages: The temporary hit points only last for a short duration. The spell has no other benefits. It is a defensive spell, but not a very strong one.

10. Feather Fall

  • Advantages: Slows your descent, preventing you from taking falling damage. It is a lifesaver in situations involving cliffs or other high places.
  • Disadvantages: Only useful in situations involving falling. Does not provide any other benefits. Very situational.

11. Find Familiar

  • Advantages: Summons a familiar, which can act as a scout, deliver messages, and provide assistance in various tasks. The familiar can also provide advantage on certain checks.
  • Disadvantages: The familiar can be killed. It requires a significant time investment to cast. Limited combat abilities.

12. Fog Cloud

  • Advantages: Creates a fog cloud, obscuring vision and hindering enemy attacks. Useful for controlling the battlefield. Can be used for cover or concealment.
  • Disadvantages: Affects both you and your allies. The fog can be dispelled by wind. Doesn't offer much in open areas.

13. Grease

  • Advantages: Covers an area in grease, causing creatures to fall prone. It is great for controlling movement and disrupting enemy strategies. Provides a tactical advantage in close combat.
  • Disadvantages: Affects allies as well as enemies. The spell only affects creatures within the area of effect. The effect is only temporary.

14. Identify

  • Advantages: Allows you to identify the properties of a magical item, which is essential for understanding and using magical items. This can reveal the item's effects and how to use it.
  • Disadvantages: Requires a material component. The spell doesn't provide any combat benefits. This is a utility spell and isn't useful in combat.

15. Inflict Wounds

  • Advantages: Deals necrotic damage to a creature, which is useful for dealing with undead or creatures vulnerable to necrotic damage. Deals significant damage at low levels.
  • Disadvantages: Requires you to make a melee spell attack, putting you in close range. Healing can negate the damage. This is less effective against creatures that are resistant to necrotic damage.

16. Jump

  • Advantages: Increases your jump distance, which is useful for traversing obstacles. It is a great spell for increasing your mobility. It is a versatile spell that is useful both in and out of combat.
  • Disadvantages: The effect is only temporary. Doesn't provide any other benefits. This is a very situational spell.

17. Mage Armor

  • Advantages: Increases your Armor Class (AC), which can help you avoid taking damage. A great defensive spell, especially for wizards and sorcerers. It increases your survivability in combat.
  • Disadvantages: Only lasts for 8 hours. The spell doesn't provide any other benefits. Requires you to cast it before combat.

18. Magic Missile

  • Advantages: Automatically hits the target with multiple darts of force, making it a reliable damage spell, especially against enemies that are hard to hit. Never misses, making it a great choice for damaging foes.
  • Disadvantages: The damage is relatively low compared to other damaging spells. The damage is not customizable. The spell is less effective against multiple enemies.

19. Protection from Evil and Good

  • Advantages: Protects you from attacks by certain creatures, and gives you advantage on saving throws against their effects. Excellent defensive spell, especially against demons, devils, and undead.
  • Disadvantages: Only effective against specific types of creatures. Requires concentration, which can be broken if you take damage. Situational use.

20. Ray of Sickness

  • Advantages: Deals poison damage and possibly poisons the target, which is useful for dealing with creatures that are vulnerable to poison. Deals damage and can inflict the poisoned condition, which gives disadvantage on attack rolls and ability checks.
  • Disadvantages: The damage is relatively low. Many creatures are resistant or immune to poison damage. The saving throw (Constitution) can be passed easily.

21. Shield

  • Advantages: Grants a +5 bonus to your Armor Class (AC) and blocks magic missile attacks, making it a powerful defensive spell. It is a great reactive spell that can protect you from attacks.
  • Disadvantages: Only lasts for a short duration. The spell only affects one attack at a time. Requires a reaction, which can only be used once per round.

22. Silent Image

  • Advantages: Creates an illusion of an object, creature, or other phenomenon. This can be used to trick enemies or create distractions.
  • Disadvantages: The illusion is easily dispelled if examined closely. Creatures can see through the illusion if they make an Intelligence (Investigation) check. Not useful in direct combat.

23. Sleep

  • Advantages: Puts creatures to sleep, incapacitating them. It is great for crowd control and avoiding combat. Useful for neutralizing enemies at low levels.
  • Disadvantages: Only affects creatures with fewer hit points than a certain amount. Creatures that are already asleep or immune to being charmed are unaffected. Not useful at higher levels.

