by Claude Helper | Sep 25, 2026 | Spells
Level 6 Evocation spell available to Wizards. Ten turns of a solid wall that blocks movement and sight, 10d6 Cold to anything standing where it appears, and 10d6 Cold a turn to anyone who breaks through it. It is Wall of Stone that fights back.
Spell description: Raise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Cold per turn to creatures within.
Spell properties
- Damage: 10d6 Cold (wall) + 10d6 Cold per turn (cloud)
- Damage type: Cold
- Range: 18m (60ft)
- Area: 9m (30ft) line
- Duration: 10 turns
- Concentration spell
- Save: DEX save (half damage on success)
- Conditions applied: Creatures in the wall’s path take 10d6 Cold. Breaking the wall leaves an Ice Cloud dealing 10d6 Cold per turn (Constitution Saving Throw DC 16 for half).
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Wall of Ice at higher levels provides no additional benefits.
How to obtain Wall of Ice
Source item: Scroll of Wall of Ice
Raise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Cold per turn to creatures within.
On save: Targets still take half damage.
Duration: 10 turns
AoE: 9m (30ft) line A solid wall of ice pillars that blocks movement and line of sight. Creatures in its path when it appears take 10d6 Cold (Dexterity Saving Throw for half).
- When a section of the wall is broken, it leaves a cloud of frigid air.
- Creatures inside take 10d6 Cold damage per turn.
- Constitution Saving Throw (DC 16) for half damage.
When to cast Wall of Ice
Cast it on top of the enemy line. Anything standing in the wall’s path takes 10d6 immediately, and then the wall is between them and you. Enemies who smash through it are standing in a freezing cloud that does another 10d6 a turn.
Use it to split a fight. The wall blocks line of sight, so the archers and casters behind it cannot target your party, and the AI mostly either paths around or tries to break through. Both options cost them turns.
It is 9m long, shorter than Wall of Fire, and it is Concentration. The damage has fixed save DCs (15 for the wall, 16 for the cloud), which means your spell save DC gear does not help it but also that it stays reliable without it.
Cold is resisted by a fair number of late-game things and the cloud damage counts as non-magical for resistance purposes. Against fire enemies and devils it is superb. Against ice things, not so much.
by Claude Helper | Sep 25, 2026 | Spells
Level 6 Transmutation spell available to Sorcerers and Wizards. 10d6 plus a flat 40 Force to one target, an average of 75, and if that kills them they turn to dust. The catch is that a successful Dexterity save means nothing at all happens.
Spell description: A target that fails a Dexterity Saving Throw and is reduced to 0 Hit Points disintegrates into a crumbly ash.
Spell properties
- Damage: 10d6 + 40 Force
- Damage type: Force
- Range: 9m (30ft)
- Save: DEX save (no damage on success)
- Conditions applied: A target reduced to 0 Hit Points is disintegrated and cannot be revived. Its loot survives.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Disintegrate at higher levels provides no additional benefits.
How to obtain Disintegrate
- Sorcerer, Wizard at Class level 11
Source item: Scroll of Disintegrate
A target that fails a Dexterity Saving Throw and is reduced to 0 Hit Points disintegrates into a crumbly ash.
On save: The spell has no effect.
When to cast Disintegrate
Cast it to finish something. The damage is enormous for a single target and Force is resisted by almost nothing, so on a wounded boss or a dangerous lieutenant it is the closest thing to a kill button a caster has. Anything that dies to it cannot be revived by the enemy either.
The all-or-nothing save is the problem. A Dexterity save is the one most enemies are decent at, and a pass means you wasted a Level 6 slot. Cast it on things that cannot dodge: Held, Stunned, Sleeping, Prone, or otherwise Paralysed targets auto-fail Dexterity saves, and then it always lands.
That makes it a combo spell. Hold Monster or Hold Person on turn one, Disintegrate on turn two. Your melee gets the crits and your caster gets a guaranteed 75.
It also disintegrates objects, doors, and walls, including some that are otherwise in your way. The range is only 9m, so get close first.
by Claude Helper | Sep 25, 2026 | Spells
Level 5 Conjuration spell available to Sorcerers and Wizards. A 6m cloud of poison that does 5d8 a turn to everything inside it for ten turns, and you can move it every turn without spending another slot. It is a slow-motion Fireball that keeps going.
Spell description: Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it.
Spell properties
- Damage: 5d8 Poison per turn
- Damage type: Poison
- Range: 18m (60ft)
- Area: 6m (20ft) radius
- Duration: 10 turns
- Concentration spell
- Save: CON save (half damage on success)
- Conditions applied: Cloudkill. Creatures inside take 5d8 Poison per turn and are Heavily Obscured. The cloud can be recast each turn without a Spell Slot to move it.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Deals an extra 1d8 Poison damage for each spell slot level above the 5th.
