
The multiverse of Dungeons & Dragons is full of magic and powerful spells. MeinMMO has compiled the 10 most powerful spells for you to keep an eye on for your campaign.
How was the list created? We have selected 10 spells that are particularly powerful in their own way. We focused on spells from the 5th edition that have a maximum level of 9. Additionally, we made sure to represent a wide variety of different spells so that every player and game master can find something suitable.
For our list, we decided against a direct ranking, as the power of a spell depends on too many factors to compare effectively. A spell can be powerful because it deals a lot of damage or because it can manipulate the world around it on a large scale – or also because a player uses it cleverly at the right moment.
What types of spells are there? In Dungeons & Dragons, there are hundreds of different spells that you can choose from for your characters. On one hand, there are cantrips, which do not consume a spell slot when cast. They may not be particularly powerful, but they are often very useful.
If you want to cast more powerful spells, you can choose from spells of various levels from level 1 to level 9, each costing a spell slot of the same level. The rule is: the higher the level, the more powerful the spell. Additionally, not every class can learn every spell.
The spells belong to one of the 8 schools of magic:
- Abjuration
- Conjuration
- Evocation
- Illusion
- Necromancy
- Transmutation
- Enchantment
- Divination
Meteor Swarm

- Available classes: Wizard, Sorcerer
- Casting time: 1 action
- Range/Area: 1 mile (40-foot sphere)
- Duration: Instantaneous
- Damage/Effect: Fire
- School of magic: Evocation
- Attack/Saving throw: Dexterity saving throw
- Components: V, S
- Spell at DnD Beyond
If you are looking for an even more impressive and powerful alternative to the infamous Fireball to burn just about anything to the ground, the spell Meteor Swarm serves you well.
Glowing fireballs crash down at four different points within your range. Each creature in a 40-foot sphere around each impact point must make a Dexterity saving throw.
On a failed save, it takes 20d6 fire damage and 20d6 bludgeoning damage, for a maximum damage of 240, assuming the creature has no resistances or immunities. On a successful saving throw, it takes only half damage.
A creature that is in the area of effect of multiple meteors is still only hit once. Non-magical objects that are not worn or held also take damage if they are in the area of effect of the spell. If such an object is flammable, it begins to burn.