Seventh-level spells in Dungeons & Dragons are among the most powerful tools in a spellcaster’s arsenal, offering incredible versatility and game-changing effects. These high-tier spells, available to experienced characters, can turn the tide of a battle, reshape reality, or provide solutions to otherwise impossible challenges.
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Dungeons & Dragons: The 18 Most Useful Second-Level Spells, Ranked
Even as a second-level player in Dungeons & Dragons you have quite a lot of power, you just need to know how to use it with these powerful spells.
No matter if you use arcane, divine, or nature-themed magic, seventh-level spells demand careful consideration, as their utility can vary depending on the situation. From devastating offensive options to strategic utility, these spells showcase the immense power available at this level. Here, we rank the most useful seventh-level spells to help optimize your spell slots.
8
Mordenkainen’s Magnificent Mansion
School |
Class |
Description |
---|---|---|
Conjuration |
Bard, Wizard |
Create an extradimensional mansion. |
Adventuring can be a hard job, especially when you are out in the wilderness and you need a place to rest. High-level players don’t really need to find an inn though, since they can summon their own dwellings by using a single spell slot.
Said dwellings, summoned by the spell Mordenkainen’s Magnificent Mansion, don’t occupy any space, since the mansion exists in an extradimensional space. The door leading to the mansion is imperceptible to anyone but you, so you can’t even be ambushed while resting there unless you’ve angered beings as powerful as gods.
7
Finger Of Death
School |
Class |
Description |
---|---|---|
Necromancy |
Sorcerer, Warlock, Wizard |
Deal heavy necrotic damage. |
Sometimes, you just need a spell to do decent damage against a single target, and that is what Finger of Death is all about. You aim at a creature, forcing them to make a Constitution saving throw and take 7D8 plus 30 necrotic damage on a failed save, or half as much on a successful one.
All that alone makes the spell worth it, but there is an additional effect if you manage to kill a humanoid with it. Said humanoid rises as a Zombie that follows your commands, no time limit attached, so the spell is a great way to slowly form an army of the undead.
6
Divine Word
School |
Class |
Description |
---|---|---|
Evocation |
Cleric |
Send creatures to their plane. |
At the point where players can access high-level spells, they are also facing threats from all over the planes. The usefulness of spells like Divine Word depends on the nature of your campaign since if you are on the material plane and often facing fiends or elementals, Divine Word can send them back to their plane with just a bonus action.
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Dungeons & Dragons: The 16 Most Useful Ninth-Level Spells, Ranked
Hitting level nine in Dungeons & Dragons could give you access to some incredible spells. Here are the best.
The spell can still target other creatures, but the effect will depend on their remaining hit points. If they have 50 hit points or less, they can possibly end up blinded, deafened and stunned, but if they have less than 20, they just die.
5
Plane Shift
School |
Class |
Description |
---|---|---|
Conjuration |
Cleric, Druid, Sorcerer, Warlock, Wizard |
Transport a group to a different plane of existence. |
Adventuring as a high level player might take you all across the multiverse, and while some campaigns make the interdimensional travel part of the adventure, others need the players to make it to their destination quickly. This is why Plane Shift exists, and also why it is available to so many classes.
If no one in your party can cast the spell, then you’ll often meet an NPC who can do so.
You also need careful communication with your party to know who should take the spell, since it can transport up to eight creatures. As such, the spell is better handled by clerics, druids or wizards, since warlocks and sorcerers learn too few spells in their career as it is.
4
Reverse Gravity
School |
Class |
Description |
---|---|---|
Transmutation |
Druid, Sorcerer, Wizard |
Create a large area where creatures fall upwards. |
The spell Reverse Gravity doesn’t deal damage on its own, relying on the surrounding terrain and affected creatures to maximize its potential. In most general cases, however, the spell is a great disruption tool, taking enemies out of a fight if they are exclusively melee focused.
Of course, you need to plan the placement of the spell carefully, since it can target allies. Still, starting the fight with this spell can be a great boon, letting you slam a group of enemies against the ceiling, only to later stop concentrating on the spell as a free action, having them take damage again when they fall to the ground.
3
Teleport
School |
Class |
Description |
---|---|---|
Conjuration |
Bard, Sorcerer, Wizard |
Teleport a group of people to a destination. |
Teleport is similar to Plane Shift in that it is mostly meant for transportation, but it has no material components and can only transport you to places within the plane you are currently on. The spell can fail, depending on how familiar you are with the destination in mind.
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Dungeons & Dragons: The Most Useful First-Level Spells, Ranked
There are a lot of different classes in Dungeons & Dragons that use magic, while there are many spells, these are the best first level ones.
The Dungeon Master rolls a D100 to know if there is a mishap, but only a result of one or five would be a negative outcome if you are very familiar with the destination. In contrast, if you are trying to teleport to a place you’ve only heard of, the chances of failure are between one and 43.
2
Forcecage
School |
Class |
Description |
---|---|---|
Evocation |
Bard, Warlock, Wizard |
Create an invisible cube trapping creatures inside. |
Once players have access to the Forcecage spell, the Dungeon Master will be forced to consider how the spell interacts with every encounter they design, since some dangerous creatures are rendered harmless by it. The spell creates an invisible force ten feet wide, trapping creatures that fit inside of it without being able to roll for a save.
Spell casters have some leeway here, being able to use magic to escape the cube if they pass a Charisma saving throw, but the escape isn’t guaranteed. More brutish enemies that depend on getting close to their targets will be completely nullified, hoping the caster loses concentration so they can join the fray again.
1
Simulacrum
School |
Class |
Description |
---|---|---|
Illusion |
Wizard |
Create a copy of a creature. |
This spell is more present in online discourse than in actual play, but the possibilities of what it can do are endless. You select one humanoid or beast and, after 12 hours, create a copy of them with the same stats, except it has half of its hit points and can’t take any form of rest.
The creation is friendly towards you, with most wizards creating copies of themselves so they can have a minion ready to cast many fireballs. However, you can also create copies of nearly any NPC, possibly gaining control of a nation by copying their monarch.
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