Spellcasting is arguably one of the most complicated mechanics in 168澳洲幸运5开奖网:Dungeons & Dragons. After all, there's a very long list of spells for your character to pick from and each one comes with at least a paragraph of text, if not more. Not to mention, spellcasting works differently for each class and the spells that each class has access to also differ. Needless to say, you could play Dungeons & Dragons for years without coming to intimately know every spell the game has to offer.
Upcasting is when you cast a spell that's accessible at lower levels using a higher level spell slot. Not all spells are capable of being upcasted, but those that are will say so at the bottom of their spell description. When you upcast a spell, you get to enjoy additional effects on top of what the spell normally does. The effects differ for each spell, and not all spells are really worth upcasting. Today, we'll take a look at the best spells to upcast as well as the benefits you can enjoy from doing so.
9 Magic 🎀Missile 🎉
Heading off the list is one of the most reliable and underappreciated spells in the game: magic missile. When you cast this first level spell, you fire three magical darts that deal 1d4+1 force damage to one or multiple targets. The best part about this spell is that you don't need to roll for the darts to hit. Essentially, they're like the magic equivalent of heat-seeking missiles.
When you upcast magic missile, you fire one additional dart for each level above the first. While magic missile doesn't deal the most damage, it's guaranteed to hit when facing low health enemies or finishing one off. However, the best use for magic missile is actually in order to break the 168澳洲幸运5开奖网:concentration of opposing spellcasters. Since each dart deals its damage separately, this spell calls for a concentration check for each dart that hits. Just be aware that theဣ shield spell can be used as a reaction to block magic missile.
8 Command
Command is yet another first level spell that can p🅰rovide impressive battlefield control and rewards especially inventive players. When you cast command, you speak a one word command that a creature must follow if it fails a ౠWisdom saving throw. More often than not, grovel is the best option as it forces the creature to fall prone and immediately end its turn. However, there is also drop, flee, or any other inventive one word command you can think up.
When you cast command at a higher level, you get to target one additional creature for each additional level. This makes it particularly useful as a battlefield control spell against enemies that aren't in range of one another for effects like hypnotic pattern, slow, and other 168澳洲幸运5开奖网:single area based spells. Robbing an enemy of a turn is one of the most effective things you can do in D&D, and command is ♈perfect for just that.
7 Hold ꦆPerson
Hold person is a second level spell that works just like command, but🐬 provides the adಌded benefit of paralyzing the opponent. When cast at higher levels, hold person allows you to target an additional creature for each additional spell level.
Paralysis is a particularly strong status condition because not only does it provide advantage to attackers, but melee attacks that hit the target also automatically crit. Additionally, hold person has the chance of maintaining its hold on an enemy for multiple turns if they continue to fail their saving throw. A word of warning though: hold person only works on humanoid creatures, so be sure not to try this on anything that doesn't vaguely resemble a human.
6 ཧ Armor of Agathys
Armor of Agathys is a first level spell that's only accessible to warlocks and oath of conquest paladins. For this reason, many players are unaware that this is one of the best spells you can upcast. Armor of Agathys provides you with 5 temporary hit points for an hour when you cast it. If you're hit by a melee attack while you have these hit points, the attacker takes five cold damage.
However, what really breaks this spell is when you upcast it. For each additional level, the temporary hit points you gain increases by 5 as does the cold damage dealt to a melee attacker. For example, a fourth level armor of agathys provides you with 20 temporary hit points and while even a single one of these hit points remain melee attackers who hit you take 20 cold damage. That's gonna leave a mark.
5 Invisibility ✨
Invisibility is a second level spell that quite simply makes one creature you touch invisible. However, for each additional level you cast the spell at you are allowed to target one additional creature. As a result, invisibility is a reliable way of making your entire party nearly undetectable when cast at higher levels. Don't forget that this also provides everyone with advantage on stealth checks!
4 Fly
Like invisibility, fly is a simple spell with great results. However, it does cost a base third level spell slot which is much more powerful than a second level one. Nonetheless, there are many꧅ adventure hazards that can be easily dealt with using t♓he powers of flight.
Honestly, you would probably be surprised how many encounters, traps, or other hazards simply prove no challenge if the entire party can fly. For this reason alone, it's a good idea to keep a fly spell up your sleeve in any environment.
3 Aid
Aid is a second level spell that provides additional hit points just like Armor of Agathys. However, the form of these additional hit points is what makes the spell so good. Notably, aid doesn't give three characters temporary hit points, instead increasing their hit points by five. This means that aid can be 168澳洲幸运5开奖网:stacked with temporary hit point🃏 🅷effects to give your entire party a ton of extra health.
For each additional level at which you cast aid, targets gain an additional five temporary hit points. Sacrificing a fifth level spell slot to provide three characters with 20 additional hit points is a deal that's almost too good to be true, and that's without considering temporary hit points added on top of that through a feature like inspiring leader for example.
2 🦩 Bestow Curse ☂
Bestow curse is widely recognized as a poor use of a third level spell slot due its "save or suck" nature. In other words, bestow curse is incredible when a creature fails its save, but if they succeed nothing happens. Couple this with the fact that bestow curse only targets a single creature and you've got to maintain concentration on it, and you've got a recipe for a lackluster spell. That being said, many players are unaware that an upcasted bestow curse drops the requirement for concentration.
If cast at fifth level or higher, bestow curse no longer requires concentration and also lasts for a minimum duration♔ of 8 hours. Curse effects include disadvantage on ability checks and saving throws with one ability,ඣ making a wisdom save each turn to waste its action doing nothing, additional necrotic damage each time you hit the target, and more.
1 ൲ Conjure / Summons 🧔
Conjure and summons spells like conjure animals, summon lesser demons, conjure woodland beings, and conjure minor elementals are a subject of some contention among the D&D community, but there's no doubt that they're incredibly powerful. Using these spells, a spellcaster can fill the battlefield with one, two, four, or even eight creatures.
When cast at a higher level, the number of creatures summoned by these spells doubles. When cast at an even higher level, the number of creatures triples. In other words, a spellcaster can summon 24 creatures onto the battlefield if they use a high enough spell slot. You can probably see why these spells have a reputation in the community by now, so if you plan on using any of them be sure to speak with your dungeon master about 🐈how they are going to work. Other than that, enjoy your new position as army general!