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Best 4th and 5th Circle Spells in Tales of the Valiant
tales of the valiant

Best 4th and 5th Circle Spells in Tales of the Valiant

51 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Tales of the Valiant
  3. >Spell Guides
  4. >Best 4th and 5th Circle Spells in Tales of the Valiant

The short answer

Choose 4th- and 5th-circle spells for a recurring high-impact job, then compare source access, concentration, casting time, and the campaign situations where each spell can change the encounter.

Introduction

At 4th and 5th circle, choose spells for the encounter job they can change: remove a key enemy, split a battlefield, protect an ally, cross an obstacle, or create sustained pressure. A higher circle does not make every option universally useful.

On this page

  • Introduction
  • How to Use This Guide
  • 4th Circle Spells by Source List
  • Arcane
  • Divine
  • Primordial
  • Wyrd
  • 5th Circle Spells by Source List
  • Arcane
  • Divine
  • Primordial
  • Wyrd
  • Top Spells by Circle
  • 4th Circle Quick Reference
  • 5th Circle Quick Reference
  • Best Labyrinth Worldbook 4th and 5th Circle Picks
  • Best Player's Guide 2 4th and 5th Circle Picks
  • Player's Guide 2 Rituals Worth Knowing
  • Best Picks by Class
  • Synergies & Combos
  • Hot Takes
  • Final Notes

Concentration is a real constraint at this tier. Holding polymorph, greater hold, or wall of fire can be worth more than a second spell, but casting another concentration spell ends the first. Compare spells by their effect, action economy, and the situations where you can protect that commitment. Combat Casting can help when maintaining a spell is central to the plan.

For half-casters, 4th and 5th circle arrive later and with fewer slots, so dependable class-shaped choices usually beat a narrow answer. Full casters have more room to prepare alternatives, but still need to decide which problem is common enough to reserve concentration and a high-circle slot for it.

This guide rates 4th- and 5th-circle spells across all four source lists, then gives quick-reference tables, class-by-class picks, and synergy notes. Labyrinth Worldbook spells are marked as (Labyrinth Worldbook), and Player's Guide 2 spells are marked as (Player's Guide 2).

Labyrinth Worldbook adds unusual tools such as transformation, flight, anti-healing weapons, Void summons, construct servants, metal detonation, and freezing control. Check whether those additions solve a map, recovery, or pressure problem that your existing spells do not already cover.

Player's Guide 2 adds anti-metal control, magical music, mercy and order auras, party flight, quicksand, psychic save pressure, Wyrd necromancy, and ritual utility. Witch and Theurge gain several additional options, so confirm which supplemental books your GM allows before preparing around them.

Tales of the Valiant Best 4th and


How to Use This Guide

Ratings reflect general combat and exploration utility across a typical Tales of the Valiant campaign. Higher ratings mean the spell consistently produces outsized value. Lower ratings mean it is too narrow, too replaceable, or too costly for what it delivers.

  • ● Avoid this option.
  • ● Useful in the right campaign or build, but not reliable in general play.
  • ● A solid choice you will not regret.
  • ● A top-tier option that can define strong play.

4th Circle Spells by Source List

Arcane

Available to: Bard, Sorcerer, Theurge, Wizard

SpellSchoolNotes
Acid Rain (Player's Guide 2) ●EvocationMovable acid damage zone. Good when enemies cluster or cannot leave the area easily; less exciting when the battlefield is wide open and everyone scatters like responsible adults.
Amorphous Form (Labyrinth Worldbook) ●TransmutationTransform a Large or smaller creature into an ooze form. Strong weird control and exploration utility, but concentration and form limits keep it from replacing polymorph.
Arcane Eye ●DivinationInvisible scouting sensor with unlimited range on the plane — invaluable in dungeon crawls and heist scenarios. Concentration but passive; rarely loses it.
Banishment ●AbjurationThe cleanest single-target removal in the game at this tier. CHA save, one minute, no ongoing resource drain if they fail. Scales to 5th circle to hit multiple targets.
Bladed Wings (Labyrinth Worldbook) ●Transmutation60-foot flight, bonus-action melee wing attacks, and a one-time cone of feather damage that ends the spell. Excellent mobile gish pressure.
Burning Pitch (Player's Guide 2) ●EvocationSticky flaming tar with damage and lingering area pressure. Not subtle, not tidy, and absolutely the spell that makes the dungeon janitor quit.
Compulsion ●EnchantmentForce enemies to move where you want. Strong for repositioning foes into hazards or away from allies. CHA save. Concentration.
Confusion ●EnchantmentWIS save, affects a 10-ft. radius. Can waste multiple enemies' actions every round. Unreliable if enemies keep saving, strong if they do not.
Conjure Minor Elementals ●ConjurationAction economy via summoned elementals. GM controls them but they are on your side. Slow setup, long payoff. Better in longer fights.
Dimension Door ●ConjurationInstant 500-ft. teleport for two creatures, no line of sight required. The best escape tool and infiltration spell at this tier. No save, no concentration.
Elemental Shield ●EvocationResistance to one element plus retaliatory damage when hit. Situationally excellent in elemental-heavy campaigns; dead weight against mundane attackers.
Freedom of Movement ●AbjurationPrevents grapple, restrain, slow, and difficult terrain penalties for an ally. Concentration-free and lasts an hour. Underrated utility.
Freeze Metal (Player's Guide 2) ●TransmutationRepeated cold pressure on metal gear, with a real chance to make weapons or armor unusable. Fantastic against knights, constructs with gear, and villains who trusted laundry day too much.
Greater Invisibility ●IllusionInvisibility that persists through attacks. Melee attacker with advantage on every hit, disadvantage on every attack against them. Concentration.
Harry (The Old Margreve) ●EnchantmentLong pursuit-control spell: frightens one target when it can see you, makes it easier to track, and can deny long rests. Better for hunting, villains, and campaign pressure than normal room-by-room combat.
Ice Storm ●EvocationBludgeoning and cold in a wide area, difficult terrain as a rider. No concentration, immediate damage. Weaker than fireball at 3rd circle but functional at 4th.
Looping Trail (The Old Margreve, Ritual) ●TransmutationTurns a trail back on itself for 8 hours. Excellent for wilderness defense, pursuit denial, and escape planning; useless in most indoor combat.
Nether Weapon (Labyrinth Worldbook) ●TransmutationConcentration weapon buff with bonus necrotic damage and an anti-healing rider. Strong for melee builds; less relevant for normal backline casters.
Otherworldly Orchestra (Player's Guide 2) ●IllusionMagical music that can hinder enemies or support allies while you spend actions elsewhere. Bard-coded, Theurge-approved, and more useful than it has any right to be.
Personal Cannibal (Labyrinth Worldbook) ●TransmutationNo-concentration mental stat buff with a matching physical stat penalty. Powerful for save DCs and mental checks, but the CON/DEX downside is dangerous in combat.
Phantasmal Killer ●IllusionWIS save or frightened + ongoing psychic damage every round. Two-stage: they save on cast, then save every turn. Can delete a single target if saves fail; can also fizzle completely.
Polymorph ●TransmutationTurn a creature into a Beast. Powerful as a monster-shutoff or as a buff for allies. Concentration. The Beast you pick matters enormously.
Resilient Sphere ●EvocationTarget is trapped in an indestructible sphere — can't be hurt, can't act. DEX save. The single cleanest neutralization of a dangerous enemy short of banishment.
Spectral Wall (Labyrinth Worldbook) ●NecromancyTranslucent wall that grants half cover, creates difficult terrain, and deals cold/necrotic damage with a fear rider. A very clean control package.
Wall of Fire ●EvocationShape a fire wall that deals ongoing fire damage. Splits the battlefield, punishes movement, no save to take the damage on your side.
Wield Soul (Labyrinth Worldbook) ●NecromancySteal one usable feature from a creature that died within the last minute. Huge ceiling, but corpse timing and GM adjudication make it situational.

