Most Broken Spells in Dungeons & Dragons 5e

For fans of Spellcasting builds in TTRPGs, the introduction of Seasonal releases in Dungeons & Dragons starting in 2026 has the potential to give their magic users a constant wave of new Spells to learn and play with. In fact, players who know how to tinker with their builds know some of these upcoming Spells can potentially become game-breaking if they know how to play with the rules correctly.

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However, even before new seasonal content arrives on campaign tables, there are already some Spells in D&D 5e and the 2024 Revised Edition with game-breaking potential. For Spellcasters who know how to manipulate the fabric of reality itself, such Spells are must-haves in their arsenal. Surprisingly enough, some of these Spells are even slept on – that is, until Spellcasters read the fine print.

10

Contagion

Nerfed Stunlock Can Still Make For An Annoying Spell

Cloudkill card from Magic the Gathering Source – Wizards of the Coast

Many Spells in the 2024 Revised Edition received their fair share of nerfs, with Contagion being one of them. Its 2014 counterpart is a behemoth of a 5th-Level Necromancy Spell – potentially stunlocking bosses who fail CON Saves. When cast, the 2014 variant of Contagion can inflict an affliction on the target – basically, Disadvantage to checks involving an Attribute and a secondary effect. Among these afflictions, Slimy Doom is the most effective, as its CON Disadvantage comes with a stun whenever the target takes damage.

The 2024 variant of Contagion isn’t as potent, but still makes for a mean Spell. When cast, Contagion still requires the initial CON Save, but this time around, the price for failure is 11d8 Necrotic Damage, the Poisoned Condition, and Disadvantage on Saves with a chosen Ability. Poisoned, in itself, forces Disadvantage on all Attack Rolls and Ability Checks of the target, so forcing an additional Disadvantage on CHA Saves can make Contagion a difficult Spell to break out of.

9

Spirit Guardians

Activation Difference Transforms Defense Into Lawnmowers

Sheltered by Ghosts card from Magic the Gathering Source – Wizards of the Coast

Clerics who want a bit of an extra “layer” between them and foes could always cast Spirit Guardians to have their Spellcaster’s back in tight encounters. Not only do they halve the Speed of creatures that enter their 15-foot space, but the 2014 iteration can also deal 3d8 Damage to creatures that move into or start their turn in the space if they fail a WIS Save. The 2024 version classifies the Spirit Guardians as more of a lawnmower, as the damage dealt by a failed WIS Save remains the same, but the conditions have changed.

The 2024 Spirit Guardians still follow the player, but instead of the Save triggering when enemies start or move into the space, it’s the other way around: when the Spirit Guardians “enter” a creature’s space, as well as whenever they enter the Spirit Guardians’ space or end their turn there. While there’s a caveat of this WIS Save only proccing once per turn, it’s still a hefty 3d8 Damage.

8

Simulacrum

A Nifty Cloning Tool, If Not For Its Infinite Loop

Elminster's Simulacrum card from Magic the Gathering Source – Wizards of the Coast-

Considered as one of the most broken Spells in the first outing of Fifth Edition, Simulacrum remains a debated choice for Spellcasters due to its potential for head-scratching moments. Most notably attached to Simulacrum is the infinite clone exploit, where a Spellcaster with a 9th-Level Spell Slot can cast Simulacrum (7th-Level) to create a duplicate of themselves (sans the Spell Slot spent for Simulacrum), use that copy’s 9th-Level Spell Slot to cast Wish and perform its basic spell-replication effect to “mimic” Simulacrum onto the original, creating a second copy with an unspent 9th-Level Spell Slot and so on.

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Granted, the 2024 Simulacrum now disallows the copy to cast Simulacrum and the original casting the Spell again, destroying the initial copy. However, nowhere did the errata indicate that the copy cannot use Wish to “mimic” the effects of Simulacrum, as this is merely just casting Wish with a “different” outcome. Even when not used to infinitely duplicate the caster, Simulacrum can be exceptionally powerful when used to mimic other individuals – such as a Big Bad and even their lieutenants, or a well-optimized party member for double the damage potential.

