Fizban’s Treasury Of Dragons: Best New D&D Spells

Fizban’s Treasury Of Dragons adds new spells to Dungeons & Dragons, and some of them are useful tools for turning the tide of battle, especially against draconic foes. There used to be a stronger connection between dragons and magic in the older editions of D&D, but that was faded away in the current edition of the game, though it’s made up for by them being living engines of destruction and some of the strongest monsters in Dungeons & Dragons.

In the old editions of D&D, dragons used to be accomplished spellcasters, with their own class levels. This made them incredibly deadly, as they had access to all of the same divination and abjuration spells that the party had. Nowadays, the dragons don’t have Sorcerer or Wizard class levels, but they are still some of the strongest enemies in the game and are not to be taken lightly.

Fizban’s Treasury Of Dragons is a new sourcebook that explores the lore of dragons. It has an entire section dedicated to the magic of dragons, which includes spells that were designed by them. It also features spells used to defeat dragons on the battlefield. Here are some of the best new D&D spells added with the latest sourcebook.

Fizban’s Treasury Best New D&D Spell – Nathair’s Mischief

The players of Wild Magic Sorcerers in D&D are likely familiar with the Wild Magic Surge, where they lose control of their abilities and unleash a random effect on friend and foe alike. Nathair’s mischief is like a weaponized version of the Wild Magic Surge. It’s a 2nd level illusion spell that can be taken by Bards, Sorcerers, and Wizards. Once cast, Nathair’s mischief creates a 20ft cube of chaos magic, which can be moved by 10ft at the start of the turn, and lasts for one minute while requiring concentration. At the start of each turn, the caster rolls 1d4 to determine the effect that the cube has until the end of the turn. One effect forces a Wisdom save against being charmed for a turn, the second effect forces a Dexterity save against being blinded for a turn, the third effect forces Wisdom save against being incapacitated, while the fourth effect creates difficult terrain.

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Nathair’s mischief is an ideal choice for a powerful D&D spell used to hold a chokepoint in a dungeon. If the party needs to hold the line against enemies while in a corridor or doorway, then throwing a Nathair’s mischief spell onto them is a great way to sow chaos among their ranks and give the party an advantage. It’s also a great spell to throw on enemy spellcasters and archers, as the first three effects will temporarily shut them down.

Fizban’s Treasury Best New D&D Spell – Raulothim’s Psychic Lance

Arcane magic might allow the caster to bend the rules of reality, but it sometimes cannot overcome a set of patio doors. There are many spells in D&D that require line of sight to function, and if the enemy uses their turn to scramble behind a wall, then the caster is out of luck unless they can unleash an AoE effect. Raulothim’s psychic lance is a 4th level enchantment spell from Fizban’s Treasury of Dragons that can be used by Bards, Sorcerers, Warlocks, and Wizards. It conjures a blast of psionic energy from the caster’s forehead, which can deal 7d6 psychic damage and cause the target to be incapacitated until the next turn if they fail their Intelligence saving throw.

What makes Raulothim’s psychic lance so great is that it will automatically strike a target if the caster knows their name, so long as they are within 120 ft. The spell also lacks a somatic component. This makes Raulothim’s psychic lance a great Dungeons & Dragons spell for assassinations. It’s also great in circumstances where the name of the enemy is known, as it not only prevents the enemy from benefitting from cover, but it allows the caster to hide behind their own cover, and strike them with the spell from a safe position.

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Fizban’s Treasury Best New D&D Spell – Rime’s Binding Ice

Fizban's Treasury of Dragons Great Wyrm Dungeons & Dragons

Being surrounded by close-range enemies is one of the most precarious positions a spellcaster can be in. The next spell they cast could very well be their last, so they need to choose carefully. A good spell to use in this situation is thunderwave, as it deals 2d8 thunder damage and can push enemies away from the player by 10ft. The only problem is that they aren’t knocked prone, so they can just move back into position on their next turn.

Rime’s binding ice from Fizban’s Treasury of Dragons is a better version of thunderwave. It’s a second-level evocation spell that can be used by both Sorcerers and Wizards. When cast, Rime’s binding ice sends out a blast of cold in a 30ft cone, which deals 3d8 cold damage on a failed save, while also hindering the enemy by freezing them. An enemy that is hindered by the ice on a failed save has its speed reduced to zero for one minute unless another creature is able to reach them on their turn and use their action to break the ice away. Rime’s binding ice is a great spell for casters who are looking to get out of dodge, as it can prevent enemies from giving chase, or cause them to waste turns freeing their allies. It’s also a great D&D spell for a warrior caster (like the Eldritch Knight) to throw out when they are outnumbered.

Fizban’s Treasury Best New D&D Spell – Fizban’s Platinum Shield

Fizban's Treasury of Dragons POV Character Dungeons & Dragons

If the time comes when the party knows it will come face to face with a dragon, then preparation will be the key to success. A party that wanders into a dragon’s lair without preparing is asking to be slaughtered and for their precious magic items to be added to the dragon’s hoard. Dragons are among the most powerful monsters in D&D. This means the party will need to stock up on as many healing items as they can, and come loaded with spells that will protect them against the element used by the dragon’s attacks.

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Fizban’s Treasury of Dragons provides one of the best defensive spells against dragons, and it just happens to bear the name of the big man himself. Fizban’s platinum shield is a sixth-level abjuration spell that can be used by Sorcerers and Wizards. It’s a concentration spell that can last up to a minute and requires a platinum-plated dragon scale worth at least 500gp. This D&D spell from Fizban’s Treasury creates a shimmering shield that can protect one character, though the caster can switch the person protected as a bonus action on their turn. Fizban’s platinum shield grants half-cover, gives resistance to acid, cold, fire, lightning, and poison damage, but most importantly, it grants the Evasion ability.

Evasion is the seventh-level Rogue ability and it kicks in whenever they have to pass a Dexterity saving throw. If a Dexterity save allows them to take half damage from an effect, then Evasion means they take no damage from the effect. In short, Fizban’s platinum shield is tailor-made for fighting dragons, as almost every dragon breath attack in Dungeons & Dragons requires a Dexterity save. Using Fizban’s platinum shield guarantees that the subject of the spell will either take half damage or no damage from the dragon’s feared breath attack, which can mean the difference between life and death for a squishy caster.

Fizban’s Treasury of Dragons is available now.

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