The Essential Spells for Dungeon-Delving

If you’ve ever played an old-school dungeon-delve, or a new-school death trap (see Tomb of Annihilation), you’ve likely needed a variety of spells to save you from a horrible fate. Or rather, your horrible fate would have been avoided if you’d had these spells.

The current edition of D&D doesn’t require these spells to the same extent as previous editions (notably 3E), but you’re likely to want these ones anyway whenever you delve into the dangerous dungeons.

Note that these are typically utility spells to get past dangers of the dungeon, or curative spells to help you if you’ve been affected by said dangers. A wizard who only prepares these spells is likely to run into trouble when a monster attacks – you need combat spells as well!

Not every spell-caster in the group needs to prepare all of these spells, and there are some that duplicate each other (greater restoration obviates the need for some lower-level spells, for instance), but if each spell-caster prepares part of the list, you’ll be better equipped when the DM throws his latest death trap at you!

First-level Spells

Comprehend Languages. Tombs are full of inscriptions giving the answers to puzzles or clues as to what lies ahead, often in a language you don’t understand. This is where comprehend languages comes in. It doesn’t let you speak to monsters, but you can understand what they’re saying. (Bard, Sorcerer, Warlock, Wizard).

Cure Wounds. You don’t have this spell? There are substitutes, but it’s the default one – it or Healing Word. (Bard, Cleric, Druid, Paladin, Ranger).

Detect Magic. Many a magical trap is foiled with this spell. Knowing it is there is the first defense. It also works well to easily find which items are magical! (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard).

Heroism. The target is immune to being frightened. (Paladin).

Identify. Quickly discovering what an item does isn’t always needed, but there are times when it’s the only way – especially if you’ve got a DM who doesn’t like identification through a rest. (Bard, Wizard).

Protection from Evil and Good. The spell doesn’t work against evil mages, but the fiends, elemental and fey in the dungeon? It prevents you from being charmed or frightened by them. That’s useful! (Cleric, Paladin, Warlock, Wizard)

Speak with Animals. Animals aren’t that smart, but they may have noticed something important. (Druid, Ranger).

Second-level Spells

Augury. When you’re in a trap-filled maze, this spell helps you navigate through the right way. (Cleric).

Calm Emotions. How do you get rid of the frightened condition? This is the way. (Bard, Cleric).

Detect Thoughts. Need to learn a password from a guard? This is how to do it. (Bard, Sorcerer, Wizard).

Find Traps. The instantaneous nature of the spell makes it less useful than in previous editions (in AD&D it lasted 30 minutes), but this can help you in treasure rooms. (Cleric, Druid, Ranger).

Knock. When the lock defeats your rogue – or you don’t have a rogue, or it’s magical – use knock. It’s noisy, but it works! (Bard, Sorcerer, Wizard).

Lesser Restoration. Gets rid of disease, blindness, deafened, paralysed or poisoned. Very useful. (Bard, Cleric, Druid, Paladin, Ranger).

Pass without Trace. If you need to sneak past your foes, or escape without being tracked, this is the spell you need. (Druid, Ranger).

See Invisibility. Not just for invisible monsters, it also helps you find invisible objects. (Bard, Sorcerer, Wizard).

Spider Climb. The floor is not always safe! (Sorcerer, Warlock, Wizard).

Third-level Spells

Clairvoyance. For scouting ahead without risking yourself. Rather limited at such, but it has its uses. (Bard, Cleric, Sorcerer, Wizard).

Dispel Magic. You will discover many magical traps and tricks that can be overcome by this spell. It’s a very good one to cast when you need to get past a magical barrier. (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard).

Fly. There are times when this is the best option for crossing obstacles. (Sorcerer, Warlock, Wizard).

Remove Curse. Curse are bad. Get rid of them! (Cleric, Paladin, Warlock, Wizard)

Speak With Dead. Not always useful, but interrogating the dead can give you a lot of important information. (Bard, Cleric).

Speak with Plants. Again, depends a bit on your DM, but you can learn a lot from plants. (Druid).

Tongues. You can’t read the languages (see Comprehend Languages), but you can talk to and understand the creatures you meet. Very useful! (Bard, Cleric, Sorcerer, Warlock, Wizard).

Water Breathing. There are times when you need to go underwater. (Druid, Ranger, Sorcerer, Wizard).

Water Walk. Don’t have a boat? This gets past a lot of obstacles. (Cleric, Druid, Ranger, Sorcerer).

Fourth-level Spells

Arcane Eye. This is how to scout ahead! (Wizard).

Death Ward. In a death-trap, you can go from maximum hit points to zero very quickly. It’s a marginal spell, but sometimes very useful. (Cleric, Paladin).

Divination. As with Augury, this can save you a lot of trouble when you’re unsure about how to proceed. It’s limited, but powerful. (Cleric).

Freedom of Movement. How do you get out of a magical trap that restrains you? This spell does that! Also useful if you’re underwater. (Bard, Cleric, Druid, Ranger).

Stone Shape. Need a quick exit through that wall? (Druid, Wizard).

Fifth-level Spells

Commune. Like Divination and Augury, but even more powerful at getting you the answers you need. (Cleric).

Contact Other Plane. See Commune. (Warlock, Wizard).

Greater Restoration. It reduces exhaustion, and stops or fixes charm, petrification, curses, reduced ability scores, and maximum hit point loss. Why don’t you have this spell? (Bard, Cleric, Druid).

Legend Lore. The more dangerous the dungeon, the more likely some of its areas will need this spell to understand what they do and how to overcome them! (Bard, Cleric, Wizard).

Passwall. Another way to get past an annoying obstacle. (Wizard).

Raise Dead. Self-explanatory. (Bard, Cleric, Paladin).

Teleportation Circle. When you absolutely need to leave the dungeon when trapped. (Bard, Sorcerer, Wizard).

Sixth-level Spells

Arcane Gate. Another way of getting past obstacles and traps. (Sorcerer, Wizard).

Contingency. There are times you need to have precast this spell. (Wizard).

Find the Path. When you fall foul of a teleport trap and you need to get out. Not always that useful, but it’s worth considering. (Bard, Cleric, Druid).

Heal. Because – massive healing, plus removal of blindness, deafness and disease. It doesn’t stop curses, though. (Cleric, Druid).

Heroes’ Feast. This spell grants immunity to poison and being frightened, cures diseases and allows you to make Wisdom saves with advantage. You should use this spell. (Cleric, Druid).

True Seeing. You see everything as it is. And you can see into the Ethereal plane. This is good! (Bard, Cleric, Sorcerer, Wizard).

Wind Walk. A good way of leaving, or bypassing certain traps. It has its drawbacks, however. (Druid).

Word of Recall. When everything goes wrong and you need to leave quickly. (Cleric).

Seventh-level Spells

Etherealness. This and plane shift can be useful in the right circumstance. Generally because of a specific dungeon feature. (Bard, Cleric, Sorcerer, Warlock, Wizard).

Regenerate. If you come up against a trap that severs the fighter’s arm, you’ll be glad you had this spell! (Bard, Cleric, Druid).

Resurrection. See Raise Dead. (Bard, Cleric).

Teleport. For leaving and returning. (Bard, Sorcerer, Wizard).

Eighth-level Spells

Anti-Magic Field. Did you know that most golems become inert in an anti-magic field? It has its uses! (Cleric, Wizard).

Mind Blank. Of less general usefulness, but research what threats you’re going against. Will there be mind flayers? Prepare this spell! (Bard, Wizard).

Ninth-level Spells.

True Resurrection. For when things go really wrong. (Cleric, Druid).

Wish. It solves problems. (Sorcerer, Wizard).

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