Top 5 Spells Everyone Overlooks but Could Save Yer Sorry Hide
Mike’s Rant
Everybody loves to talk about the big three:
Fireball. Boom.
Eldritch Blast. Pew pew.
Magic Missile. The toddler’s choice of reliable murder.
And sure, they’ve earned their fame. But spells like those? They’re the ale of spellcasting — everywhere, easy, and overused.
Now let’s talk about the weird stuff. The spells most of ya skip past like moldy bread in a travel pack — until the day yer back’s against the wall and suddenly, they’re the only thing that keeps ya breathin’.
I’ve seen players roll their eyes at these five. I’ve also seen those same fools thank the stone when one of ‘em went off just in time.
1. Mold Earth (Cantrip – Utility/Control)
No damage. No flash. Just raw, dirty power.
Mold Earth lets ya reshape five-foot cubes of dirt, dig shallow graves, expose buried traps, make trenches, build cover, leave messages, or bury things where no nosey rogue can sniff.
I've watched a druid use this to collapse a goblin tunnel behind us while we were retreatin’.
And the best part? It’s quiet. No flashy fire. No spell slots. Just clever earthwork.
Want more ideas on creatin’ moments like that? Read A Dungeon Built to Punish the Greedy, Not the Weak — you’ll see how terrain changes everything.
2. Silence (2nd Level – Control)
You don’t realize how much spellcasters rely on their voices until one of ‘em opens their mouth — and nothing comes out.
No verbal components means no spell. Which means that necromancer screamin’ for “Power Word Kill” just spits dust instead.
Best part? It don’t break concentration like other options. Just plant the circle, shut the noise down, and let the party clean up.
Pro tip: Use it on a bard mid-monologue. Instant peace.
Need help playin' smarter in combat? Go read Split the Party Again and I’ll Split Yer Character Sheet — it’ll remind ya what tactics actually look like.
3. Feign Death (3rd Level – Trickery)
Laugh all ya want. But when the ogre’s lookin’ for who to smash, and you’re playin’ possum perfectly, suddenly yer corpse is the smartest person in the room.
Feign Death ain’t just for fakin’ funerals. Use it to dodge poison. Avoid life-drainin’ auras. Trick enemy casters into wastin’ a spell. Hide during an ambush. Smuggle yerself into a crypt.
It’s the best worst spell no one prepares — and it’s saved more rogues than I can count.
Want to learn how to fake weakness for real advantage? Try The Tiefling Who Was Never Really There. That sneaky sod could write the scroll on it.
Stop Castin’ Like Yer Buildin’ a Fireworks Show
Look, lad. Fireball has its place. So does Eldritch Blast. But if yer whole game plan is “blast until bored,” yer missin’ the magic for TTRPG games, laddie.
👉 Head over to The Tavern Armory and look at the items that reward smart spell use. Or explore Player Builds and NPCs that thrive without blowin’ up the room every five minutes.
4. Illusory Script (1st Level – Flavor/Secrets/Deception)
“Oh no, Mike, that’s not a combat spell!” Good. Not everything should be.
Illusory Script lets ya pass secret notes, write trap scrolls, or deliver messages only certain people can read. That’s spyin’. That’s blackmail. That’s deep story fuel, lad.
Your wizard might not stab anyone — but they’ll control the game outside the battlefield. And that? That’s power.
Look at The Sword That Remembers Every Kill It Makes if ya want a taste of how memory and story can turn into deadly force.
5. Wall of Water (3rd Level – Utility/Defense)
I know, I know. It’s just a puddle. But listen.
Wall of Water halves ranged damage. Stops fire in its tracks. Disrupts visibility. Shapes the battlefield. Washes away acid. Guards squishy allies. Blocks tunnels. Sets up combo moves for frost mages.
It don’t burn. It don’t explode. But it wins fights.
It’s not flashy. It’s smart. And smart wins.
And if you’re the kind of player who likes thinking like that, go read The Paladin Who Can’t Lie But Carries a Shield That Does. He’s the kind of fool who’d use Wall of Water to save the whole damn city.
Magic Ain’t Just Flash — It’s Flexibility
If all yer spells look like a festival show, yer missin’ what makes magic fun. The best spells are the ones no one sees comin’.
👉 Reach out through the Contact page if ya want help buildin’ a spellbook that feels different. Or check the FAQ to see how these oddball scrolls fit into real campaigns.
FAQ
Q: Is it really worth preparing these “boring” spells?
A: Aye. They’re boring — until they save the session. Ask any GM.
Q: Aren’t flashy spells just better?
A: Flashy’s useful. But smart spells control the field. That’s a different kind of power.
Q: Why does no one talk about these spells?
A: Because folks like easy wins. But yer not “folks,” are ya? Yer better than that.