Divine

Available to: Cleric, Paladin, Theurge

SpellSchoolNotes
Aura of Mercy (Player's Guide 2) ●AbjurationHealing aura that keeps chosen nearby allies topped up over several rounds. Competes with other concentration plans, but Cleric and Theurge support builds should notice it immediately.
Banishment ●AbjurationSame as Arcane. CHA save, one minute, multi-target at 5th circle. Paladins want this badly given their limited spell access.
Blight ●Necromancy8d8 necrotic, CON save, double damage to plants. Decent burst for a single-target 4th circle slot — but no rider effects makes it feel underpowered against anything with good CON.
Castigation Glyph (Labyrinth Worldbook) ●AbjurationMark one target and punish it with necrotic damage when it harms you or a nearby ally. Strong protection spell if the enemy cannot ignore your front line.
Compulsion ●EnchantmentSame as Arcane. Better on cleric than paladin given the concentration availability.
Confusion ●EnchantmentSame as Arcane. Cleric rarely wants this; paladin almost never does. Overlap with better options on the Divine list.
Control Water ●TransmutationMassive environmental control near water. Completely dead in most dungeon or indoor encounters. Campaign-defining in nautical or river-crossing scenarios.
Death Ward ●AbjurationTarget drops to 1 HP instead of 0, once. No concentration, 8-hour duration. Cast it before the big fight, forget about it, let it save a life. The best proactive defensive spell at this tier.
Faithful Hound ●ConjurationInvisible sentry that barks and bites. Niche utility for long rests in dangerous places. Almost never worth a 4th circle slot in combat.
Freedom of Movement ●AbjurationSame as Arcane. On the Divine list means clerics and paladins can use it — clerics should rotate this onto their fighter before big fights.
Guardian of Faith ●ConjurationSpectral guardian that deals 20 radiant to enemies entering its space, 40 damage total before it vanishes. No concentration. Great for holding a doorway or chokepoint.
Heart-Seeking Arrow (The Old Margreve) ●TransmutationBonus-action concentration spell that empowers your next ranged or thrown weapon attack with +6d6 weapon damage, half on a miss, and harsher death consequences. Strong on archer Paladins or multiclass builds; awkward for normal Clerics.
Otherworldly Orchestra (Player's Guide 2) ●IllusionSee Arcane notes. Divine access makes this especially interesting for Theurge and support Cleric builds that want more than another healing button.
Spectral Wall (Labyrinth Worldbook) ●NecromancySee Arcane notes. Clerics like the terrain, half-cover, and fear pressure more than they need another single-target damage spell.
Wield Soul (Labyrinth Worldbook) ●NecromancySee Arcane notes. More thematic for Clerics than Paladins, but still dependent on a fresh corpse with a feature worth stealing.

Primordial

Available to: Druid, Ranger

SpellSchoolNotes
Acid Rain (Player's Guide 2) ●EvocationSee Arcane notes. Primordial casters appreciate a movable acid zone when they want damage over space instead of another single target answer.
Amorphous Form (Labyrinth Worldbook) ●TransmutationSame as Arcane. Druids get the best flavor and exploration use from ooze transformation, but it still competes with polymorph and wall of fire.
Blight ●NecromancySame as Divine. Works fine on a druid as a burst option but competes with superior concentration spells at this tier.
Burrow Striker (Labyrinth Worldbook) ●TransmutationSelf-burrow and burst-attack spell. Great for ambushes in earth, sand, mud, or ice; much weaker on stone floors and open bridges.
Burning Pitch (Player's Guide 2) ●EvocationSticky fire and poison-area pressure. Druid and Ranger can use it as messy battlefield denial, though fire resistance can make it a dramatic puddle.
Conjure Woodland Beings ●ConjurationCall Fey to help. Action economy multiplier if the GM runs them. Concentration, but the summons persist. Rangers find this especially valuable as one of their few multi-target tools.
Control Water ●TransmutationSame as Divine. Druid and ranger get the most use from environmental control — wilderness campaigns make this relevant far more often.
Giant Insect ●TransmutationTurn target insects into giant versions under your control. Entirely dependent on insect availability. Niche to the point of uselessness in most campaigns.
Fey Song (Player's Guide 2) ●EnchantmentCharm and manipulate Beasts through music. Niche, but in animal-heavy campaigns it can flip an encounter so hard the GM starts checking stat blocks twice.
Freeze Metal (Player's Guide 2) ●TransmutationSee Arcane notes. Better than it looks in campaigns with armored soldiers, metal weapons, and big set-piece gear.
Ice Storm ●EvocationSame as Arcane. Druids have fewer evocation options at this tier so this earns more value by default. Difficult terrain rider is underrated.
Heart-Seeking Arrow (The Old Margreve) ●TransmutationSame as Divine, but better here because Rangers actually want ranged weapon finishers. It is expensive concentration, yet the half-damage-on-miss clause makes it less all-or-nothing than most archer nova spells.
Hunting Stand (The Old Margreve, Ritual) ●ConjurationCreates an 8-hour camouflaged shelter for ambushes, hunting, spying, or dangerous rests. Strong setup ritual if your table allows Primordial ritual access; not a combat spell.
Looping Trail (The Old Margreve, Ritual) ●TransmutationSee Arcane notes. Druids and ritual-enabled Rangers get the most practical use from it because wilderness routes are their lane.
Polymorph ●TransmutationSame as Arcane. Druids and rangers share this. Druids get more mileage given their role; rangers should think carefully before spending one of their precious high-circle slots.
Stone Shape ●TransmutationMold stone into any shape — create doors, seal passages, sculpture footholds. Zero combat utility, high exploration and planning utility.
Stoneskin ●AbjurationResistance to bludgeoning, piercing, and slashing for one ally. Concentration, one hour. The resistance type matters enormously — this covers most physical damage. Strong for a melee-heavy party.
Storm of Wings (The Old Margreve) ●ConjurationMovable 15-foot-radius swarm. Bats slow, birds impose attack disadvantage, insects can disrupt spellcasting. Concentration competition is real, but the mode flexibility is excellent.
Tree Thump (Player's Guide 2) ●EvocationA nearby tree wallops a target, with knockback or prone potential. Great in forests; awkward in rooms where the only tree is a chair with aspirations.
Wall of Fire ●EvocationSame as Arcane. Druids with wall of fire can lock down a battlefield in ways most Primordial casters cannot. Excellent.

