Last week when I asked D&D enthusiasts to name their favorite spells to up-cast at a higher level, I learned a fault of my own to confess.
I’m guilty of choosing spells without reading the full descriptions, and I suspect I’m not alone. This misdeed always follows the same pattern: When my spellcaster gains higher level spells, I pick a couple to prepare and dutifully read the descriptions, skipping the bits at the end labeled At Higher Levels. Why bother? My character can’t cast at higher levels yet. But when my character reaches those higher levels, I never return to the spell descriptions.
So when people cited spells like command, blindness, and mass suggestion, their picks surprised me because I never realized that those spells included options for higher levels.
The spells that deliver the biggest boosts when cast at higher levels fit two categories:
- Spells that deal damage every turn over a longer duration. When cast at higher levels, these spells typically multiply extra damage by many turns leading to big effects. I love playing clerics who cast spirit guardians at levels as high as 8, dealing 8d8 damage to every foe within 15 feet, and repeating the damage every turn.
- Spells that add an extra target for each level cast above the base level. Often this means doubling from one to two targets with just a spell slot one level higher. Evil archmages could wipe out a lot of adventurers by up-casting banishment at 7th level to dismiss half the party, enabling their allies to kill the stragglers. However, most players won’t enjoy facing this tactic.
Warlock spells like armor of Agathys tend to scale well at higher levels, but I skipped listing those because warlocks never face a choice to cast at higher levels. They always cast at the highest available level.
What are the best spells to cast at higher levels?
Aid (3rd level) – You raise the hit point maximum and the current hit points of 3 creatures by 5. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Animate Objects (5th level) – You animate 10 small objects. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Banishment (4th level) – You banish one creature. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Bless (1st level) – You bless up to three creatures. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Blindness (2nd level) – You blind one foe. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Call Lightning (3rd level) – You create a storm cloud that lasts 10 minutes and can strike lighting that deals 3d10 damage. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Chain Lightning (6th level) – You create a bolt of lighting that forks to strike a total of four targets. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Cloudkill (5th level) – You create a cloud of poison fog that deals up to 5d8 damage per turn. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Command (1st level) – You speak a one-word command to a creature. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Hold Monster (5th level) – You paralyze a creature. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Invisibility (2nd level) – You make a creature invisible. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Mass Suggestion (6th level) – You magically influence up to twelve creatures. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Moonbeam (2nd level) – You create a beam of light from above that deals up to 2d10 radiant damage per turn and that lasts a minute. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Sleep (1st level) – You send creatures with up to 5d8 hit points into a magical slumber. This spell offers no saving throw. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spirit Guardians (3rd level) – Spirits circle you at a distance of 15 feet, dealing up to 3d8 radiant damage per turn for 10 minutes. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Spiritual Weapon (2nd level) – You create a floating weapon that you can use to attack for force damage equal to 1d8 + your spellcasting ability modifier. The weapon lasts a minute. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Storm Sphere (4th level) – You create a 20-foot radius sphere of whirling air that lasts a minute, deals 2d6 bludgeoning damage to creatures inside, and can throw a lighting every turn for 4d6 damage. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Summon Fey, Shadowspawn, Undead and other summoning spells from Tasha’s Cauldron of Everything (Levels 3-6) – You summon a creature. The creatures’ AC, hit points, and damage all increased when cast with a higher-level spell slot.
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Casting Sleep at higher levels has been a favorite tactic of my sorcerer. Due to the nature of his fellow PCs, no one was vulnerable to Sleep except the high-hp barbarian, so it could be safely cast at BBEGs. My first 5e “triumph” was taking out a fleeing young dragon at 3rd level with a well-rolled 7d8 sleep spell, putting it to sleep 80′ in the air…
He is about to hit 9th level, so he will finally get to upcast Banishment and Storm Sphere. Looking forward to it, as those are favorite spells of mine now. I wish I could upcast Hunger of Hadar!!
BTW: Aid is a 2nd level spell, not 3rd. My paladin is looking forward to upcasting that one; he already upcasts Bless so he can get everyone (4-person party) with one spell instead of leaving the warlock out every time.
Generally, it is “better” to cast a higher level spell than upcast a lower. Thank you for this article to point out where that is not the case!
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