10 Spells That Are Extremely Situation Specific

The Dungeons & Dragons community is still up in arms over the leaked document about the new (and harsher) OGL 1.1, which will see third-party creators impacted in major ways if proven to be the final document. As a response, popular publishers such as Kobold Press have announced they are developing their own TTRPG games. Presumably, these games will be similar-ish enough to D&D to get the experience without violating the draconian OGL, which will, presumably, include similar spells.

While many spells are great to have on hands, even a primary attack-based caster should grab Healing Word and every good warlock needs Eldritch Blast in their arsenal, some spells in D&D are extremely situation specific.


Feather Fall

A character wielding a rapier in Dungeons & Dragons

Feather Fall is a first-level spell that is extremely situation-specific, but when it’s needed then it is definitely needed. As a reaction, a caster can choose up to five falling creatures in range who are falling. Their descent speed is slowed to 60ft per round until the minute-long spell (10 combat rounds) ends. If a creature hits the ground before it ends, the creature lands on its feet and takes zero falling damage.

Fall damage can be a killer in D&D, which is 1d6 bludgeoning damage up to a max of 20d6. Needless to say, it can definitely cost a lot in terms of HP, especially for a character with a low hitpoint count. Having Feather Fall in a caster’s arsenal is extremely situational, but a true lifesaver under the right circumstances.

Gentle Repose

A cleric extends a gleaming hand, smiling, in Dungeons and Dragons

Gentle Repose is a second-level spell that happens if one of the party (or an important NPC) dies. For ten days after the spell (so long as the required two copper coins remain on their eyes) is cast, the target’s corpse cannot be tampered with in any way: protecting them from decay or becoming undead. More importantly, however, the time a corpse spends under the spell doesn’t count against time-limit spells such as raise dead.

RELATED: All Warlock Subclasses, Ranked From Least To Most Powerful

Gentle Repose gives the party some breathing room by making sure the person under the spell is protected and allows them time to find someone to cast Raise Dead. It’s also a ritual spell so while Clerics and Wizards can cast it, if a character has access to gaining rituals across classes, such as a Pact of the Tome warlock, then it’s good to put the expense and time in.


Dungeons and Dragons Red Dragon

Daylight is like a supercharged version of the Light cantrip as a third-level spell. It creates a 60ft sphere of bright light and sheds dim light for an additional 60ft that lasts an hour at a point chosen by the caster. If a spell of magical darkness has been cast at third level or lower, then it is instantly dispelled.

Daylight, despite its name, is not a spell of sunlight, unfortunately. It just creates light so a creature with a weakness to sunlight will not be affected by the Daylight spell. However, a DM can rule that a creature could be given a disadvantage in the bright light, but that depends on the Dungeon Master. The only that the Daylight spell can promise is light and a lot of it, which could be useful if the party is made of members with no darkvision or if a large, dark space needs to be searched.

Arcane Lock

Dungeons & Dragons character stealing a gilded object from a display.

Arcane Lock is a second-level spell that locks any entryway that can be lock (a door, window, etc) until its dispelled. The caster and a number of creatures that they designate can open the locked object normally. In addition, a password can be set that can suppress the effects for one minute. Otherwise, it is extremely difficult to open the object under the Arcane Lock, even for the most experienced rogues.

RELATED: D&D – Best Bonus Action Spells

Arcane Lock is a great spell for hiding something or for an escape from a place with a single way out. Again, it’s one of those spells that the person who has it prepared will know when to use it. However, the opportunity has to present itself in game first for that to happen.


Cover art for D&D's Dragonlance: Shadow of the Dragon Queen Deluxe Edition, showing an armored enemy riding on the back of a red dragon, which is about to shoot fire at a party standing on the ground.

For a party without a rogue on board, the second-level spell Knock is the perfect spell to have. It allows mundane locks to become unlocked (though only one at a time with multiple locks). In addition, if something is held shut by an Arcane Lock, then the spell is suppressed for 10 minutes, allowing the object to be accessed as normal.

