There are 19 new spells Dungeons and Dragons: The Forgotten Realms – Heroes of FerunAnd with the addition of circle spellcasting and how they work, along with new epics, common feats, and origins, there are plenty of new options for anyone diving into this Forgotten Realms sourcebook.
New spells are exciting because they always bring a plethora of new options that players and DMs can explore and exploit in the most creative ways possible. Of course, not all spells are created equal, and with a limited number of spell slots, you want to be sure to prepare the best spells available.
Tier list clarification
When it comes to spells, it is not always easy to determine what is best. They can be used and interpreted in such unexpected ways that a spell that may seem useless to one player may be particularly useful to another.
We've ranked the spells based on their ability to be used in multiple situations, whether they do something unique or whether they're similar to another spell. weighing up Practicality, cost, and utilityWe have divided the spells into S-Tier, A-Tier, B-Tier, and C-Tier.
S-Tier
The spells here are unique, creative, innovative, and can be used in many ways to turn the tide of a battle or situation. They allow you to do things you couldn't do with other spells for the most part, providing new, powerful options for spellcasters.
|
Tear |
spelling |
explanation |
|---|---|---|
|
S |
response |
there Not a good enough response mantraSo it covers a large ground. 4d6 + reducing damage by your spell modifier This means it will continue to deal less damage as you level up. Dealing 4d6 force damage In response to that, Also reducing damageThis spell makes it S-Tier, and it should always be ready before battle. |
|
Conjure Constructs |
This is an S-tier spell for this ability only Choose to deal damage or grant temporary hit points. Its essential playing options make it an easy tip for preparation. providing Some extra damage for the wizard (3d6 force damage) or Giving hit points to alliesAnd being able to move constructs to hit or heal others, is very useful for a third-level spell. |
|
|
Elminster's illusion |
This mantra is simple but effective. Empowering wizards Do not damage the savings While also giving aBenefit on saving throws against spells And the magic effect is perfect. This is a second-level spell, a bonus action, and Lasts for a full 10 minutes (hence possibly the entire battle). |
A-Tier
These mantras are always great options to prepare. While they aren't as powerful as other spells, they offer a lot of options and have many practical scenarios that make them worth adding to your repertoire.
|
Tear |
spelling |
explanation |
|---|---|---|
|
A |
Blade of Disaster |
to make Two melee spell attacks A great boon for spellcasters, and the best part is this Close to the crevasse created, not close to you. As a bonus feature, it's an excellent backup option, and 10d6 damage There is a lot to cook. It's not just S-Tier because it's a level 9 spell, only usable much later in the campaign. |
|
Dirge |
60 feet of emanation and the Inability to regain hit points A very good deal. Ending your turn or entering the Emanation field, then triggering a save to deal 3d10 necrotic damage That's a good boon above. More of the circle spell Fatigue that cannot be removed During long rests and the inability to regain hit points even after actually sealing the deal. |
|
|
Songal's Elemental Suffusion |
Of course, you can get resistance in different ways, but it's decent enough to be through a spell. behavior Free damage at the start of your turn Emanation at 15-foot is great and makes it worth the 100GP cost. Yes, it's just that 2d6 and they must save from itBut it's still free damage. This spell really shines, though, when cast as a Circle spell. Each ally can have a 15-foot emanation pointFor each secondary caster deals constant damage to enemies on their turn. |
|
|
Spellfire Storm |
This spell is very unique, as it can completely destroy other spells. 4d10 radiant damage The bright light on failed saves and from spells is good enough, but the real danger Cast spells within a diffuse area with no effect and Wasting an action, bonus action, or reaction It was used to cast. While expensive, Extending the range up to 1 mile as a circle spell Can cover enough territory to create a huge barrier, especially in a city of spellcasters. |
|
|
Wardway |
Because of a creature Take only one action or bonus action but not both Deceptively good, and so on Half your speed. The only reason it's not higher is because it's on a Constitution save, and it only does 2d4 force damage. |
B-Tier
These spells are often circumstantial. While they aren't bad spells to use, they aren't worth constantly preparing. Most of them are tied to some option or spell description that prevents it from being a true powerhouse, making it sometimes not worth preparing.