24. Tasha's Hideous Laughter

  • Advantages: Causes a creature to fall prone, incapacitating them. It is great for crowd control and disrupting enemy strategies.
  • Disadvantages: Only affects creatures with less than a certain intelligence score. The target has advantage on the saving throw if it is hurt or if you are fighting it. Not useful against intelligent creatures.

25. Thunderwave

  • Advantages: Deals thunder damage in an area and can push creatures away, making it useful for creating space or knocking enemies prone. Provides both damage and control. Effective for close-range combat.
  • Disadvantages: Requires you to be close to the target. The damage is relatively low. The push effect may not be always advantageous.

Level 2 Spells - Expanding Your Arsenal

At level 2, spells become even more impactful. You'll gain access to spells that can significantly alter the battlefield, enhance your allies, and provide even more creative options. Level 2 spells open up new possibilities and provide more depth to your gameplay. This is where your tactical prowess starts to shine.

1. Blindness/Deafness

  • Advantages: Blinds or deafens a creature, imposing disadvantage on attack rolls or ability checks that rely on sight or hearing. A fantastic spell for controlling the battlefield. Effective against enemies that rely on sight or hearing.
  • Disadvantages: The target can make a saving throw at the end of each of its turns to end the effect. Some creatures are immune to blindness or deafness. Can be less effective against enemies that don't rely on sight or hearing.

2. Cloud of Daggers

  • Advantages: Creates a cloud of daggers that deals damage to creatures that enter or start their turn in the cloud. Deals persistent damage over time. Great for area control and forcing enemies to move.
  • Disadvantages: The damage is relatively low. Affects both allies and enemies. Requires concentration, which can be broken.

3. Crown of Madness

  • Advantages: Makes a creature attack another creature of your choice. Useful for turning enemies against each other, creating chaos and confusion in combat.
  • Disadvantages: The target can make a saving throw at the start of each of its turns to end the effect. Limited in its direct damage potential. Only works on creatures that are susceptible to being charmed.

4. Darkness

  • Advantages: Creates an area of magical darkness, which can be useful for concealment and hindering enemy attacks. Useful for controlling the battlefield and creating cover.
  • Disadvantages: Affects both allies and enemies. Creatures with darkvision can still see within the darkness. Requires concentration.

5. Hold Person

  • Advantages: Paralyzes a humanoid, making it unable to move or take actions. A powerful crowd-control spell, especially against humanoids. Great for disabling dangerous enemies.
  • Disadvantages: Only affects humanoids. The target can make a saving throw at the end of each of its turns to end the effect. The spell is broken if you or your companions attack the target.

6. Invisibility

  • Advantages: Makes you or a creature invisible, giving you advantage on attack rolls. Great for stealth, scouting, and escaping from combat. Provides a tactical advantage in various situations.
  • Disadvantages: The spell ends if the target attacks or casts a spell. Requires concentration, which can be broken if you take damage. Can be dispelled by true sight or other means.

7. Knock

  • Advantages: Unlocks a door, window, or other object. This is useful for bypassing locked doors and gaining access to restricted areas. Great for overcoming obstacles and solving puzzles.
  • Disadvantages: Makes a loud knocking sound, which can alert enemies. Some doors and windows are magically protected and may not be affected. Requires a significant time investment to cast.

8. Levitate

  • Advantages: Lifts a creature or object into the air, which can be useful for overcoming obstacles or escaping from combat. Can be used for strategic positioning and avoiding ground-based hazards.
  • Disadvantages: The target can only move up or down, not horizontally. The spell requires concentration. Can be easily countered by creatures that can fly.

9. Mirror Image

  • Advantages: Creates illusory duplicates of yourself, making it more difficult for enemies to hit you. A great defensive spell, especially for wizards and sorcerers. Increases your survivability in combat.
  • Disadvantages: The illusions are dispelled when hit. The spell doesn't provide any other benefits. The effects are temporary.

10. Misty Step

  • Advantages: Teleports you a short distance, which is useful for escaping from combat or repositioning yourself. A great spell for mobility and tactical advantage.
  • Disadvantages: The teleportation distance is limited. Requires a bonus action, not an action, so the spell isn't useful for dealing damage. The spell only teleports you, and not any of your gear.