Wyrd

Available to: Bard, Warlock, Witch, and Wyrd-dipping classes

SpellSchoolNotes
Banishment ●AbjurationSame as Arcane and Divine. Warlocks can use this with a 4th-circle slot and it is arguably their best single-target control option at this tier.
Black Tentacles ●Conjuration20-ft. square of difficult terrain plus DEX save or restrained + 3d6 bludgeoning per turn. No concentration? Wait — it does require concentration. Brutal zone control with a punishing restrain rider.
Compulsion ●EnchantmentSame as Arcane. Bards love this for repositioning enemies. Warlocks less so — you have limited slots and compulsion is often outperformed by banishment or black tentacles at this tier.
Confusion ●EnchantmentSame as Arcane. Bards can leverage this for crowd control when they do not need their concentration on a stronger buff.
Conjure Minor Elementals ●ConjurationSame as Arcane. Warlocks rarely want this — summoning competes with their better options and they cannot afford to concentrate on a slow-burn summon.
Dimension Door ●ConjurationSame as Arcane. Bards and warlocks love this as an escape or infiltration tool. No save, no concentration, instant.
Faithful Hound ●ConjurationSame as Divine. No class on the Wyrd list should spend a 4th circle slot on this.
Fey Song (Player's Guide 2) ●EnchantmentBeast-focused charm/control via music. Niche, but very Witch-shaped when the adventure has beasts, fey-touched animals, or one extremely suspicious stable.
Greater Invisibility ●IllusionSame as Arcane. Bards can cast this on their best attacker and watch the damage numbers explode. Warlocks can cast it on themselves for eldritch blasting with impunity.
Mass Faerie Fire ●EvocationBetter faerie fire — advantage on attacks against affected creatures and they can't become invisible. The "mass" version covers a wider area. No concentration? Check the spell description — if no concentration, this is busted for a 4th circle slot.
Nether Weapon (Labyrinth Worldbook) ●TransmutationSee Arcane notes. This is best on Blade or Reaper Warlocks who can turn the anti-healing rider into pressure against bosses and regenerators.
Phantasmal Killer ●IllusionSame as Arcane. More relevant on the Wyrd list because bards and warlocks have fewer hard-removal options.
Spirit Rend (Player's Guide 2) ●NecromancyWyrd-only necrotic/psychic pressure with a movement-lock rider. Witch and Warlock both appreciate a direct damage spell that also says "stay there and think about your choices."
Storm of Wings (The Old Margreve) ●ConjurationSame as Primordial. Witches and Warlocks like this because the insect mode pressures enemy casters, while bats and birds still matter when the enemy is martial.

5th Circle Spells by Source List

Arcane

Available to: Bard, Sorcerer, Theurge, Wizard

SpellSchoolNotes
Animate Objects ●TransmutationTen animated attackers under your control for a minute. At Tiny size: +8 to hit, 1d4+4 damage each — potentially 10 attacks per round. Concentration, but the action economy is unmatched.
Arcane Hand ●EvocationLarge magical fist that strikes (4d8), pushes, grapples, or blocks. Versatile and does not disappear when you cast other spells. Concentration.
Cloudkill ●Conjuration20-ft. cloud of poison damage that moves 10 ft. per round. Works best in confined spaces. Punishing against low-CON targets; does nothing to poison-immune enemies.
Cone of Cold ●Evocation60-ft. cone, 8d8 cold, CON save. The blast radius is massive — one of the widest area spells at this tier. No concentration. Straightforward, high damage, no frills.
Conjure Elemental ●ConjurationSummon an Elemental to fight for you. Powerful, but the elemental turns hostile if you lose concentration. High upside, real downside.
Conjure Minor Voidborn (Labyrinth Worldbook) ●ConjurationSummon Void-touched aberrations or fiends, then pay psychic damage to command them. Strong action economy with real risk if concentration breaks.
Create Construct (Player's Guide 2) ●TransmutationTurn material and a costly gem into a friendly construct. Excellent if your GM gives clear stat options and downtime access to components.
Detonate Metal (Labyrinth Worldbook) ●EvocationExplode a manufactured metal object for heavy force damage in a 20-foot radius. Encounter-dependent, but terrifying when the target is wearing or carrying the right object.
Dominate ●EnchantmentControl a Medium or smaller creature. WIS save, concentration. Forces them to use actions on your behalf. Best against a dangerous single enemy that has interesting abilities you want to weaponize.
Empty Rain (Labyrinth Worldbook) ●ConjurationCold and necrotic rain that can stop failed-save targets from casting spells until they leave the area. Small radius, high anti-caster value.
Flash Freeze (Labyrinth Worldbook) ●EvocationCold burst plus ice restraint and suffocation pressure on failed saves. Good damage, better control.
Greater Hold ●EnchantmentParalyze any creature type. WIS save. While paralyzed, the target auto-fails STR and DEX saves, and attacks within 5 ft. are automatic crits. Fight-ender if it lands.
Legend Lore ●DivinationInstantly know lore about a legend. Ritual-adjacent in practice — you do not cast this in combat. Pure exploration and story utility.
Loan (Player's Guide 2) ●ConjurationTouch an object and set a delayed return. Heist, evidence, cursed-item, and "we borrowed it, your honor" utility; not a normal combat pick.
Mislead ●IllusionBecome invisible while projecting a duplicate decoy. No concentration to maintain invisibility. Excellent for staying safe while maintaining battlefield awareness.
Modify Memory ●EnchantmentChange a creature's memory of an event. Zero combat relevance, enormous social and narrative relevance. One of the best spells in the game for the right campaign.
Passwall ●TransmutationCreate an opening in a surface. No combat use in most fights, but opens creative options that no other spell replicates — bypass any wall, door, or barrier.
Psychic Barrage (Player's Guide 2) ●EnchantmentMultiple psychic lances with a save-debuff rider. This is a serious setup spell for follow-up control, especially on Theurge, Sorcerer, Wizard, Witch, and Warlock.
Telepathic Bond ●DivinationConnect allies' thoughts for one hour — silent coordination at any range. No concentration. Underrated in stealth or infiltration campaigns.
Starbright (Player's Guide 2) ●EvocationOne-hour, no-concentration radiant motes that fire as bonus-action spell attacks. Excellent when your concentration is already occupied.
Wall of Force ●EvocationIndestructible, invisible, no save. Split the battlefield, seal off reinforcements, box a target in a sphere. The most reliable battlefield control spell at 5th circle.
Wall of Stone ●EvocationShape a permanent stone wall. Permanence makes it a utility spell that outlasts any concentration effect. Slower setup but extraordinary value in the right moment.
Harrying Hounds (The Old Margreve) ●Enchantment8-hour routing and fear pressure over a 20-foot radius. Not a dungeon-room combat spell; excellent for pursuit, herding, escape denial, and campaign-scale pressure.

