For Dungeons & Dragons there are numerous spells that spellcasters can use to solve problems or defeat enemies. However, some of them are so absurd that they are practically destined for chaos. Here are 6 examples that are so crazy you want to cast them anyway.
How did the list come about? Across the various editions, there have often been spells that made players and Dungeon Masters stop in their tracks when reading. Sometimes because they had absurdly high requirements, sometimes because the effects seemed so exaggerated that it was actually good.
Many players and Dungeon Masters in Dungeons & Dragons love to create chaos – making such spells perfect candidates for this endeavor. Therefore, we have compiled a small collection of absurd spells for you that have come to our attention over the editions and have significantly enhanced (or destroyed) some campaigns.
What you do with them is up to you. However, we take no responsibility for the mental state of your Dungeon Master or your players if you decide to bring one or more into your own campaigns.
Do you know of such spells and have your own favorites? Feel free to write it in the comments!
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D&D: Dream of the Blue Veil – A teleport spell of a different kind
| Edition | 5th Edition (Tasha’s Cauldron of Everything) |
| Classes | Bard, Sorcerer, Wizard, Warlock |
| Level | 7 |
| Components | V, S, M (one magical item or a willing creature from the target plane) |
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How does the spell work? Why simply use the spell “Planeshift” when it can be more complicated? The Dream of the Blue Veil works similarly at its core but is significantly more … impressive. And also much more time-consuming.
Instead of a tuning fork attuned to the target plane, you only need a magical item or a friendly, willing creature from your desired plane (e.g., Toril, Oerth, Krynn, or Eberron). You just need to know that the particular plane exists, not what it’s called or what it looks like. If you perform the spell, you can transport yourself and up to 8 other willing creatures there. So far, so easy.
While you only need to cast the spell for 10 minutes, the catch is that it lasts a full 6 hours. And you spend that time unconscious and filled with visions of your target world.
If you spend the full 6 hours successfully in the visions, you will be mentally and physically transported to a safe location within 1 mile of where the item was created or the creature was born.
If any of you takes damage, the spell ends for that creature, and it will not be teleported. If you, as the spellcaster, take damage, the spell ends for all involved creatures, and the teleport is canceled.
On the next page, we continue with a particularly cruel spell, where emotional damage is essentially guaranteed. If that’s not your thing, feel free to check out Defenestrating Sphere if you like spells with a fresh twist: D&D: Defenestrating Sphere – A perfect spell if you love slapstick and action movies
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