|
Tear |
spelling |
explanation |
|---|---|---|
|
b |
Alustriel's Mooncloak |
The rising moon From your position can be helpful in some situations, and providing half cover Nice, but added resistors aren't really useful. The It is great to heal, But it costs 50GP to cast, and is a concentration spell. Some aspects are better, but overall, it's ok. |
|
Cacophonic Shield |
While Damage anyone within the Emanation area Pretty good, especially since the damage tied to Constitution saving throws makes it a lot less interesting. 3d6 thunder damage Well, such resistances are provided. The only thing keeping it from the C-Tier, however, is that REngage attack rolls made against you are made at Disadvantage. |
|
|
Doomtide |
Added ability here Subtract 1d6 from the creature's saving throw When this ink is inside the black area is a very nice addition. 5d6 psychic damage There is also a lot to deal with for a fourth-level spell. However, the Easy ability to remove ink clouds with something as simple as a gust of wind And a perfectly spelled ending makes it easy to compromise to keep any high. Circle spell casting also costs a lot for what it gives to each participant. |
|
|
The sacred star of Mystra |
Providing three quarter cover Clean, and casting bright and dim light is positionally good. allowing you Throw a mote for 4d10 damage A level eight spell on top of your modifier seems pretty low, but not insignificant. The saving grace is that A bonus actionAnd it is Ability to deflect spells. Being able to dispel a spell that targets you back at the caster is amazing, but it has enemy-based parameters that can be achieved first. |
|
|
Syluné's Viper |
You get one Climbing speed, a venomous biteand Temporary hit points. While this is a normal spell, the spell ends quickly after those 15 temporary hit points are gone. The A toxic condition also incapacitates the creatureWhich is the best part of this spell, as it is Effectively removes them from the war At an affordable cost. |
C-Tier
None of the mantras here are bad; They are just basic. They are either too expensive, too weak, or too regular compared to other available spells to be any superior. For most of them, you can find other, better options or spells that they can do.
|
Tear |
spelling |
explanation |
|---|---|---|
|
c |
death armor |
Profits save in death When your character is in a position to make them is very good, but the spell itself Very dependent on that moment. it is Almost completely useless at any other time and a waste of prepared spell slots. this Costs 50 GP to castAnd while Dealing necrotic damage to anyone who hits you Well, this is it too Only once per turn. |
|
Useful Homunculi of Deryan |
Summon helpful Homunculi A fun little trick to help you make or do something. However, this Costs 100 goldAnd they all do. You probably will It is not necessary to cast very expensive spells. |
|
|
Elminster's Effulgent Spheres |
Orbs floating around you, giving you Resistance to selected damage type as reactionGreat for in-the-moment help. That's it for a sixth-level spell, though Costs 1,000 GP To cast, expending one of the orbs Only 3d6 of the element deals I mean you can Now don't use it for resistance (which you can get much cheaper elsewhere), making this spell a tough sell. |
|
|
Silver Lance of Laeral |
While Affecting organisms in a 120-foot line There's a lot of ground to cover, Damage is based on savesAnd there is no guarantee there will be Enough enemies to line up for magic to reach its full potential. Dealing 3d10 force damage to a third-level spell is good, but Costs 250+ GP No, especially when it's so specific. |
|
|
Synostodweomer of symbols |
Using your hit dice in the middle of battle Sounds good until you realize the cost Seventh-level spell To do so, dice are spent after use, and A spell must be cast to trigger the target effect. |
|
|
Spellfire Flare |
A basic mantra. Removing cover from an enemy and dealing 2d10 radiant damage is good enough, but there's really nothing else here. |