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When the fight has started to go bad and you need to save one or more party members right now, these spells can help.

Magic can solve all problems in D&D. The trick is knowing which magic is being called for at what time. Sometimes, it takes more than just an emergency healing word to turn a fight around. And when that’s the case, you might want to reach for one of these spells to save some or all of the party’s bacon.

Sanctuary

Sanctuary is one of the best 1st level spells out there, because it can so rapidly change the course of an unfolding fight. It’s easy to sleep on it, because it’s not one of the more dramatic spells. But used properly, this can save a party.

Because when you cast Sanctuary you protect a character from all attack. Sure area of effects might still catch them, but enemies have to make a Wisdom saving throw in order to even target the sanctuaried character in the first place. It doesn’t just make them miss, it makes them unable to attack. Enemies have to either retarget their attacks or lose their action altogether.

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And the effect lasts as long as the sanctuaried character doesn’t make an attack roll, cast a spell, or deal damage. But they can pass out healing potions or just run away to a safe place. Even being protected from a round of attacks can be a big help.

Thunder Step

Of course, if you prefer your rescues to be a little more dramatic, there’s always Thunder Step. You might have seen what this spell can do in A Crown of Candy—but even if you haven’t, don’t worry, here’s how it works.

This spell lets you teleport away with one other willing character. When you teleport away, you blast enemies within 10 feet of where you were with thunder damage, and then you teleport up to 90 feet away. It’s like a combat misty step.

Wall of Force

When you know a fight is going real bad, sometimes the best way to save your party is to make sure that no one can be hit. And what better way to do that than by temporarily walling off an area with—or trapping your enemies under—a wall/dome of invisible, impenetrable force. Immune to all damage (except Disintegrate), and one that blocks Ethereal travel as well, this spell can help you get away from a whole encounter.

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As long as you know that it’s time to run.

Vortex Warp

via Marvel

If you can’t get next to your ally to teleport them away, there’s always the Strixhaven special—no, not Silvery Barbs—we’re talking Vortex Warp. This spell lets you teleport a willing (or unwilling) target from up to 90 feet away. Or more if you use a higher-level spell slot.

With this spell, you can pluck an ally from within a horde of enemies. Or teleport that one enemy who is going to ruin the healer’s day several feet away. Potentially into something hazardous (as long as its a surface or a liquid that can support the target). But when you need to yoink your ally who is on two failed death saves away from that kill-hungry creature, Vortex Warp can save the day.

Otiluke’s Resilient Sphere

And then of course there’s Otiluke’s Resilient Sphere. This spell lets you pick a target, willing or otherwise, within 30 feet and you surround them with an invulnerable globe of force. This can isolate an enemy, or act as an emergency hamster bubble around a beleaguered ally.

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Once in the sphere, they can even still move by rolling it—and other creatures can pick it up and move along with it too. So keep this in mind whenever you need an emergency getaway.

Happy adventuring!


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