The spell, if available, is great to have if someone in the party is not a rogue or doesn’t have a thieves tool proficiency. More importantly, it’s a great workaround for Arcane Lock, which is one of the more difficult spells to penetrate. In addition, it can create a loud knocking sound that’s heard up to 300ft away from the target, which can provide a distraction as well for the party to sneak away. However, if someone is trying to cast it with unfriendlies around, it could be a dead giveaway to the party’s presence.

Legend Lore

A big D&D monster fight showing three characters - two casting spells and one with a sword - going up against a giant monster and two giant wolf-like creatures.

Legend Lore is a fifth-level spell that allows the caster to learn the lore of a person, object, or place that the caster either names or describes. However, if the thing that’s named isn’t of legendary importance, then the spell fails and the better bet would be to find someone with an Identify or Scrying spell or ritual handy.

Legend Lore, however, is an extremely useful spell to maybe get some more information. Not only does it tell the caster commonly known stories, but it can also reveal things that have been forgotten by time, making it extremely powerful. This is great for either getting clues or figuring out important plot elements that the DM is probably dying to tell the party.

True Strike

A fighter from Dungeons and Dragons stands over a fallen enemy, sword glowing

True Strike is a concentration cantrip that gives the caster insight into the target’s defenses. In the next round, the caster has an advantage in their attack against the target. In terms of must-have spells, True Strike tends to rank at the bottom of the list. If there was a way to make it a bonus action or something to allow an attack to have advantage, then maybe it would get more play.

RELATED: Dungeons & Dragons – Best Cantrips For Creative Players

However, it could be good in certain situations. Due to it being a somatic spell, if the caster was well-hidden enough, it could allow them to stay hidden and get that advantage the next turn. Or if they’re planning on using a bonus action spell, but want to do a big attack on the following turn, then True Strike would also make sense. It’s a spell that depends on the person who has it and the situations that it can be used in.

Air Bubble

Owlin Dungeons & Dragons character sits thinking

Air Bubble is a second-level spell that allows the caster to create a sphere of fresh breathable air around the target’s head for 24 hours. If the target has more than one head, then the air bubble will only appear around one of its heads, which should be fine so long as the heads share the same respiratory system. Air Bubble can also conjure more air bubbles when cast at high levels, an additional two per higher spell slot.

As it provides fresh air, Air Bubble is great if the party needs to go diving or will be in a place where noxious fumes are a concern for the members. Basically, it removes the worry of any penalties for being in places that are hazardous to the health of the party via inhalation. However, it’s not really a concern that comes up unless it’s known about it ahead of time.


An Orc paladin riding a horse in Dungeons & Dragons.

Revivify is a third-level spell that along with a diamond worth at least 300gp allows the caster to revive a creature who has died. So long as it’s cast within a minute after the death, then it’s able to work so long as the DM doesn’t have any special rules regarding any resurrection, like Critical Role‘s Matt Mercer.

This spell is a must-grab for the healer of the party so long as the healer can have access to it. Revivify is the best bet for a quick revival and one of the ones that is prepared with the hope that it will never be used. However, when a party member goes down and needs it, then the caster (and the surviving party) will be glad to have it.


The cover art to Dungeons & Dragons Bastion of Faith book, depicting a cleric summoning light

Ceremony is a spell that is performed as a religious rite and depending on the rite done, the target of the casting has different benefits. The casting time is one hour with the benefits ranging from a temporary bump in AC (Wedding) to changing someone’s alignment back to its previous state (Atonement). While these are good to have, Ceremony is extremely circumstantial and thus tricky to know when to have it prepared.

However, due to the benefits given by the various rites, it’s definitely a solid ritual to have if a player is able to have a book of ritual spells. That way the prepared spells don’t need to be crowded out by something that can only be used now and again. Or depending on the campaign setting, then Ceremony could definitely be a spell that comes into play a bit more.

NEXT: D&D’s Best Reaction Spells (& How To Use Them Correctly)

#Spells #Extremely #Situation #Specific

Leave a Comment