The best spells in the Dungeon Master's Guide 2024

Talismans are a way to reward your players in Dungeons & Dragons without involving gold or magic items. They can be bestowed by magical creatures or other fantastical situations, usually as a reward for a job well done, but sometimes as a tool to deal with a terrible enemy.

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The 2024 Dungeon Master's Guide introduced several amulets intended as powerful but temporary rewards. If you're interested, you can even make your own pendants to suit your campaign. However, there are some perfectly good options available for immediate use.

7

Charm of heroism

You won't feel so heroic

Dungeons & Dragons image depicting three adventurers traveling Pandemonium.
Art by Chris Rallis

All spells work the same way and have the same effect as if you were casting a specific spell or drinking a potion. When casting the Heroism spell, you feel the same effect as if you had drunk a potion of the same name, giving you ten temporary hit points and the effect of the blessing spell for one hour.

Once you cast this spell it is gone forever, so you must choose the moment to use it wisely. Since there is no time limit on its use, you can save it for when your hit points are low, thus achieving a miraculous return. However, if you wait too long, you might just end up dead.

6

Charm of vitality

Best used against poison

Dungeons & Dragons image depicting a barbarian receiving a blessing or spell from a unicorn.
Art by Axel Defois

This spell acts like a potion of vitality and has three effects: it removes exhaustion and poison and ensures that you gain the maximum possible hit points when you are healed for the next day. This is all very helpful, but you shouldn't wait for the moment when you need all three things at once, as this happens extremely rarely.

The best use of this spell is to end the poisoned state, as this is the most common scenario of all three. Unless you're planning an arduous expedition involving the exhaustion mechanic. These are incredibly rare, but some campaigns revolve around them.

5

Falling Feather Charm

Break the case before it happens

Dungeons & Dragons image showing a figure floating past a tower.
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This is a pretty powerful spell because when you fall with the spell activated, you only fall 60 feet per round and take no damage when you hit the ground. Powerful, but limited, as the spell itself is only active for ten days and then disappears completely.

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It can be strange to receive this talisman as a random gift, as there isn't always a specific situation where you fall to your death, let alone plan something like that in the next ten days. This is better used as a spell before an adventure where the players already know that falls can be fatal, thus removing a problem from the equation.

4

Charm of restoration

Perform either a major or minor restore

Dungeons & Dragons image depicting a human druid granting Lesser Restoration to an ally.
Photo credit: Martin Mottet.

This spell has three charges, allowing you to use one to cast Lesser Restoration and two to cast Greater Restoration. This means you can cast Lesser Restoration three times, Greater Restoration once, and Lesser Restoration once.

Greater Restoration is an incredibly useful spell, and in long campaigns there's always a moment when you need its benefits. This means you can freely use one charge of the spell to cast the lesser version. After that, however, it's better to find other ways to end effects like Blindness or Paralysis, as you'll need to save the other two charges for the larger version.

3

Charm of Darkvision

Don't be afraid of the dark

Dungeons & Dragons image showing Baba Yaga making a fire toad.
Baba Yaga by Randy Vargas

The Darkvision spell does exactly what the name suggests: you can cast the Darkvision spell, but after three times the spell disappears. Players often choose group combinations where everyone already has the Darkvision trait, but many useful species don't have this feature, so this spell isn't completely useless.

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Like many other amulets, this one can be used as a tool for players before an adventure rather than after. If a mythical creature tasks the party with a quest in the Underdark, you can have that creature gift the spell to those without darkvision so that they are better equipped to face the challenges ahead.

2

Charm of animal summoning

Ask animals for help

Dungeons & Dragons image depicting a Druid.
A Nature Priest of Primal Power by Alexander Mokhov.

As you might expect by now, the Summon Animals spell allows you to cast Summon Animals three times without consuming any resources. You still have to maintain concentration, so you can't just summon three swarms of animals to help you; You have to do it one at a time.

Before you start thinking about all the wild combinations you could make with this spell, you should know that Conjure Animals has been heavily changed in the 2024 version. You no longer summon every animal you want, but rather a large swarm of them that can only be used in combat.

1

Charm of the Huntress

Get ready for battle

Dungeons & Dragons image shows a fighter standing between an ally and a black dragon.
Photo credit: Campbell White.

This spell causes a weapon in your possession to become a magical dragon or giant killing weapon for the next nine days. This means that not only does he get a bonus on attack and damage rolls, but he also deals additional damage when facing his namesake.

This is primarily a spell that you gift to players to kill a difficult creature in their path. The story writes itself: they only have a limited window of time to use their magic to defeat the evil dragon, so they must hurry and find its lair before they lose their advantage.

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