Divine

Available to: Cleric, Paladin, Theurge

SpellSchoolNotes
Antilife Shell ●Abjuration10-ft. field that blocks living creatures. Turns the cleric into an untouchable zone that enemies cannot enter in melee. Concentration. Bizarre against undead-heavy encounters but dominant otherwise.
Aura of Order (Player's Guide 2) ●AbjurationAura that improves allied defenses against spells and magical effects. Excellent when enemy casters are the problem and your table is tired of learning that lesson one failed save at a time.
Contagion ●NecromancySicken a foe with disease after three failed CON saves. Slow to activate (takes 3 rounds), then devastating. Too slow for most combat encounters; more useful in siege-length engagements.
Dispel Evil and Good ●AbjurationEnd possession, return extraplanar creatures to their plane, advantage against charmed/frightened/possessed effects. Niche but fight-ending against the right enemies.
Flame Strike ●Evocation10-ft. radius column of fire and radiant, DEX save. Radiant damage is rarely resisted. Not as wide as cone of cold but clerics have few direct damage options at this tier.
Feathered Flock (Player's Guide 2) ●TransmutationParty flight for up to five creatures. This is the kind of Divine access Theurge should circle twice, because solving verticality for the whole party changes encounters.
Greater Hold ●EnchantmentSame as Arcane. One of the best spells clerics can cast. Auto-crit setup for melee allies on a paralyzed target is devastating.
Greater Restoration ●AbjurationEnd charmed, frightened, paralyzed, petrified, or reduced ability score on an ally. Expensive material component (100 gp diamond dust), but irreplaceable when you need it.
Legend Lore ●DivinationSame as Arcane. Clerics care more about lore than most casters given their divine connections. Still not a combat spell.
Lifeblind (Player's Guide 2) ●NecromancyBlinds a target to living creatures. Very strong against living foes, much less useful when the enemy is undead, constructed, or already cheating with senses.
Maim (The Old Margreve) ●NecromancyMelee spell attack for 4d6 necrotic plus a permanent withering rider until remove curse, greater restoration, or similar magic. The body option can strip resistance or create vulnerability to bludgeoning, piercing, or slashing, but Clerics hate walking into melee for a single attack roll.
Mass Cure Wounds ●NecromancyAverage heal to up to six creatures in range. Action-efficient mass healing — not efficient per hit point but hits your whole party at once.
Hallow ●AbjurationWard an area against creature types and choose an additional effect from a list. Permanence makes this extraordinary for claiming territory. Limited in one-session fights.
Raise Dead ●NecromancyResurrect a creature dead up to 10 days. Requires a 500 gp diamond. The most important spell in the game when someone dies mid-campaign.

Primordial

Available to: Druid, Ranger

SpellSchoolNotes
Antilife Shell ●AbjurationSame as Divine. Druids get enormous value from this — walk into a crowd of enemies and watch them scramble. Concentration.
Cone of Cold ●EvocationSame as Arcane. Druids rarely get wide evocation options. This fills that gap — 60-ft. cone, 8d8 cold, no concentration.
Contagion ●NecromancySame as Divine. Too slow for most combat. Skip it.
Cloudfall (Player's Guide 2) ●EvocationDrop crushing cloud-stuff on enemies. Very funny and potentially strong outdoors or in cloud-heavy terrain; awkward when the sky is not participating.
Empty Rain (Labyrinth Worldbook) ●ConjurationSee Arcane notes. Primordial casters can use this as a compact anti-caster storm, especially in dungeon rooms and narrow lanes.
Flash Freeze (Labyrinth Worldbook) ●EvocationSee Arcane notes. The restraint rider is the real payoff, giving Druids and Rangers a cold-control option that is not just another cone.
Feathered Flock (Player's Guide 2) ●TransmutationParty flight for up to five creatures. This is one of the cleanest Primordial upgrades from PG2 because it solves a whole encounter axis.
Greater Restoration ●AbjurationSame as Divine. Druids can cast this — invaluable for the right situations.
Insect Plague ●ConjurationSwarm of locusts in a 20-ft. radius sphere — difficult terrain plus 4d10 piercing per turn (CON save). Concentration. Better zone denial than cloudkill in many situations, and CON is a worse save than DEX for most melee enemies.
Conjure Fey Hound (The Old Margreve) ●ConjurationSummons one hound of the night, two winter wolves, or four dire wolves for up to 1 hour. Clean action-economy pressure and perfect for hunting parties.
Harrying Hounds (The Old Margreve) ●EnchantmentSame as Arcane. Better for Druids and Rangers than Wizards because the spell's pursuit logic matches their campaign role.
Killing Fields (The Old Margreve, Ritual) ●TransmutationTurns a 100-foot cube of natural terrain into a hunting preserve with ally-only attack advantage, extra weapon damage, tracking, and stealth bonuses. Fantastic ambush infrastructure if you can choose the battlefield.
Mass Cure Wounds ●NecromancySame as Divine. Druids have fewer healing options than clerics, making this more valuable proportionally.
Primal Infusion (The Old Margreve) ●TransmutationSelf-buff for 1 minute: 30 temp HP, +2 AC, CON save proficiency, advantage on attacks with an adjacent ally, and +1d10 weapon damage. A top-tier Ranger capstone-tier combat spell and strong on weapon Druids.
Snapping Snare (Labyrinth Worldbook) ●ConjurationGiant vine that grapples, smashes, flings, and repositions. Strong battlefield tool if you can keep enemies inside its reach.
Sucking Mud Pit (Player's Guide 2) ●TransmutationQuicksand-style area control that restrains, suppresses attacks, and can become genuinely grim if enemies sink. The battlefield gets paperwork and nobody is happy.
Tree Stride ●ConjurationTeleport 500 ft. by entering and exiting trees. Exploration and repositioning utility. No combat application in most encounters.
Wall of Stone ●EvocationSame as Arcane. Druids can shape permanent stone walls — extraordinary terrain control.
Yarila and Porevit's Mantle (The Old Margreve) ●TransmutationOne-hour plantlike transformation with sunlight healing, partial exhaustion suppression, nourishment, and vegetation stealth. Beautiful wilderness sustain; too environmental to beat Primal Infusion for most Rangers.

