The universe of Dungeons & Dragons is brimming with wondrous and powerful magic. There are countless spells from various schools for characters to master and utilize. However, this great power is difficult to wield, and requires practice and discipline. Before one can cast the most complex spells, one must first master the basics.

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A skilled caster can utilize even "weaker" spells to their maximum potential. However, some low-level magic, regardless of their wielder, holds power unlike any other. These spells have astounding effects that prove effective even at higher levels. Thus, they are more than deserving of a spot in a D&D caster's arsenal of magic.

10 Absorb Elements

Absorb Elements Spell
  • Level: 1st
  • Casting Time: 1 Reaction
  • Range/Area: Self
  • Components: Somatic
  • Duration: 1 Round
  • School: Abjuration
  • Attack/Save: None
  • Damage/Effect: 1d6 acid, cold, fire, lightning, or thunder damage

The elements of Dungeons & Dragons are few, but each holds the ability to deter, damage, and destroy. Thus, it is of utmost importance to protect oneself against them. While there are many ways to do so, Absorb Elements does it most effectively. Not only does this spell fend against the elements, but it uses them to harm enemies as well.

When exposed to powerful elemental energy, one can use Absorb Elements to lessen the effects. Doing so grants the caster resistance to the respective element and stores it. The next melee attack the caster makes will then inflict elemental damage of the type stored.

9 Bless

Bless Spell
  • Level: 1st
  • Casting Time: 1 Action
  • Range/Area: 30 ft
  • Components: Verbal, Somatic, Material (a sprinkling of holy water)
  • Duration: 1 Minute (Concentration)
  • School: Enchantment
  • Attack/Save: None
  • Damage/Effect: Buff

Using magic to support others is a noble and effective strategy. Many spells can offer aid to others, but few are as simple and as beneficial as Bless. This spell grants numerous allies — and possibly the caster — a boost to their innate skill, and furthers their chances of success.

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Calling upon divine energy, one can bestow a blessing upon companions or oneself. This godly boon allows one to increase their attack rolls and saving throws. Doing so can guarantee a successful roll, turning the odds in one's favor.

8 Command

Command Spell
  • Level: 1st
  • Casting Time: 1 Action
  • Range/Area: 60 ft
  • Components: Verbal
  • Duration: 1 Round
  • School: Enchantment
  • Attack/Save: Wisdom Save
  • Damage/Effect: Prone

Holding sway over one's actions is a power unlike any other. Of the few mind-control spells that exist in D&D, by far the most versatile is Command. This simple yet immensely adaptable spell allows its caster to influence nearly any action of the target.

Upon encroaching a target's mind, one can issue a one-word command that does not directly inflict harm; i.e. a target cannot be ordered to die. So long as the target is able, it must follow this order to the best of its ability. While the effect of this spell seems mundane, it can put enemies at a significant disadvantage.

7 Counterspell

Counterspell Spell
  • Level: 3rd
  • Casting Time: 1 Reaction
  • Range/Area: 60 ft
  • Components: Somatic
  • Duration: Instantaneous
  • School: Abjuration
  • Attack/Save: None
  • Damage/Effect: Negation

Magic is abundant in the D&D world, and as such, countless individuals wield its power. Thus, casters should prepare to engage with other equally powerful magic users. There are numerous ways one could go about this, but Counterspell is an effective option. This spell boasts the simple yet powerful ability to negate another's magic.

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While another caster is preparing a spell, the player can use Counterspell to interrupt the process. This spell instantly nullifies weaker magic and can potentially neutralize those of greater power. Thus, it can effectively prevent an opposing caster from casting powerful spells, i.e., Meteor Swarm, Teleport, Mass Heal, and more.

6 Feather Fall

Feather Fall Spell
  • Level: 1st
  • Casting Time: 1 Reaction
  • Range/Area: 60 ft
  • Components: Verbal, Material (a small feather or piece of down)
  • Duration: 1 Minute
  • School: Transmutation
  • Attack/Save: None
  • Damage/Effect: Utility, Exploration

Dungeons & Dragons holds many dangers, some of which are purely environmental. A common yet deadly natural hazard is tremendous heights from which one could fall and die. Spells to counter this danger are rare, and Feather Fall is the most effective of these few. This spell slows a quick descent, allowing one to survive an otherwise life-threatening fall.

