The best part about any brand new D&D expansion is discovering all of the new additions to the game. Whether it’s checking out new items or seeing what kind of new storylines await you. But one of the coolest additions an expansion can bring is a slew of brand new spells to play with. Being a spellcaster has never been more interesting now with the release of Tasha’s Cauldron of Everything. So we’ve brought you ten of the best new spells that you can get in the expansion. So let’s get right into it!
10. Intellect Fortress
The first spell on our list might seem a little boring at first, but in the right circumstance, it can be a major help. Intellect Fortress is a 3rd-level Abjuration spell and grants the creature you cast it on a resistance to psychic damage. As well as an advantage on Intelligence, Wisdom, and Charisma saving throws. It can be cast up to 30 feet away from you and lasts up to an hour. So this is a great defensive spell to use if you’re up against an enemy that relies on psychic damage.
9. Spirit Shroud
Next up we’ve got a spell that’s great for those that want a buff to their spell’s damage output. Spirit Shroud is a 3rd-level Necromancy spell that is a self cast and lets you summon spirits of the dead. Whenever you deal damage to a creature that is within 10 feet of you, you can roll 1d8 for extra damage. The damage can either be radiant, necrotic or cold and you make that choice when you cast the spell. So this is a great option for players that want to deal extra damage and target the weakness of a particular enemy.
8. Lightning Lure
This next spell has a few shocking effects (sorry). Lighting Lure is an Evocation Cantrip that is a self cast around a 15-foot radius. The spell lets you conjure up a lightning lash that strikes at a creature and lashes on. The creature has to succeed on a Strength saving throw in order to escape. But if they don’t, you get to pull them straight to you and bring them within 5 feet of you. They take 1d8 lighting damage when this happens and it’s a great way to strategically position an enemy during a fight.
7. Sword Burst
This spell is just a really cool ability that can double as both an offensive and defensive tool. Sword Burst is a Conjuration Cantrip that is a self cast and has a 5-foot radius. It allows you to summon a series of spectral blades that form a circle around you. Any enemy that gets caught in the 5-foot radius has to succeed on a Dexterity saving throw or take 1d6 force damage. If you’ve got an enemy coming for you, this is a great spell to ward them off.
6. Tasha’s Mind Whip
Up next is another spell that’s great for offense and debilitating your enemies. Tasha’s Mind Whip is a 2nd-level Enchantment spell that has a range of 90 feet. It lets you psychically strike out at a creature that you can see within 90 feet. They must make an Intelligence saving throw or suffer 3d6 psychic damage. But that’s not all it does. It also forces the creature to decide whether to use its next turn to move, take an action or use a bonus action. And it can only do one of these on its next turn. So while dealing a ton of damage to it, you also severely lower its options on its next turn.
5. Green Flame Blade
For those who prefer a more hands-on kind of spell, this next one’s for you. Green Flame Blade is an Evocation Cantrip that is a self cast with a 5-foot radius. It lets you apply a green flame effect to your melee weapon and use it to attack a creature within 5 feet of you. But it doesn’t increase the damage of that attack. Instead when you hit a creature, the green flame bounces towards another enemy that you can see within 5 feet of it. Essentially allowing you to attack two enemies in one turn. The damage done to it is fire damage equal to your spellcasting ability modifier.
4. Tasha’s Otherworldly Guise
This next spell is a fantastic addition to your defense. Tasha’s Otherworldly Guise is a 6th-level Transmutation spell. It is a self cast and grants you massive boosts to your defense. Giving you Immunity to fire and poison or radiant and necrotic, as well as poison or charm. You gain wings that give you a flying speed of 40 feet, a bonus to your AC and a massive buff to your attacks. So this spell is definitely one you should take a look at.
3. Summon Fiend
Sometimes you need some extra backup and that’s exactly what you get with this spell. Summon Fiend is a 6th-level Conjuration spell that has a range of 90 feet. Unsurprisingly it lets you summon a Fiend that can take the form of one of three types of itself. And each different form lends it different traits. It’s a really useful way to even the odds if you’ve got a lot of enemies to deal with.
2. Dream of the Blue Veil
This next spell is more of a wacky choice but it can lead to some interesting moments. Dream of the Blue Veil is a 7th-level Conjuration spell with a range of 40 feet. It puts up to 8 creatures within range (including you) to sleep and transports them to another world on the material plane. But only for 6 hours, upon which all 8 targets wake up. There’s a lot more to this spell so be sure to read up on what more it can do.
1. Blade of Disaster
Finally, we have a spell that can only be used by high-level spellcasters. Blade of Disaster is a 9th-level Conjuration spell with a range of 60 feet. You get to cast a blade-shaped rift that you can use to make melee attacks that deal 4d12 force damage. And it can do even more damage if you land a critical hit, so yeah this is a pretty strong spell. But we’ll leave exactly how strong it is for you to find out when you get it yourself.
Wrapping Up Our Tasha’s Cauldron of Everything Spells List
That’s been our Top 10 list for some of the most interesting spells found in Tasha’s Cauldron of Everything. Let us know down in the comments if it helped you find your new favorite spell and be sure to check out the rest of our coverage on the expansion! Thanks for reading, and don’t forget to check out our Tasha’s Cauldron of Everything Feats Guide.