Summary
- The 2024 Player's Handbook for D&D features 10 new spells, including arcane vigor, elementalism, and Tasha's bubbling cauldron.
- Some of the new spells provide significant combat utility, while others could be fun for creative roleplay and problem-solving.
- The updated spell list brings exciting options for sorcerers, paladins, bards, and more in the tabletop game.
The 2024 Player's Handbook for changes the game with updated rules and new content, and one area that's gotten some additions is the overall list of spells. For the most part, spell lists look largely similar to the 2014 Player's Handbook, although not every spell is exactly the same as it was before. A small selection is entirely new, however, opening up new avenues for play.
Fifth edition DnD has previously expanded its spell roster through the release of supplemental books like Xanathar's Guide to Everything and Tasha's Cauldron of Everything, which introduced some fun options like zephyr strike and mind sliver. The 2024 Player's Handbook does incorporate some of these additions, but when looking specifically at spells that have never before appeared in DnD 5e, there are 10 new spells that the book has to offer.
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10 Arcane Vigor (Sorcerer, Wizard)
Level 2 Abjuration
The 2024 Player's Handbook expands the resources to help party members to stay on their feet, and arcane vigor can give a health boost to Sorcerers and Wizards at critical moments. When using arcane vigor, a spellcaster can roll hit dice and add their spellcasting ability modifier to the result to regain health. Doing so expends the hit dice until they're regained upon a long rest, but it can be a worthwhile use of the resource.
At level two, a spellcaster can choose to roll either one or two of their hit dice for arcane vigor. Casting the spell in a higher spell slot adds one hit die for each level. Arcane vigor can be cast as a bonus action, sweetening the deal and making it easy to use while keeping up the offensive with an action on the same turn.
9 Divine Smite (Paladin)
Level 1 Evocation
Divine smite isn't a new concept for DnD, but implementing it as a spell is. In the 2014 Player's Handbook, divine smite appeared as a Paladin feature that dealt additional Radiant damage to targets. Despite consuming a spell slot for each use, it didn't function as a spell, meaning it could be used multiple times per turn and couldn't be countered with counterspell.
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Like before, divine smite inflicts 2d8 Radiant damage, which increases by an additional d8 when the target is undead or a fiend. Casting with higher-level spell slots adds another d8 per letter. Although the 2014 version of divine smite only worked with melee attacks, the spell version is used immediately after landing an unarmed or melee attack. The spell is permanently prepared for Paladins, so it's still always at the ready.
8 Elementalism (Druid, Sorcerer, Wizard)
Transmutation Cantrip
A lot of DnD spells weaponize one of the classical elements, but elementalism is a cantrip that offers access to all four. A Druid, Sorcerer, or Wizard using the cantrip can beckon air, earth, fire, or water, getting some neat little effects out of each. In the vein of other cantrips like prestidigitation and thaumaturgy, it's not something to use for damage in combat, but creative players can have a lot of fun with it.
Beckon air creates a breeze capable of tasks like stirring up dust and slamming shutters. Beckon earth can either create a "thin shroud of dust or sand" or cause a word to appear in earth. Beckon fire makes a cloud of harmless embers and smoke, which can ignite lighting fixtures in the area. Beckon Water makes a spray of cool mist or a cup of clean water that evaporates a minute later, which some parties will doubtless attempt to rely on in survival campaigns. Sculpt element can make any of the elements into a small crude shape.
7 Fount Of Moonlight (Bard, Druid)
Level 4 Evocation
Like divine smite, fount of moonlight focuses on Radiant damage. In this case, it applies a glowing effect to a Bard or Druid that uses it, which naturally offers some extra light in the caster's direct vicinity. What makes it exciting, however, is that it's both a defensive and offensive option, helping to justify expending a level four spell slots.
Fount of moonlight adds resistance to Radiant damage and an extra 2d6 Radiant damage for melee attacks. The spell also opens up a Reaction option that Blinds creatures who attack the user and fail a Constitution saving throw. As a Concentration spell, Fount of Moonlight can last for 10 minutes as long as Concentration isn't broken.
6 Jallarzi's Storm of Radiance (Warlock, Wizard)
Level 5 Evocation
DnD is bringing the classic campaign setting of Greyhawk back into the limelight in 2024, with the upcoming Dungeon Master's Guide including a map and overview for DMs to use in custom adventures. Jallarzi's storm of radiance, named after the Greyhawk archmage Jallarzi Sallavarian, is another interesting tie-in. Available to Warlocks and Wizards, this Concentration spell makes for a great show.