Wyrd

Available to: Bard, Warlock, Witch

SpellSchoolNotes
Cloudkill ●ConjurationSame as Arcane. Warlocks love this — no concentration on upcast slots, and the cloud is mobile.
Conjure Fey Hound (The Old Margreve) ●ConjurationSame as Primordial. Stronger on Warlocks and Witches than it looks because it gives them a board presence while their action remains free for blasts, hexes, or control.
Conjure Elemental ●ConjurationSame as Arcane. The hostile-on-lost-concentration risk is real for warlocks.
Conjure Minor Voidborn (Labyrinth Worldbook) ●ConjurationSee Arcane notes. Very Wyrd, very dangerous, and not a spell to cast casually near fragile allies.
Detonate Metal (Labyrinth Worldbook) ●EvocationSee Arcane notes. Warlocks love the force burst when a target gives you a metal focus, weapon, armor, chain, bell, or gate to weaponize.
Dispel Evil and Good ●AbjurationSame as Divine. On the Wyrd list it is more accessible — warlocks with fiend pacts deal with extraplanar content regularly.
Dominate ●EnchantmentSame as Arcane. Bards and warlocks both want this as a fight-reshaping tool. Bards get more mileage — warlocks often prefer greater hold.
Greater Hold ●EnchantmentSame as Arcane. Warlocks and Witches should prioritize this — it hits any creature type and sets up devastating auto-crit rounds.
Lifeblind (Player's Guide 2) ●NecromancySee Divine notes. Witch and Warlock both love turning a living boss into someone wildly swinging at vibes.
Loan (Player's Guide 2) ●ConjurationSee Arcane notes. Witch utility spell for borrowing something important and letting magic handle the awkward return policy.
Maim (The Old Margreve) ●NecromancySame as Divine. The rider is nasty, especially if it creates weapon vulnerability for the party, but the melee spell attack range makes it a Blade Warlock, Reaper Warlock, or close-range Witch trick rather than a default Wyrd pick.
Psychic Barrage (Player's Guide 2) ●EnchantmentMultiple psychic attacks with a save-weakening rider. One of the best PG2 Wyrd pickups because it turns your next control spell, or your ally's control spell, into a much nastier question.
Rune Tattoo (Player's Guide 2, Ritual) ●TransmutationStores magic as tattooed utility. More campaign tool than combat pick, but very Witch and very likely to make the party ask, "Can we put one more spell in the skin drawer?"
Seeming ●IllusionDisguise a group of creatures for 8 hours, no concentration. The best group disguise spell in the game. Pure social and infiltration utility.
Spirit Double (Player's Guide 2) ●ConjurationYour spirit terrorizes foes. Excellent flavor and useful fear/control pressure, though it competes with the Wyrd list's already crowded 5th-circle control suite.
Starbright (Player's Guide 2) ●EvocationSee Arcane notes. Bonus-action radiant damage with no concentration is exactly what a Warlock or Witch wants while holding a control spell.
Telekinesis ●TransmutationMove targets with your mind — creatures or objects up to 1,000 lbs. STR contest for creatures. Versatile utility and control; not a damage spell.
Telepathic Bond ●DivinationSame as Arcane. Underrated on the Wyrd list — bards and warlocks are communication-minded classes that benefit from silent coordination.
Wall of Force ●EvocationSame as Arcane. On the Wyrd list, bards get this and it is every bit as good. Warlocks do not traditionally access Arcane, so this is the cleanest path to the indestructible wall.

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Top Spells by Circle

4th Circle Quick Reference

SpellSource ListBest For
Banishment ●Arcane, Divine, WyrdRemoving a dangerous enemy from a fight
Death Ward ●DivinePreventing a party member death
Greater Invisibility ●Arcane, WyrdBoosting your best attacker or self-protecting a caster
Polymorph ●Arcane, PrimordialShutting down one enemy or transforming an ally
Resilient Sphere ●ArcaneNeutralizing a single high-threat enemy completely
Black Tentacles ●WyrdZone denial and restraining multiple enemies
Dimension Door ●Arcane, WyrdEscape, infiltration, or positioning
Spectral Wall (Labyrinth Worldbook) ●Arcane, DivineCold/necrotic wall, half cover, and fear control
Bladed Wings (Labyrinth Worldbook) ●ArcaneSelf flight plus bonus-action melee attacks
Castigation Glyph (Labyrinth Worldbook) ●DivinePunishing a marked enemy for damaging your side
Nether Weapon (Labyrinth Worldbook) ●Arcane, WyrdAnti-healing weapon damage for melee builds
Storm of Wings (The Old Margreve) ●Primordial, WyrdFlexible movable control and anti-caster pressure
Heart-Seeking Arrow (The Old Margreve) ●Divine, PrimordialRanged weapon nova with half damage on a miss
Stoneskin ●PrimordialProtecting a melee attacker from physical damage
Freedom of Movement ●Arcane, DivinePreventing key allies from being slowed or restrained
Guardian of Faith ●DivineStatic chokepoint defense
Freeze Metal (Player's Guide 2) ●Arcane, PrimordialPunishing metal weapons and armor
Otherworldly Orchestra (Player's Guide 2) ●Arcane, DivineFlexible support/debuff music for Bard, Theurge, Cleric
Aura of Mercy (Player's Guide 2) ●DivineSustained aura healing for support casters
Spirit Rend (Player's Guide 2) ●WyrdWitch and Warlock necrotic/psychic control damage