7

Animal Shapes

Imagine Turning Critters Into Large Beasts

Wild Shapes card from Magic the Gathering Source – Wizards of the Coast

Transformation is the bread and butter of the Druid in Dungeons & Dragons, and Animal Shapes is an 8th-Level Transmutation that takes things to the next level. There are hardly any big changes between the 2014 and 2024 iterations of the Spell, making both versions open to some abuse. Three reasons are given for this fun usage: any number of willing creatures can become targets, each becomes a Large or smaller Beast of the player’s choice, and a Magic Action in subsequent turns can transform all targets into new creatures.

Provided the targets fit the 30-minute range, players can transform a small unit of soldiers into creatures to fight on their behalf. If humanoids end up complaining about a little heroism, Druids can carry a bag of rats, cast Animal Friendship on them, and transform them into Large Beasts that effectively transform encounters into a stampede or force DMs to implement mob mechanics in larger fights. If the transformed creatures aren’t killed (to revert to their original forms), players can cast Animal Shapes again to transform them into yet another creature with full stats.

Find all 10 pairs

Find all 10 pairs

6

Forcecage

​​​​​​​A Tough Prison To Get Out Of

Forcecage card from Magic the Gathering Source – Wizards of the Coast

Already infamous for being a boss-breaking Spell in the original 2014 iteration of Fifth Edition, Forcecage in the 2024 Revised Edition remains a powerful asset for players who want an ace in the hole against tougher encounters. Granted, its new 1,500 GP component minimum and Concentration requirement can make this 7th-Level Evocation Spell on the ridiculously costly side. However, its limited counters make Forcecage quite a difficult Spell to overcome. For starters, the 7th-Level nature of the Spell makes it challenging to Counterspell – especially for more powerful monsters with a limited ability list.

Beyond Counterspell, Disintegrate could also eliminate a Forcecage – but aside from the fact that it’s a 6th-Level Transmutation Spell, Disintegrate also needs line of sight to see. This means they have to have some way of seeing invisibility to even recognize the Forcecage. Enemies do have the easy way out of teleporting outside the Forcecage, provided they win a Charisma Save and even possess a teleportation Spell. Then again, losing said CHA Save wastes the teleportation Spell. They also can’t travel to the Ethereal Plane, as Forcecage blocks it.

5

Silvery Barbs

​​​​​​​An Accessible Counterspell Replacement

Silvery Barbs from D&D Beyond

Players who want to wait for Counterspell to ruin an enemy caster’s turn could just as easily do it with Silvery Barbs, a 1st-Level Enchantment from “Strixhaven: A Curriculum of Chaos” that uses a Reaction to force a creature to reroll their recent d20 roll and use the lower result. Then, as part of the same Reaction, the caster can choose another creature within range so they have an Advantage on their next d20 roll within the next minute.

This two-for-one Reaction makes Silvery Barbs even more potent than the Lucky Feat, as there’s no need to use it before making the affected roll. Plus, players can simply wait for the enemy to roll a Natural 20 and force a reroll there, which can likely save the party from a lot of undesirable outcomes. The only real caveat here is adjustments to 2024’s action rulesets, as a Spellcaster can’t use Silvery Barbs to bolster their own Spellcasting – but that won’t stop any other Spellcaster from boosting the player with their own Silvery Barbs.

4

Chromatic Orb

​​​​​​​Instantly Damage Another Creature On Double Rolls

Warding Orb card from Magic the Gathering Source – Wizards of the Coast

Some changes to Spells with the 2024 Player’s Handbook don’t result in overhauls, just modifications – and in the case of Chromatic Orb, it’s one that turns it into quite the powerful asset for Spellcasters. Players can still select the “type” of Chromatic Orb they’re creating upon casting. However, the 2024 version of the Spell now allows it to “jump” to another creature within 30 feet if they roll the same number on at least two damage dice.