Whenever the player or their ally falls, they can call upon magic to significantly decelerate their drop. This spell completely negates fall damage and can target up to five falling creatures, including the caster. In most situations, it can save an average-sized party from most fatal descents.

5 Fireball

Fireball Spell
  • Level: 3rd
  • Casting Time: 1 Action
  • Range/Area: 150 ft (20 ft Sphere)
  • Components: Verbal, Somatic, Material (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • School: Evocation
  • Attack/Save: Dexterity Save
  • Damage/Effect: 8d6 fire damage

There are numerous spells in Dungeons & Dragons that are as iconic as the game itself. These noteworthy spells include Eldritch Blast, Mage Hand, and Magic Missile. However, all pale in comparison to the infamous and somewhat overpowered spell, Fireball. This spell can deal significant, widespread fire damage that can eradicate entire groups of enemies.

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By harnessing destructive thermal energy, a caster can unleash a devasting ball of scorching flame. Those unable to avoid the spell endure its blazing arcane power and often succumb to its intensity. It is understandably an assured addition to nearly any caster's arsenal of magic.

4 Heat Metal

Heat Metal Spell
  • Level: 2nd
  • Casting Time: 1 Action
  • Range/Area: 60 ft
  • Components: Verbal, Somatic, Material (a piece of iron and a flame)
  • Duration: 1 Minute (Concentration)
  • School: Transmutation
  • Attack/Save: None
  • Damage/Effect: 2d8 fire damage

Many D&D spells can debilitate enemies dramatically, hindering foes to the extent of rendering them useless. By far the most effective of these is Heat Metal. This spell succeeds at doing what its name suggests: Any metal object worn/wielded by a creature that the caster can see may be heated until it glows red hot.

Upon reaching extreme temperatures, the metal object burns whatever creature it touches, dealing significant fire damage. Moreover, if the creature does not dispose of the metal object, they receive disadvantage on attack rolls and ability checks. Heat Metal is a great way to deter and disarm martial-oriented foes, and ultimately defeat them.

3 Pass Without Trace

Pass Without Trace Spell
  • Level: 2nd
  • Casting Time: 1 Action
  • Range/Area: Self
  • Components: Verbal, Somatic, Material (ashes from a burned leaf of mistletoe and a sprig of spruce)
  • Duration: 1 Hour (Concentration)
  • School: Abjuration
  • Attack/Save: None
  • Damage/Effect: Buff, Exploration

Stealth plays a vital role in D&D, and either ends very well or very badly. Several spells can make even the clunkiest characters sneaky, but none are quite as effective nor as versatile as the spell Pass Without Trace. This spell vastly improves the covertness of whoever the caster targets, including themselves.

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Those affected by the spell are shrouded in shadow and emit supernatural silence. Characters targeted receive a +10 bonus to Stealth checks and are immune to magical means of tracking. Unless a player rolls terribly, success on Stealth checks is almost always guaranteed.

2 Shield

Shield Spell
  • Level: 1st
  • Casting Time: 1 Reaction
  • Range/Area: Self
  • Components: Verbal, Somatic
  • Duration: 1 Round
  • School: Abjuration
  • Attack/Save: None
  • Damage/Effect: Warding

A strong defense is just as vital — if not more so — as offense. Numerous spells work to fortify one's defenses, making them much more capable of enduring damage. Of these, the spell Shield is the most useful and readily available. it can fend against nearly any oncoming blow, whether melee or ranged.

As a reaction, one can create a barrier of arcane energy. This magical blockade grants its caster a +5 bonus to Armor Class and negates the spell Magic Missile. Thus, this increased protection can help one avoid potentially fatal attacks entirely.

1 Spiritual Weapon

Spiritual Weapon Spell
  • Level: 2nd
  • Casting Time: 1 Bonus Action
  • Range/Area: 60 ft
  • Components: Verbal, Somatic
  • Duration: 1 Minute
  • School: Evocation
  • Attack/Save: Melee
  • Damage/Effect: 1d8 force damage, plus the caster's spellcasting ability modifier

It's always helpful to have some means of dealing continuous damage to enemies, and innumerable spells can achieve that goal. Of these spells, however, few are as impressive as Spiritual Weapon. This spell creates an arcane weapon that is capable of moving and attacking.

This spectral weapon can move and attack freely, unhindered by a weapon's typical boundaries. Thus, it can reach most enemies, and inflict adequate damage continuously through a bonus action.

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