5th Circle Quick Reference

SpellSource ListBest For
Animate Objects ●ArcaneMaximum action economy via ten independent attackers
Wall of Force ●Arcane, WyrdIndestructible battlefield control, no save
Greater Hold ●Arcane, Divine, WyrdParalyzing any creature, enabling auto-crit rounds
Raise Dead ●DivineRecovering from a party death
Primal Infusion (The Old Margreve) ●PrimordialLate-game weapon self-buff with temp HP, AC, CON saves, and damage
Detonate Metal (Labyrinth Worldbook) ●Arcane, WyrdMetal-object force burst
Flash Freeze (Labyrinth Worldbook) ●Arcane, PrimordialCold burst plus restraint
Empty Rain (Labyrinth Worldbook) ●Arcane, PrimordialAnti-caster cold/necrotic zone
Snapping Snare (Labyrinth Worldbook) ●PrimordialGrapple, fling, and battlefield control
Starbright (Labyrinth Worldbook / Player's Guide 2) ●Arcane, WyrdNo-concentration radiant bonus-action damage
Conjure Fey Hound (The Old Margreve) ●Primordial, WyrdSummoned hunting pack and action-economy pressure
Insect Plague ●PrimordialZone denial with ongoing damage
Cone of Cold ●Arcane, PrimordialMassive area cold damage, no concentration
Mass Cure Wounds ●Divine, PrimordialPulling a struggling party back from the edge
Antilife Shell ●Divine, PrimordialPreventing melee contact against a caster
Psychic Barrage (Player's Guide 2) ●Arcane, WyrdDamage plus save pressure for Theurge, Witch, Warlock, Wizard
Aura of Order (Player's Guide 2) ●DivineParty protection against hostile magic
Feathered Flock (Player's Guide 2) ●Divine, PrimordialParty flight for Theurge, Cleric, Druid, Ranger
Lifeblind (Player's Guide 2) ●Divine, WyrdBlinding living threats to living creatures
Sucking Mud Pit (Player's Guide 2) ●PrimordialQuicksand-style battlefield lockdown

Best Labyrinth Worldbook 4th and 5th Circle Picks

SpellCircleSource ListBest For
Spectral Wall (Labyrinth Worldbook) ●4thArcane, DivineTerrain, cover, damage, and fear
Bladed Wings (Labyrinth Worldbook) ●4thArcaneMobile gish offense
Nether Weapon (Labyrinth Worldbook) ●4thArcane, WyrdAnti-healing weapon pressure
Castigation Glyph (Labyrinth Worldbook) ●4thDivinePunishing enemy focus fire
Detonate Metal (Labyrinth Worldbook) ●5thArcane, WyrdForce burst from metal objects
Flash Freeze (Labyrinth Worldbook) ●5thArcane, PrimordialCold burst and restraint
Empty Rain (Labyrinth Worldbook) ●5thArcane, PrimordialAnti-caster zone control
Snapping Snare (Labyrinth Worldbook) ●5thPrimordialGrapple, fling, and smash control
Starbright (Labyrinth Worldbook / Player's Guide 2) ●5thArcane, WyrdNo-concentration bonus-action damage
Create Construct (Labyrinth Worldbook / Player's Guide 2) ●5thArcaneConstruct ally and long-fight support

Best Player's Guide 2 4th and 5th Circle Picks

SpellCircleSource ListBest For
Freeze Metal (Player's Guide 2) ●4thArcane, PrimordialAnti-armor and anti-weapon control
Otherworldly Orchestra (Player's Guide 2) ●4thArcane, DivineBard, Theurge, Cleric support/debuff play
Aura of Mercy (Player's Guide 2) ●4thDivineCleric and Theurge sustain support
Spirit Rend (Player's Guide 2) ●4thWyrdWitch and Warlock control damage
Psychic Barrage (Player's Guide 2) ●5thArcane, WyrdSave-pressure setups and psychic damage
Aura of Order (Player's Guide 2) ●5thDivineDefensive play against spellcasters
Feathered Flock (Player's Guide 2) ●5thDivine, PrimordialParty-wide flight
Lifeblind (Player's Guide 2) ●5thDivine, WyrdLiving-threat shutdown
Sucking Mud Pit (Player's Guide 2) ●5thPrimordialBattlefield lockdown
Starbright (Player's Guide 2) ●5thArcane, WyrdNo-concentration bonus-action pressure

Player's Guide 2 Rituals Worth Knowing

RitualSource ListBest Use
Binding Oath (Player's Guide 2)Arcane, DivineTheurge social, legal, and magical contract play
Phantom Chariot (Player's Guide 2)Arcane, WyrdTravel, pursuit, and dramatic entrances
Dread Echoes (Player's Guide 2)WyrdWitch fear and haunting utility
Personal Time Fold (Player's Guide 2)WyrdStrange Wyrd utility when timing is the puzzle
Hidden Path (Player's Guide 2)Arcane, WyrdSecret routes, escape plans, and heist magic
Rune Tattoo (Player's Guide 2)WyrdWitch spell-storage utility
Spirit Beast Elixir (Player's Guide 2)PrimordialDruid and Ranger wilderness preparation

Best Picks by Class

Bard — Bards draw from the Arcane list with access to select Wyrd spells through class mechanics. At 4th circle, greater invisibility is the headline: drop it on your rogue or fighter and step back. Dimension door is your "get out of any situation free" card. At 5th circle, animate objects is genuinely broken in the right setup, and wall of force gives you battlefield control that no martial in your party can replicate. Labyrinth Worldbook adds Spectral Wall and Bladed Wings as useful sourcebook options. Player's Guide 2 adds Otherworldly Orchestra, Psychic Barrage, Loan, and Starbright, with Orchestra being the most Bard-coded spell name in the room and Psychic Barrage being the most mechanically rude. For more on bard spell selection, see the Bard Spell Guide.

