Summary
Casting spells can be one of the most fun things to do in anyDungeons & Dragonscampaign. Whether you’re a crafty wizard or a wise druid, there are plenty of super-powerful spells you can use to your advantage. If you know how to use your abilities right, you can even turn the tide of combat.
And even outside of combat, casting the right spell can get you out of tricky roleplay situations. But, which spells are the best to truly break your DM’s mind? For this list, we’re looking at a variety of sourcebooks for the most impactful, powerful spells out there. Here are ten completely broken D&D spells.
Updated July 03, 2025, by Jack Filsinger:Between intense damage-doers and restorative boons for your team, great spellcasters know exactly how to utilize broken spells to turn the tables in their favor. We’ve updated this list with a few additional spells that are completely broken, if not some of the most powerful spells in D&D so that you’re able to become the best spellcaster at your table.
3rd-level transmutation
Verbal, Somatic
Have you ever missed an attack and nearly rage quit? If so, Lightning Arrow is the spell for you. If your attack hits or even misses a target, you can cast this spell as a bonus action, and the weapon or ammunition you’re using will transform into a lightning bolt.
Instead of taking the usual damage from the previous attack, the target instead takes 4d8 lightning damage on a hit, or, half as much on a miss. Additionally, targets within 10 feet take 2d8 lightning damage if they fail a Dex save. This is a great spell for finishing off enemies after a miss or exposing targets who are vulnerable to lightning damage in particular.
5th-level abjuration
Simple, yet effective, Mass Cure Wounds allows you to send out a wave of healing energy from a point within 60 feet of you. From there, you may choose six creatures in a 30-foot-radius sphere. Each target gains 5d8 points of healing plus your spellcasting modifier.
What’s really broken about Mass Cure Wounds is the range and shape. Normally, Cure Wounds is a touch spell. But this version of the spell can be cast in a large range. And, because the spell’s shape is that of a sphere, you’re able to hit a wide range of creatures (even flying ones) by placing your sphere correctly.
7th-level evocation
Verbal, Somatic, Material (a miniature sword worth at least 250 gp)
Sometimes, even the squishiest spell casters need some melee attacks in their arsenal. Mordenkainen’s Sword allows you to create a spectral sword that makes a 4d12 force damage melee attack on a target within range. On bonus actions, you can move the sword up to 30 feet and repeat the attack.
Any spell that allows you to make better use of your bonus action is great for your action economy, particularly for a spellcaster. The only downside to this spell is that it requires concentration, but with the right feats, you may output tons of extra damage each turn. Plus, you can cast this sword up to 90 feet away from the get-go, keeping weaker spellcasters safe from harm.
6th-level evocation
Verbal, Somatic, Material (a miniature crystal sphere)
Otiluke’s Freezing Sphere is an amazing evocation spell that has a lot of utility and creative strategy worth implementing. At its core, this spell allows you to create a 60-foot sphere of 10d6 cold damage (enemies get the chance to make a Con save). But, there are additional benefits as well.
You can use this spell to freeze an entire body of water (up to a depth of 6 inches over the range of a 30-foot square), potentially trapping and restraining enemies beneath the surface. You can also hold the evocation effect of this spell, instead producing a small globe that you can hurl at enemies later on in the fight, or even hand off to an ally for their use.
7th-level enchantment
Verbal
This spell is really simple to use, but can quickly turn the tide of battle. This spell allows you to fortify up to six creatures that you can see within a range of 60 feet, bestowing 120 temporary hit points upon them. You get to choose how you divide these hit points up.
This means, you could potentially just give one creature 120 temporary hit points, which is great for turning your allies into busted melee combatants. Or, you could just barely save a bunch of allies from death’s door by buffing them before devastating AoE attacks.
5th-level conjuration
Verbal, Somatic, Material (varies depending on the element)
Summoning spells are often extremely underrated. Conjuring elementals can really increase action economy for druids. By casting thisspell at fifth level, you can conjure an elemental with a challenge rating of five or below.
This means, for example, you can summon a fire elemental. Summoning a fire elemental not only gives you more turns in combat, but also gives you the chance to set enemies on fire. This forces combatants to take 1d10 fire damage for each round they’re still ignited. Stacking this effect can really boost your party’s chances.
4th-level conjuration
Verbal, Somatic, Material (a vial of blood)
This is another summoning spell that is not to be overlooked. Summon Greater Demon allows you to summon a demon that is loyal to you at a challenge rating of five or below. Though the demon gets to save each turn to try to break free of your will, if you know the demon’s name, you may give it disadvantage, keeping it on your side.
The brokenness of this spell also comes from action economy. If you summon a Barlgura, for example, you can get three extra attacks by using this creature’s stat block. For wizards or other casters who prefer to stay in the backline, this can be incredibly helpful.
2nd-level conjuration
Verbal, Somatic, Material (tallow, brimstone, and iron)
Though just a second-level spell, this elemental spell packs a mighty punch. When you cast this spell, you conjure a flaming sphere of fire five feet in diameter that lasts for one minute. This is, of course, providing you maintain concentration.
What’s great about this spell is that if you maintain concentration, you can move it as a bonus action. This means that even while you’re taking other actions during combat, you can use your bonus action to ignite the battlefield and do additional damage to enemies all without spending another spell slot.
2nd-level necromancy
Verbal, Somatic, Material (a withered vine)
This is one of those rare spells thatwizards and sorcererscan take to give them some ability to heal during battle. When you cast Wither & Bloom, a 10-foot sphere appears at a point within 60 feet of you. In this sphere (which can, in theory, pick off enemies above you), each creature you choose takes 2d6 necrotic damage on a failed save and half as much on a successful one.
The real brokenness of this spell lies in the fact that you can also heal an ally within this sphere at the same time! As you cast at higher levels, this spell can really prove impactful. Each level up from second you cast this spell allows you to increase damage and healing.
6th-level necromancy
Verbal, Somatic, Material (a gem or crystal worth 500 gp)
Magic Jar is more just fun than anything else. But, that doesn’t mean you may’t get creative with it to really fry your DM’s brain. The only downside to this spell is it’s pretty high level and only available to wizards. Magic Jar allows you to remove your soul from your body and enter a jar. In the jar, you are aware of your surroundings. As an action, you can then end the spell and return to your body, or you can enter the body of another being.
If they fail their Charisma saving throw, you can possess their body and gain their stat block. There’s a lot of potential for creative problem-solving with Magic Jar. If you can cast this right before combat, you can potentially turn the tide of an encounter by possessing your enemy right out of the gate. You can also use the jar to spy on adversaries.