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The math in this can get ridiculous quickly, as even casting with a 3rd-Level Spell Slot gives it around 80% chance of rolling doubles (90% at 4th-Level, higher 90% for 5th and 6th, practically guaranteed beyond that). At 7th-Level, hitting a target means dealing 9d8 Damage each to eight targets that are 30 feet away from each other. This is on top of the fact that the rules don’t specify that friendly fire is an exception to the spell-jumping, so any melee allies can theoretically get hurt as well.

3

Witch Bolt

​​​​​​​Get A Free Damaging Spell After The Fact

Witch Bolt card from Magic the Gathering Source – Wizards of the Coast

One of the best demonstrations of “brokenness” in a Dungeons & Dragons Spell is through subtlety, something exemplified by the buff for Witch Bolt that transforms it into one of the 2024 Revised Edition’s best abilities. What’s more impressive is how Witch Bolt’s status elevated from “barely useful” to “must-have” with just three minor adjustments: that its range increased from 30 feet to 60 feet, that the 1d12 Lightning Damage can be triggered in subsequent turns using a Bonus Action instead of a whole Action, and that the subsequent damage can be triggered even if the first instance of Witch Bolt didn’t hit.

These buffs make Witch Bolt a more reliable Spell overall compared to Chromatic Orb, as the guaranteed 1d12 Lightning Damage every turn only costs a Bonus Action without having to spend yet another 1st-Level Spell Slot. While Chromatic Orb does deal more damage at base with 3d8, this always costs a 1st-Level Spell Slot, with the only shot of hitting another target only happening on a double damage roll.

2

Conjure Animals

​​​​​​​Create An Invincible Cannon Fodder

Sunshower Druid card from Magic the Gathering Source – Wizards of the Coast

Dungeon Masters know the kind of pain their Druids can cause when they default to summons as solutions to inconvenient situations, of which Conjure Animals is often the poster child. Both its 2014 and 2024 counterparts do the same thing: summon creatures at the Druid’s behest. However, what makes Conjure Animals a rather “game-breaking” Spell is the choice of which iteration the Dungeon Master is willing to tolerate, because both can be quite the annoying Spell to deal with.

For starters, 2014 Conjure Animals can give players up to eight CR 1/4 creatures with separate stat blocks and separate initiatives – effectively meat shields, cannon fodder, or even maze bait. Alternatively, two CR 1 or four CR 1/2 creatures could be conjured for exploration. If DMs don’t want to deal with the hassle of up to eight new combatants in an encounter, the 2024 Conjure Animals can provide some reprieve. This time, it’s just a Large pack with no HP and acts on the caster’s turn. However, it’s intangible and practically indestructible, and can force DEX Saves on any creature inside, and that moves into a 10-foot radius, of which failing takes 3d10 Slashing Damage. For a 3rd-Level Conjuration Spell, either choice can give a massive advantage for the party.

1

Conjure Minor Elemental

​​​​​​​Turn A Literal Force Of Nature Into A Beefy Ally

Fire Elemental card from Magic the Gathering Source – Wizards of the Coast

With the 2024 Player’s Handbook introducing a lot of changes to gameplay, it’s no surprise some Spells would receive their fair share of buffs, chief among them Conjure Minor Elemental. Flavor-wise, the elemental becomes a literal force of nature – but mechanically, it can get broken very quickly. For starters, the 4th-Level Spell creates a 15-foot emanation for 10 minutes, demanding Concentration. It’s treated as a difficult terrain for the most part, and when it does attack, it deals 2d8 Damage of the player’s choosing.

However, Conjure Minor Elemental starts to become rather overpowered as players level up. This is because the 2d8 Damage actually scales for each Spell Level above 4th – theoretically upcasting it to up to 10d8 with an 8th-Level Spell Slot. Now imagine having that Minor Elemental cast a 7th-Level Scorching Ray – which means it dishes out eight bolts that deal 2d6 + 10d8 Damage each, potentially dealing 416 Damage in total.

Dungeons & Dragons

Created by

E. Gary Gygax, Dave Arneson

Movie

Dungeons & Dragons: Honor Among Thieves

Creation Year

1974


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