How to obtain Cloudkill
- Sorcerer, Wizard at Class level 9
- Circle of the Spores Druids (Circle spell), Circle of the Land Druids (Swamp or Underdark), and Death Domain Clerics (Domain spell) at Class level 9
Source items: Markoheshkir, Scroll of Cloudkill
Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it.
On save: Targets still take half damage.
Duration: 10 turns
AoE: 6m (20ft) radius A poisonous cloud that Heavily Obscures everything inside it. While you Concentrate, you can recast Cloudkill without a Spell Slot to move the cloud (9m range on the recast).
- While inside the cloud, the creature takes 5d8 Poison damage every turn.
- Constitution Saving Throw for half damage.
- Creatures immune to the Poisoned condition, including anyone under Heroes’ Feast, take no damage.
When to cast Cloudkill
Cast it on a group and then keep pushing it onto them. The recast is free while you Concentrate, so every turn you spend an Action to drag the cloud wherever the enemies ran to. Over four or five turns it does far more total damage than any single blast.
It also blocks vision. Heavily Obscured means archers and casters inside the cloud cannot see out and nobody can see in, which shuts down a ranged enemy line while poisoning them.
The weakness is Poison. Undead, constructs, and a lot of Act Two shrug it off, and anything Poison-immune takes nothing at all. Check the enemy roster first, and do not walk your own party into it, because it hurts you exactly the same.
Upcasting to Level 6 is currently bugged and makes the cloud invisible, which sounds funny until enemies stop trying to leave it. Cast it at Level 5.
by Claude Helper | Sep 25, 2026 | Spells
Level 4 Illusion spell available to Bards, Sorcerers, and Wizards. Ten turns of Invisibility that does not automatically end when you attack. Advantage on every attack you make, Disadvantage on every attack against you, for as long as the Stealth checks hold.
Spell description: Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells, or interacting with items.
Spell properties
- Range: Melee: 1.5m (5ft)
- Duration: 10 turns
- Concentration spell
- Conditions applied: Greater Invisibility. Attacks against the creature have Disadvantage, its own attacks have Advantage, and acting only breaks it on a failed Stealth Check.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Greater Invisibility at higher levels provides no additional benefits.
How to obtain Greater Invisibility
- Bard, Sorcerer, Wizard at Class level 7
- Circle of the Land Druids (Underdark) and The Archfey and The Hexblade Warlocks at Class level 7
Source item: Scroll of Greater Invisibility
When to cast Greater Invisibility
Put it on the character who attacks the most. A Fighter with three attacks per turn, or a Rogue who wants Sneak Attack on every swing, gets Advantage on all of them. Advantage on the attacker plus Disadvantage on everyone hitting back is close to the best buff in the game.
The Stealth checks start at DC 15 and go up by one each time you pass, so it will eventually fail, but on a character with decent Dexterity you get a good few turns out of it. In Honour mode the DC climbs much faster, so expect fewer.
It is touch range and Concentration. Your caster has to walk up to the target, and then has to not get hit for ten turns, which is easier when the enemy cannot see the thing that is killing them.
A Rogue with this up gets Advantage, and Advantage means Sneak Attack triggers on its own without a flanking ally. That is the combo to build a turn around.
by Claude Helper | Sep 25, 2026 | Spells
Level 4 Enchantment spell available to Druids and Sorcerers. Pick a beast, it fails a Wisdom save, and it is on your side for ten turns. Beasts have awful Wisdom, so it lands a lot, and the big ones hit a lot harder than anything you could summon at this level.
Spell description: Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Concentration spell
- Save: WIS save
- Conditions applied: Dominated. The beast follows you and fights your enemies for 10 turns. It repeats the save whenever it takes damage.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Dominate Beast at higher levels provides no additional benefits.
How to obtain Dominate Beast
- Druid, Sorcerer at Class level 7
- Nature Domain Clerics (Domain spell), Circle of the Land Druids (Mountain or Underdark), and The Archfey, The Great Old One, and The Hexblade Warlocks at Class level 7
- Bard via Magical Secrets at Class level 10
Source item: Keepsake Ring
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
Duration: 10 turns - The beast follows and fights alongside the caster.
- Every time it takes damage, it may break free with a successful Wisdom Saving Throw.
- The beast is not directly controllable like a summon.
When to cast Dominate Beast
Cast it on the biggest beast in the fight. An owlbear, a bulette, a pack of gnolls’ hyenas, whatever is scariest. You remove it from the enemy side and add it to yours in one Action, which is a bigger swing than any damage spell at this level.
The Dominated creature fights on its own. You do not get to control it, it just follows you and attacks your enemies. That is fine most of the time, though it will sometimes pick a target you would not have.
The catch is the repeat save on damage. Every time the beast gets hit it rolls again, and beasts fighting on the frontline get hit a lot. Tell your party to leave it alone and let the enemy be the one to break your Concentration.
It only works on beasts. Humanoids need Dominate Person, and the aberrations and undead of Act Two are out of the question. Check the creature type before you spend the slot.