D&D: 10 best spell combos to surprise DMs

With hundreds of different spells in Dungeons and Dragons, multiple combinations can wreak havoc in the game. Being a high fantasy role-playing game, magic is a versatile and creative aspect of D&D. It can be a bit intimidating at first, but once players master it, there are a lot of powerful spells that they can use.

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As players improve with the system, they will soon learn that the combination of many different spells can create deadly and valuable combos. Some spells can complement each other for practical benefit, while others are often instant kills if played well.

ten Dress up / Friends – Make quick friends with fewer enemies

Disguise of self / friends is relatively easy to achieve as a wizard or bard would perform this combo. Initially, the caster would cast Disguise on himself, then before approaching his target, he would cast Friends at the target.

What makes this great is that friends always have a negative advantage: the target knows the friends have been cast at them and immediately knows the caster has cast them. But if the launcher is in disguise, the target will be looking for someone who doesn’t exist.

9 Fat Cloud / Fog – Good spells for a quick getaway

Grease / Fog Cloud is great for a wizard who needs to escape while making it harder for enemies chasing them. First, the wizard would throw Fog Cloud in front of his enemies, and then shortly thereafter, throw Grease into the Fog Cloud area.

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The fog cloud will make the area heavily obscured, causing enemies to be blinded and thus automatically fail any checks that require sight. If enemies can’t see the fat, they automatically fail and lie down.

8 Hex / Scorching Ray – Makes a wizard even more dangerous

Hex / Scorching Ray is somewhat limited to a demon or genie, but still very useful. The warlock would cast a spell on his target that inflicts an additional 1d6 necrotic damage to any attack he makes.

Then the warlock would cast Burning Beam, which projects three beams of fire at the target, and if each beam lands, it inflicts 2d6 fire damage. So at the lower level cast for the two spells, the warlock can potentially deal 9d6 damage to a single target.

7 Spike Growth / Thorin Whip – A Devastating Combination For Plant Lovers

D&D Druid in Woods With Creature

Spike Growth / Thorin Whip is the reason why angry druid is terrible. A druid can throw growth spikes up to 20 feet. radius circle in an area, making that area difficult terrain. Any creature that moves in this area will take 2d4 piercing damage for every 5 feet it travels.

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The Druid can cast Thorn Whip to shoot the target from 10 feet. towards them while taking 1d6 piercing damage. So if the druid shoots the target 10 feet away. in the spike growth area, this target instantly takes 1d6 and 4d4 piercing damage, and the target is now stuck in spike growth.

6 Animating Items / Crusader Cloak – Here’s How To Have A Small Army

Now, a party may need either a Paladin and Wizard to throw animated items / Crusader Cloak, or a Resourceful Bard. The caster would cast Crusader’s Mantle, giving them and their allies an additional 1d4 radiant damage.

If the caster then summons ten small objects using animated objects around them and causes them to attack the target chosen by the caster. If all of the small animated objects trigger an attack, they could deal 10d8 damage and an additional 10d4 radiant damage.

5 Spiritual Weapon / Wall of Force – Basically a human-sized mixer

Ideally, the party would need a Cleric and a Wizard to remove the Spirit Weapon / Force Wall. First, the wizard would cast Wall of Force, which creates an invisible cube covering a 10ft by 10ft square that can trap the target.

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All the Cleric has to do is summon the Spirit Weapon into the Force Wall; since the wall is invisible, the clerk would have a clear line of sight. Thus, for 10 minutes, the Cleric can constantly hit the target with the Spirit Weapon over and over again.

4 Beacon of Hope / Any Healing Spell – The Must-Have Combo For Healers

Cleric D&D

Beacon of Hope mixed with any healing spell is a given for any cleric to use. This spell is practically designed to be used in combos with other spells. The Lighthouse of Hope allows the cleric to select any creature within 30 feet of them and grants advantage on saving throws of wisdom and death.

Beacon of Hope with any healing spell also causes any other healing spell to heal the highest possible hit point, meaning the Word of Healing spell is now four plus the cast modifier. of spells. With that, pretty much any healing spell will be a no-brainer to use with Beacon of Hope.

3 Grant Bigby’s Curse / Hand – There is no escape from this combo

D&D Assistant

Dispensing Bigby’s Curse / Hand requires two different spellcasters to do this, as both of these spells require focus. For example, a caster would initially cast Curse Speech and choose Strength or Dexterity to impose disadvantage.

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The second caster would cast Bigby’s hand and use the movement of the gripping hand to grab the cursed target. The target now has a disadvantage on the grapple test to try to exit. Each turn, the second caster can use a bonus action to deal 2d6 damage to the target.

2 Time Stop / Delayed Fireball – Closest Thing to a Nuclear Bomb

Time Stop / Delayed Fireball is a high level combo because it involves a 7th level and 9th level spell. The caster, probably the wizard, would cast Stop Time first to stop the flow of time. Then the wizard would launch a delayed fireball to a point within range.

Waiting for the delayed explosion of the fireball during the time stop results in a devastating explosion that can take out most enemies. At a minimum, the spell could inflict 13d6 fire damage, with a maximum of 16d6.

1 Polymorph / Power Word Kill – The Instant Kill

D&D Time Modification Wizard

Polymorph / Power Word Kill may seem trivial, but if players observe the wording, it is a recipe for instant kills. Power Word Kill is already a devastating spell that instantly kills anything under 100 health. Most high level characters or monsters can avoid this altogether.

If the caster were to cast Transfiguration instead initially, the spell becomes a recipe for disaster. This is because the wording on Transfiguration implies that the target takes the new hit points of the transformed creature. Thus, the caster turns the target into a frog and uses Power Word Kill to instantly kill the target even if the target’s health points are greater than 100.

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