One of the best parts of Dungeons & Dragons: Honor Among Thieves is its visuals. The D&D film manages to bring to life the vivid descriptions and illustrations of Dungeons & Dragons spells that were once only contained within the confines of rulebooks. With spells such as Meteor Swarm, Witch Bolt, Force Barrier, and even trademark Magic Missile making their way to the big screen, fans of the TTRPG are excited to use the film’s scenes to visualize their experience.

However, more technically-adept players may have noticed the way some of the adventurers in the film used the spells in their arsenal. The spellcasters of Edgin’s crew have demonstrated some unique way of using their spells to their advantage. These methods are especially useful given their nature as thieves, which may work well for players who want to spice things up on their table. Here are some of the more creative ways Honor Among Thieves used spells that can help any player’s D&D experience.

This article contains spoilers for Dungeons & Dragons: Honor Among Thieves

7 Magnetism: Pickpocketing People

Simon in Honor Among Thieves

While former Harper member Edgin recruits people to his mission, audiences meet Simon, the Sorcerer descendant of the Wizard Elminster Aumar...who has somehow spent the rest of the past years doing parlor tricks and stealing on the side. When Edgin and Holga go to a show to meet with him, he's not just concentrating on pulling off illusion after illusion. He's also using Magnetism (Transmutation Level 1) to get jewelry off distracted audiences. When the shocking sight of Edgin and Holga catches Simon's attention, he loses focus and breaks his spells, revealing the trickery.

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Converting the film into a D&D session, this moment may be reproduced with Simon's player arguing that while Magnetism is a Concentration spell, a simple distracting spell like Prestidigitation (a Thaumaturgy Cantrip that's great for parlor tricks) isn't. There could also be a proposal where the Dungeon Master may allow Simon's player to do the thievery, provided they roll a Sleight of Hand (Acrobatics) check to ensure people don't sense their belongings being pulled away. That check might be made at Disdvantage due to the focus on both Magnetism and Prestidigitation. However, a counter-argument could be provided in that Prestidigitation is precisely what's used to distract the viewers in the first place, perhaps even giving the player Advantage.

6 Speak With Dead: Spammable Outside Combat

Speaking with Dead

Edgin and the gang eventually end up on an ancient battleground where Holga’s ancestors had buried the Helm of Disjunction. Thanks to a special Dungeons & Dragons trinket, Simon is able to cast Speak With Dead (Necromancy Level 3) that allows them to commune with the corpses with five questions at a time. The specificity of this condition leads to a hilarious sequence where Edgin and Simon ask a chain of skeletons before ending up with the clues they need.

It’s likely that the players at the table of the D&D movie had exploited the fact that the trinket didn’t specify any daily charges. They may have declared to the Dungeon Master that they’d likely wait for the trinket to regain its charges before spamming its use, so they may as well reveal the hints they need about the Helm.

5 Arcane Gate: Portal Gun Fun

Hither-Tither Staff

When Simon realizes that Holga is holding a Hither-Tither staff, he manages to tap into the spell hidden inside it: Arcane Gate (Conjuration Level 6). Despite its straightforward nature as a fantasy Portal Gun, this spell's sheer possibilities in usage make it an extremely powerful spell, hence its level. In fact, Simon immediately showcases its incredible potential. He can create portals anywhere within half a mile and within his vision, allowing him and the party to traverse obstacles and even outpace the rather chonky Themberchaud.

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However, the most creative use of the Arcane Gate in the film was seen in their mid-story heist. The Dungeons & Dragons characters decided to sneak in a painting with a portal inside. The team also exploits the staff's range in another stunt that had treasure fall out of a mouth of Lord Forge plastered on a hot air balloon.

4 Major Image: The Epic Fail To Fool The Guards

Edgin playign the Lute

When the party’s plan of inserting the portal-ized painting inside Lord Forge’s vault fails, they decide to force their way into Castle Never. This is done courtesy of Simon casting Major Image (Illusion Level 3) to distract the guards while everyone sneaks inside. The plan worked as intended, with holographic bard Edgin singing his way to amuse a gathering of guards, typical of his nature as a Bard in D&D. Unfortunately, when Simon’s foot gets stuck in near the entrance to the castle, he gets distracted and loses his Concentration.

This manifests in the holographic image of singing Edgin starting to repeat his lines, while his physical features bloat and shift to obscurity. When one of the guards manages to make their own Investigation (Intelligence) check to touch the illusion, the ruse is broken and the team is busted. While the usage of Major Image is unsuccessful in this situation, the manifestation of the illusion slowly going into overdrive as the caster fails his Concentration is a unique and humorous way of looking at the process.

3 Animate Objects: Secure Cannon Fodder First

A statue attacking the party

At the beginning of final battle with Sofina, the D&D Wizard descends from the arena in a fit of rage, unleashing attacks against the party. To deal with the pests in her plans, she decides to use a Dungeons & Dragons spell to animate a beast. This beast wreaks havoc throughout the plaza, chasing Edgin and the gang while Sofina confidently aims for the killing bite. That is, until a well-aimed shot from Doric’s slingshot breaks her Concentration and forces the creature to return to its statued state.

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Despite this short-lived usage of Animate Objects (Transmutation Level 5), this is an interesting depiction of the skill. For a Wizard that’s practically a glass cannon, it made sense for Sofina to use a minion instead of immediately dishing out the big guns and wasting her valuable spell slots.

2 Resilient Sphere: Like Hamsters They Go

Edgin and Holga

During the epic fight with Sofina, the Wizard of decides to get the physical attackers out of the way by transporting Edgin and Holga inside a Resilient Sphere (Evocation Level 4), which causes them to roll around Neverwinter rather hilariously throughout the ordeal. This depiction of the Evocation spell highlights its main uses and introduces a new one.

At its core, the Resilient Sphere can be used on virtually anyone, enclosing them in an impenetrable shimmering force sphere. Sofina uses this the other way around, though, trapping attackers and, since sphere-dwellers may game-legally roll the sphere like a hamster wheel, render them useless. After all, why waste time dodging puny attackers when they can be forced into a kindergarten time out?

1 Wall Of Force: Take Cover

Simon uses Wall of Force

When Sofina unleashes a powerful Meteor Swarm (Evocation Level 9) to the general direction of the party, Simon is able to block it almost immediately with Wall of Force (Evocation Level 5). With this spell, he conjures a barrier that is large enough for the rest of the party to take cover. The depiction of a Wall of Force as either an invisible wall or partial dome that is impervious to damage is fairly accurate. More surprising, though, is how Simon is immediately able to use the ability.

Normally, among D&D players, Counterspell (Abjuration Level 3) is the go-to defense against these kinds of powerful maneuvers. After all, this spell has a casting time of a Reaction, making it a rules-viable option to use. However, Simon demonstrates something players could do in their own Dungeons & Dragons gameplay: request to the Dungeon Master if it’s possible to prepare a specific spell (perhaps an Abjuration spell) as a Reaction.

Dungeons & Dragons: Honor Among Thieves was released on March 23, 2023.

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