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Jallarzi's storm of radiance creates a storm of light and thunder within a limited radius, Blinding and Deafening creatures inside as well as preventing them from casting verbal spells. It also inflicts Radiant and Thunder damage on those inside once per turn, dealing 2d10 damage of each on a failed save and 1d10 of each on a save. Casting Jallarzi's storm of radiance at higher levels adds 1d10 of each per level.
5 Power Word Fortify (Bard, Cleric)
Level 7 Enchantment
Power word spells are intended to be impressive high-level effects that happen instantaneously, and power word fortify certainly doesn't disappoint. Bards and Clerics can use this spell to immediately fortify up to six creatures within a 60-foot range. A total of 120 temporary hit points can be distributed among the recipients, whether the whole batch goes to one target or six creatures all get 20 HP each.
Power word fortify could be a useful emergency spell when the party is in dire straits, but since it offers temporary HP instead of healing, deploying it in advance of a known boss encounter also makes for a useful buff. High-level party supports should definitely have no trouble getting utility out of the spell.
4 Sorcerous Burst (Sorcerer)
Evocation Cantrip
Like elementalism, sorcerous burst is a cantrip with a lot of flexibility, but this particular spell is focused on combat possibilities rather than roleplay. Within a range of 120 feet, sorcerous burst can be used with a standard ranged attack roll. Successfully hitting a target gives the sorcerer dealer's choice as to the damage type, with Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder all available.
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DnD's 2024 Player's Handbook is leaning into the concept of unpredictable innate magic for sorcerers, and sorcerous burst reflects this with an additional luck-based mechanic. Rolling an 8 on a d8 for damage unlocks an additional d8 to roll, and bonus d8s can theoretically stack up to the sorcerer's spellcasting modifier. Level 5, 11, and 17 each add an additional d8 to the base damage.
3 Starry Wisp (Bard, Druid)
Evocation Cantrip
Rounding out the trio of new cantrips in the 2024 Player's Handbook is starry wisp, an option available to Bards and Druids. As a ranged spell attack, starry wisp is fairly basic, dealing 1d8 Radiant damage to a target within a 60-foot radius on a successful hit. At level 5, 11, and 17, the damage increases by 1d8, so it can still be useful to have on hand later on in a campaign.
What makes starry wisp interesting is that it makes its targets emit dim light in a 10-foot radius until the casters next turn. This effect makes turning invisible useless, and it could be useful for keeping track of enemies in dark environments. It can also be used to target an object, potentially lighting up an inaccessible or dangerous area without putting the party at any additional risk.
2 Tasha's Bubbling Cauldron (Warlock, Wizard)
Level 6 Conjuration
If any spell seems like it would have been fit to debut in Tasha's Cauldron of Everything, it's Tasha's bubbling cauldron, but it's making its first appearance in DnD's 2024 Player's Handbook. True to its name, the conjuration for Warlocks and Wizards conjures up a bubbling cauldron, which appears on the ground nearby, lasts for 10 minutes, and can't be moved.
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Tasha's bubbling cauldron is full of a common or uncommon potion of the spellcaster's choice, which can be retrieved in temporary vials when party members use a bonus action to do so. The number of potions is equivalent to the Warlock or Wiztard's spellcasting modifier, and the cauldron will disappear ahead of schedule once that limit has been reached. As a level six spell that requires a valuable gilded ladle to work, this could be a fun late-campaign reward, especially for someone leaning into a witchy character.
1 Yolande's Regal Presence (Bard, Wizard)
Level 5 Enchantment
Yolande's regal presence is another spell connecting to the world of Greyhawk, in this case referencing the elven queen Yolande. This Concentration spell can majorly punish enemies that come within melee range, potentially offering the party a good deal of protection and opening up new strategic opportunities. Enemies that come within a 10-foot radius can be forced to make a Wisdom saving throw, taking 4d6 Psychic damage on a failure and half on a success.
Yolande's regal presence is an even more powerful control option than just the damage would indicate. Anyone who fails the save is knocked Prone, and the caster can push them up to 10 feet away at will. It should be a fun one to encourage smart positioning in Dungeons & Dragons, finishing off the list of new spells in the 2024 Player's Handbook.
Dungeons and Dragons
Dungeons and Dragons is a popular tabletop game originally invented in 1974 byErnest Gary Gygax and David Arneson.The fantasy role-playing game brings together players for a campaign with various components, including abilities, races, character classes, monsters, and treasures. The game has drastically expanded since the '70s, with numerous updated box sets and expansions.
- Franchise
- Original Release Date
- 1974-00-00
- Publisher
- TSR Inc. , Wizards of the Coast
- Designer
- E. Gary Gygax , Dave Arneson