Cleric — Death ward at 4th circle is the most impactful pre-fight investment in the game. Cast it on whoever is most likely to die and let the fight happen around that insurance policy. Greater hold at 5th circle is your single best combat option — land it, watch your melee allies stack critical hits, win the fight. Raise dead is the reason you exist after a TPK scare. Maim (The Old Margreve) is real but build-dependent: the vulnerability rider can be devastating, but melee spell attacks are not where most Clerics want to live. Labyrinth Worldbook adds Castigation Glyph for retaliation protection, Spectral Wall for terrain control, and Wield Soul for high-ceiling corpse utility. Player's Guide 2 adds Aura of Mercy, Otherworldly Orchestra, Aura of Order, Feathered Flock, and Lifeblind, giving Clerics better sustained support and more anti-caster defense. For more on cleric spell selection, see the Cleric Spell Guide.

Theurge — Theurge turns 4th and 5th circle into a real dual-list payoff. Banishment, Greater Invisibility, Resilient Sphere, Death Ward, Greater Hold, Wall of Force, and Raise Dead can all live in the same preparation plan. Labyrinth Worldbook is especially strong because Spectral Wall sits on both Arcane and Divine, while Castigation Glyph, Wield Soul, Detonate Metal, and Flash Freeze give the class more ways to choose which side of the list solves the day. Player's Guide 2 is a feast: Acid Rain, Burning Pitch, Freeze Metal, Otherworldly Orchestra, Psychic Barrage, Loan, Aura of Mercy, Aura of Order, Feathered Flock, and Lifeblind are all direct Arcane or Divine options. Theurge eats this buffet with two plates. For more on Theurge spell selection, see the Theurge Spell Guide.

Druid — Polymorph at 4th circle is the premier concentration option. Stoneskin is underused and excellent for the fighter who keeps getting knocked around. The Old Margreve adds storm of wings for movable swarm control and hunting stand / looping trail for ritual-heavy wilderness play. At 5th circle, insect plague is your signature zone control, while conjure fey hound (The Old Margreve), killing fields (The Old Margreve), and Yarila and Porevit's mantle (The Old Margreve) expand the forest campaign toolkit. Labyrinth Worldbook gives Druids Amorphous Form, Empty Rain, Flash Freeze, and Snapping Snare; Snapping Snare is the standout if you want a single spell that grapples, flings, and controls space. Player's Guide 2 adds Acid Rain, Freeze Metal, Feathered Flock, and Sucking Mud Pit; Sucking Mud Pit is the big control prize. For more on druid spell selection, see the Druid Spell Guide.

Paladin — Every paladin should know banishment at 4th circle. With limited slots and a half-caster progression, single-target removal that costs one slot and holds for a minute is exactly what the class needs. Death ward on yourself before a big fight is the other essential. Heart-seeking arrow (The Old Margreve) is good only if your Paladin actually makes ranged or thrown weapon attacks. Labyrinth Worldbook's Castigation Glyph is the most Paladin-shaped sourcebook add because it punishes enemies for attacking into your protected zone. Player's Guide 2 makes Aura of Mercy, Aura of Order, Feathered Flock, and Lifeblind worth checking when your Paladin reaches these circles; Aura of Order is the clean anti-magic pick. For more on paladin spell selection, see the Paladin Spell Guide.

Ranger — Conjure woodland beings at 4th circle is the action economy multiplier rangers need. The Old Margreve adds the Ranger-shaped 4th-circle picks: heart-seeking arrow for ranged burst and storm of wings for flexible control. At 5th circle, primal infusion (The Old Margreve) is the standout weapon buff: temp HP, AC, CON save proficiency, advantage setup, and bonus weapon damage. Conjure fey hound is the cleaner summon, while Yarila and Porevit's mantle is survival flavor unless the campaign is deep wilderness. From Labyrinth Worldbook, Burrow Striker is terrain-dependent but stylish, while Flash Freeze and Snapping Snare are more reliable high-circle control picks. Player's Guide 2 adds Freeze Metal, Fey Song, Tree Thump, Feathered Flock, and Sucking Mud Pit; Feathered Flock is the practical pick, Sucking Mud Pit is the one that makes the map mean something. For more on ranger spell selection, see the Ranger Spell Guide.

Sorcerer — Greater invisibility and polymorph are the 4th circle headliners. Resilient sphere is an elegant single-target shutdown that requires no ongoing attention. At 5th circle, animate objects gives sorcerers their best action-economy turn. Greater hold followed by a quickened spell is one of the most efficient nova rounds available to any class. Labyrinth Worldbook adds Bladed Wings, Detonate Metal, and Flash Freeze. Player's Guide 2 adds Freeze Metal, Otherworldly Orchestra, Psychic Barrage, Loan, and Starbright; Psychic Barrage is the spell to test with Metamagic if your table likes save-pressure turns. For more on sorcerer spell selection, see the Sorcerer Spell Guide.

Warlock — Warlocks at 4th circle should almost always start with banishment (Wyrd list) or black tentacles as their go-to control options. Greater invisibility on themselves before an eldritch blast barrage is terrifying. Storm of wings (The Old Margreve) is the flexible sourcebook alternative, especially when the insect mode can threaten enemy casting. At 5th circle, greater hold into melee-ally follow-up is the highest-damage turn a warlock can set up. Conjure fey hound (The Old Margreve) gives board presence, and maim (The Old Margreve) is a Blade/Reaper trick if your party can exploit weapon vulnerability. Labyrinth Worldbook gives Warlocks Nether Weapon, Detonate Metal, and Conjure Minor Voidborn. Player's Guide 2 adds Spirit Rend, Lifeblind, Loan, Psychic Barrage, Spirit Double, and Starbright; Psychic Barrage and Starbright are the clean winners. For more on warlock spell selection, see the Warlock Spell Guide.

Witch — Witches should read the Wyrd sections as their own list. Banishment, Black Tentacles, Greater Hold, Storm of Wings (The Old Margreve), and Conjure Fey Hound (The Old Margreve) all fit a Witch who wants enemies trapped, punished, or surrounded while Hexes do the setup work. Labyrinth Worldbook adds Nether Weapon, Detonate Metal, and Conjure Minor Voidborn. Player's Guide 2 is the important update: Fey Song, Spirit Rend, Lifeblind, Loan, Psychic Barrage, Rune Tattoo, Spirit Double, and Starbright are all direct Wyrd picks. Psychic Barrage into a follow-up Hex/control turn is the big mechanical prize; Starbright is the easy no-concentration pressure spell. For more on witch spell selection, see the Witch Spell Guide.

