Top 7 Damage Spells to Drop the BBEG Before It Drops You
Mike’s Rant
So. Yer facin’ the big one.
Final boss. Dead god. Eldritch horror. Whatever ye call it — it’s massive, it’s mean, and it’s got more HP than yer party has collective brain cells.
This ain’t the time for parlor tricks or clever illusions. Yer not here to tickle the beast — yer here to blast it into the astral plane and hope it stays there.
So I give ya seven spells. Seven scrolls of ruin. Cast these at the right time and yer GM might actually flinch.
1. Disintegrate
Level 6 — Sorcerer, Wizard
Force damage. No save on half. Just a Dex save or take it full.
Why it’s brutal: It ain’t flashy — it’s just 10d6 + 40 force damage. If the target hits zero, they turn to ash. No death saves. No body. Just dust.
Max value tip: Target regeneratin’ enemies. Disintegrate bypasses healing the way a greataxe bypasses talkin’ things out.
2. Conjure Volley
Level 5 — Ranger
AOE from a class that normally ain’t known for burst.
Why it’s brutal: One item (like an arrow) becomes a rain of pain in a 40-foot cylinder. Everyone inside makes a Dex save or takes 8d8.
Max value tip: Perfect against large swarms or minions protecting the boss. Let yer ranger feel like a hero for once.
3. Fire Storm
Level 7 — Cleric (Tempest), Druid, Sorcerer
Up to ten ten-foot cubes of pure fire.
Why it’s brutal: High damage (7d10), massive area, and can be shaped around yer party.
Max value tip: Combo it with Wall of Water to create a steam cloud — obscure vision, cut off spellcasters.
4. Steel Wind Strike
Level 5 — Ranger, Wizard (Bladesinger)
Teleportin’ stab-fest. Hit five creatures at once. 6d10 force per target.
Why it’s brutal: Teleports ya between targets. That’s movement and pain.
Max value tip: End next to a healer or behind cover. Kill AND position.
Don’t Save Yer Spells for Later — Later Might Be When Yer Dead
If yer facin’ a BBEG, this is the time to unload the scrolls. Leave nothin’ in the tank.
👉 If you’re lookin’ for more inspiration on ways to combine gear with spells, head over to the Tavern Armory and find a blade or trinket that upgrades yer boom. Or dig through Player Builds and NPCs to see who’s built to dish damage and survive the counterpunch.
5. Chain Lightning
Level 6 — Sorcerer, Wizard
Zap one — then three more.
Why it’s brutal: 10d8 lightning, and if the boss is shielded, you still fry their minions.
Max value tip: Target the weaker foes first. If they drop, lightning still jumps — with full damage.
6. Harm
Level 6 — Cleric
Unassuming name. Savage effect.
Why it’s brutal: 14d6 necrotic, no resistance, and it cuts the target’s HP max down to what’s left. It don’t kill — but it weakens, hard.
Max value tip: Cast it just before yer party’s heavy hitters go in. HP max reduction sets up kills clean.
7. Holy Weapon + Spiritual Weapon Combo
Levels 5 + 2 — Cleric
Yer support caster becomes a blender.
Why it’s brutal: Bonus radiant damage on weapon strikes + free bonus-action attacks every turn. That’s damage on main and bonus action — every round.
Max value tip: Use this when yer cleric is built for front-linin’. It makes ‘em feel divine.
The BBEG Ain’t Waitin’ — So Hit First, Hit Smart, Hit Hard
The boss fight ain’t about bein’ careful — it’s about knowin’ when to go all in.
👉 Contact the Tavern if yer lookin’ to fine-tune yer combat build before the big fight. Or read through the FAQ if you’re not sure which classes can access what. We’ll get ya sorted before the dice fall.
FAQ
Q: Why isn’t Fireball on the list?
A: Cause Fireball’s expected. These are the ones people overlook when it matters.
Q: Which of these is best for single-target damage?
A: Disintegrate, Steel Wind Strike, and Harm — all scale high and strike hard.
Q: Can non-casters keep up with this?
A: If they’re smart — aye. But even the best barbarian benefits from standin’ near a spellcaster with a grudge.