11. Suggestion

  • Advantages: Suggests a course of action to a creature, which it will follow if it is reasonable. It's useful for influencing creatures and gaining information. Allows for creative roleplaying and influencing social situations.
  • Disadvantages: The suggestion must be reasonable. The target can make a saving throw to resist the effect. Only works on creatures that can understand you. Doesn't work in combat.

12. Spider Climb

  • Advantages: Allows you to climb on any surface. Great for climbing walls and ceilings to gain access to different areas. Useful for evading enemies or gaining a tactical advantage.
  • Disadvantages: The effect is only temporary. Doesn't provide any other benefits. Limited to climbing.

13. Zone of Truth

  • Advantages: Creates an area where creatures must tell the truth. Useful for interrogations and investigations. Provides a method of revealing lies and deception.
  • Disadvantages: Only works if the target understands you and can speak. Creatures can still avoid answering questions. Doesn't provide any other benefits. Only works on those who are truthful.

Level 3 Spells - The Power Surges

Level 3 spells are a turning point. Here is where your character can really start to shape the course of battles and encounters. These spells provide significant advantages, but also come with greater risks. These are the spells that define many characters. The choice of spells here often highlights a character's role and specialization.

1. Counterspell

  • Advantages: Negates the effects of another spell. An incredibly useful and powerful defensive spell, which can be used to disrupt enemy strategies. The most powerful defensive spell.
  • Disadvantages: Requires you to see the spell being cast. Only works on spells. Can be counterspelled. Requires a reaction, which can only be used once per round.

2. Fireball

  • Advantages: Deals fire damage in a large area, making it ideal for clearing out groups of enemies. One of the most iconic spells in the game, dealing massive damage to many foes.
  • Disadvantages: The damage is fire damage, which is resisted by many creatures. Affects both allies and enemies. Can be dispelled by certain creatures.

3. Fly

  • Advantages: Grants you or a creature the ability to fly, which is useful for traversing difficult terrain and escaping from combat. A highly versatile spell for mobility and combat strategy.
  • Disadvantages: Requires concentration, which can be broken if you take damage. Can be countered by creatures that can fly. Susceptible to being shot down by archers.

4. Haste

  • Advantages: Doubles a creature's speed, gives it an extra action, and grants it other benefits. A powerful buff that can turn the tide of combat. Excellent for supporting allies or for overwhelming enemies.
  • Disadvantages: Requires concentration. The target becomes lethargic if the spell ends. Can only target one creature.

5. Hold Person (3rd Level)

  • Advantages: Paralyzes a humanoid, making it unable to move or take actions. A powerful crowd-control spell. Great for disabling dangerous enemies.
  • Disadvantages: Only affects humanoids. The target can make a saving throw at the end of each of its turns to end the effect. The spell is broken if you or your companions attack the target.

6. Lightning Bolt

  • Advantages: Deals lightning damage in a line, which is great for hitting multiple enemies. Deals large amounts of damage in an area. Excellent for dealing with groups of enemies.
  • Disadvantages: The line can be blocked by obstacles. Lightning damage is resisted by some creatures. Doesn't deal more damage than Fireball.

7. Major Image

  • Advantages: Creates a visual illusion, allowing you to create complex and realistic illusions. It is great for tricking enemies or creating distractions.
  • Disadvantages: The illusion is easily dispelled if examined closely. Creatures can see through the illusion if they make an Intelligence (Investigation) check. Not useful in direct combat.

8. Slow

  • Advantages: Reduces a creature's speed and other actions. This is great for controlling the battlefield. Can hinder enemy attacks and movement.
  • Disadvantages: The target can make a saving throw to end the effect. Doesn't affect as many enemies as some other spells. Only effective against those who failed the saving throw.

9. Spirit Guardians

  • Advantages: Summons spirits that deal radiant or necrotic damage in an area, which is great for dealing damage to multiple enemies. An excellent combat spell. Deals high damage over time to those who enter the area.
  • Disadvantages: Affects both allies and enemies. The caster needs to remain in the area. Requires concentration.

10. Vampiric Touch

  • Advantages: Deals necrotic damage and heals you for half the damage dealt. Good for dealing damage and healing yourself simultaneously.
  • Disadvantages: Requires you to make a melee spell attack, putting you in close range. Healing can negate the damage. The effect is only temporary.

That's it, folks! This is just a glimpse of the spells in the PHB. With careful planning and clever use, you'll be well on your way to becoming a spellcasting legend! Have fun and happy adventuring! I hope this helps you become a better spellcaster.