Wizard — The widest toolkit and the deepest bench. At 4th circle, resilient sphere is the elegant neutralization option that distinguishes wizard thinking from blaster-brain play. Arcane eye before entering any dungeon is just correct. The Old Margreve adds harry and looping trail, both stronger as campaign tools than combat defaults. At 5th circle, animate objects is the action economy highlight, wall of force is the control centerpiece, and greater hold is the fight-ender. Harrying hounds (The Old Margreve) is not a room-clearing spell, but it is excellent for routing, pursuit, and wilderness pressure. Labyrinth Worldbook adds Spectral Wall, Detonate Metal, Empty Rain, and Flash Freeze. Player's Guide 2 adds Freeze Metal, Otherworldly Orchestra, Create Construct, Loan, Psychic Barrage, and Starbright; Wizards should copy the weird tools and prepare the one that matches the day's dungeon. For more on wizard spell selection, see the Wizard Spell Guide.


Synergies & Combos

Greater Hold → Melee Advantage Cast greater hold on a high-threat enemy. While paralyzed, the target auto-fails STR and DEX saves. Attacks against it from within 5 feet are automatic critical hits. If your party has two melee characters, you have just converted your 5th circle slot into roughly double the normal damage output for every melee swing until the target saves. This is the highest single-spell damage multiplier available at this tier.

Greater Invisibility → Nova Round Drop greater invisibility on your fighter, barbarian, or rogue. They now attack with advantage on every hit and impose disadvantage on every attack made against them. On a rogue: advantage means sneak attack triggers automatically. On a barbarian with reckless attack: they already had advantage — now enemies have disadvantage on top. The caster spends their concentration, the martial does the work.

Wall of Force → Split Fight Cast wall of force as a hemisphere or flat plane to cut the enemy group in half. Engage one half with your full party while the other half cannot reach you. No save, no concentration needed for the split itself. When the first group is down, drop the wall and clean up. This is basic battlefield geometry, but wall of force is the only 5th circle spell that executes it with zero counterplay available to the enemy.

Banishment → Spike Boss In a boss fight with minions, banishment the boss. Fight the minions with your full party for up to a minute. The boss reappears in the space it left — into an already-weakened enemy formation and a party at full resources. The synergy is with action economy: eliminating the most dangerous target lets your whole party operate without the boss's action structure working against you.

Primal Infusion (The Old Margreve) → Ranger Boss Turn Cast primal infusion before closing with a priority target. With 30 temporary HP, +2 AC, CON save proficiency, attack advantage when an ally is adjacent, and +1d10 weapon damage on hits, the Ranger stops playing like a cautious half-caster and starts playing like a late-game striker. It is concentration, so protect it, but the payoff is one of the cleanest 5th-circle combat buffs in The Old Margreve.

Storm of Wings (The Old Margreve) → Choose the Right Swarm The spell is strongest because it is not one spell in practice. Bats are movement control, birds punish weapon attackers, and insects pressure spellcasters by forcing CON saves when they cast inside the storm. Move the storm as a bonus action and change modes with your action only when the tactical problem changes.

Spectral Wall (Labyrinth Worldbook) → Forced Movement Spectral Wall is not just a line of damage. Push, pull, shove, or compel enemies through it so the wall's difficult terrain, cold/necrotic damage, and fear rider become repeatable pressure.

Detonate Metal (Labyrinth Worldbook) → Metal Setup Detonate Metal is best when the party notices the object first. A dropped weapon, chained gate, iron bell, armor plate, or moved metal hazard can turn a normal room into a 20-foot force burst.

Snapping Snare (Labyrinth Worldbook) → Hazard Fling Snapping Snare can throw grappled creatures. Pair it with wall of fire, spike growth, cliffs, pits, or other persistent hazards and the vine stops being a stationary summon and starts being battlefield leverage.

Starbright (Player's Guide 2) → Concentration Spell Cast your real concentration spell first, then let Starbright spend bonus actions for radiant pressure. The spell is strongest because it does not compete with wall of force, greater hold, polymorph, or black tentacles.

Psychic Barrage (Player's Guide 2) → Save-or-Suck Follow-Up Psychic Barrage is not just damage. The save penalty rider makes the next control spell nastier, whether that follow-up comes from the same Witch, a Theurge, or the party Wizard waiting with a grin and a deeply unhealthy spellbook.

Freeze Metal (Player's Guide 2) → Armored Boss Problem Freeze Metal turns armor and weapons into liabilities. It is not an every-session spell, but when the enemy commander is wrapped in steel, this is how Arcane and Primordial casters make the equipment sheet betray them.

Feathered Flock (Player's Guide 2) → Party Flight Feathered Flock changes the encounter axis for up to five allies. It is not just mobility; it invalidates pits, walls, melee-only monsters, flood rooms, and any villain whose entire plan was "stand on a balcony and monologue safely."


Hot Takes

Hot Take: At these circles, a spell that changes access, positioning, or enemy participation is often a better default than another damage spell. Banishment, greater hold, wall of force, resilient sphere, and wall of stone are strongest when the encounter gives that control a clear job; otherwise, prepare an option that solves the campaign's more frequent problem.


Final Notes

At 4th and 5th circle, the useful spell is the one that changes a recurring problem in your campaign. Control spells matter when the encounter geometry gives them work to do; a direct spell can be the better pick when the group needs a fast answer instead.

Compare concentration spells against the rest of your prepared options, not just against their damage. If you expect to use wall of fire, polymorph, or another sustained effect, plan the rest of the turn around protecting it rather than treating it as a free extra resource.

Supplemental choices from Labyrinth Worldbook and Player's Guide 2 can add a useful niche without replacing the core list. Before preparing one, check source access, casting time, concentration, and whether your GM has that book in play.

Choose two or three spells at each tier that you understand well. Know the encounter or exploration problem each solves, the situations where it is too narrow, and when to hold the slot for a later scene.

For earlier-tier coverage, check out the full Tales of the Valiant Spell Guides series:

  • Bard Spells
  • Cleric Spells
  • Druid Spells
  • Paladin Spells
  • Ranger Spells
  • Sorcerer Spells
  • Theurge Spells
  • Warlock Spells
  • Witch Spells
  • Wizard Spells

For the class and circle index, return to the Tales of the Valiant Spell Guides.

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