Once spellcasters reach level 13, most of them will gain access to 7th-level spells.
7th-level spells are quite a far jump from the powers 6th-level spells hold just a single level behind it.
Some of these spells are more powerful than some 9th-level spells, so you should take a closer look.
Contents
- Best 7th-Level Spells 5e
- 20. Symbol
- 19. Power Word: Pain
- 18. Temple of the Gods
- 17. Conjure Celestial
- 16. Prismatic Spray
- 15. Finger of Death
- 14. Mordenkainen’s Magnificent Mansion
- 13. Resurrection
- 12. Delayed Blast Fireball
- 11. Divine Word
- 10. Crown of Stars
- 9. Reverse Gravity
- 8. Etherealness
- 7. Mirage Arcane
- 6. Regenerate
- 5. Plane Shift
- 4. Draconic Transformation
- 3. Teleport
- 2. Simulacrum
- 1. Forcecage
- Full List of 7th Level Spells in D&D 5e
- Final Thoughts
Best 7th-Level Spells 5e
20. Symbol
Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond, phosphorus, opal, and mercury with a total value of at least 1,000 GP, which the spell will consume)
Duration: Until dispelled or triggered
Symbol is a powerful magical trap perfect for keeping a sanctuary safe or laying traps in dungeons.
Inscribe a harmful glyph on a surface covering no more than 10 feet in diameter. You can decide what triggers the glyph and even set specific circumstances for the glyph to activate.
Note: Choose between 8 different effects the glyph can have when set off.
19. Power Word: Pain
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Power Word: Pain can easily influence damaged creatures, inflicting them with excruciating torment.
Merely speaking the word causes a creature below 100 HP to feel excruciating pain.
Being affected by this means the creature’s speed can’t exceed 10 feet. It also has a disadvantage on ability checks, attack rolls, and saving throws (except for Constitution saving throws).
Note: Creatures can make a Constitution saving throw when its turn ends, having the pain end on a successful save.
18. Temple of the Gods
Casting Time: 1 hour
Range: 120 feet
Components: V, S, M (one holy symbol that’s worth at least 5 GP)
Duration: 24 hours
Temple of the Gods is the perfect spell for players wanting to experience a genuinely divine home, even if only for a day.
A divine temple springs into existence, fitting inside a cube no more than 120 feet on each side.
The temple opposes specific creatures you choose, such as undead, fiends, fey, elementals, or celestials. Divination spells cannot target those within the temple.
Note: Regaining HP in the temple provides bonus healing, so the temple isn’t just a resting place but a healing one.
17. Conjure Celestial
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Even at lower CR ratings, Celestials can be very powerful, so cast Conjure Celestial and provide your party with some extra assistance.
Summon a celestial of CR 4 or lower that’s friendly to your party.
You can communicate with the celestial by issuing verbal commands.
16. Prismatic Spray
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Almost as if you are controlling a powerful rainbow of colors, Prismatic Spray deals damage or provides some pretty nasty debuffs to unsuspecting creatures.
You can release multicolored light rays from your palm, all having a different power and serving another purpose.
All creatures in a 60-foot cone have to make a Dexterity saving throw, and if they fail, a d8 will be rolled to provide it with a color.
Note: There are 8 colors in total, but I believe rolling an 8 opens up the most possibilities.
15. Finger of Death
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Finger of Death acts as an offensive reanimation spell loved by necromancers.
Fill a target with negative energy, dealing 7d8 + 30 Necrotic damage if it fails the Constitution saving throw (half if successful).
Killing a humanoid with the spell makes it rise as a zombie on your next turn.
14. Mordenkainen’s Magnificent Mansion
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a tiny silver spoon, a miniature portal carved from ivory, and one small piece of polished marble, each item being worth at least 5 GP)
Duration: 24 hours
Unlike the divine nature of its temple counterparty, Mordekainer’s Magnificent Mansion provides your party with excellent food and a safe environment to rest.
Create an extradimensional abode with a large portal entrance 5 feet wide and 10 feet high. The building cannot exceed 50 cubes, each cube measuring 10 feet on every side.
You can decorate and furnish the entire thing yourself, and 100 servants provide various services.
13. Resurrection
Casting Time: 1 hour
Range: Touch
Components: V, S, M (one diamond worth at least 1,000 GP, which the spell will consume)
Duration: Instantaneous
Death is never the end, especially in D&D, as Resurrection can bring back a creature from its earthly grave.
You touch a creature, bringing it back to life with all of its HP if it hasn’t been dead for more than a century.
Resurrection also cures all normal diseases and any poisons present in the creature. All wounds, including missing body parts and life-threatening injuries, will be restored.
Note: It cannot remove magical curses and diseases, and those will return with the resurrected creature.
12. Delayed Blast Fireball
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (sulfur and a tiny ball of bat guano)
Duration: Concentration, up to 1 minute
Unlike Fireball, Delayed Blast Fireball packs a massive punch if charged long enough.
You make a beam of yellow light and have it hover on a point, forming a flaming bead. Ending the spell or having your concentration broken releases powerful flames in a 20-foot radius, spreading around corners.
Delayed Blast Fireball has a base damage of 12d6, and when your turn ends (if the bead hasn’t detonated), the damage increases by 1d6.
Creatures in range must make a Dexterity saving throw, succeed (taking half damage) or fail taking total damage.
Note: Just be careful, as if a creature touches the bead and succeeds on a Dexterity saving throw, it can choose to throw the bead up to 40 feet.
11. Divine Word
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous
Divine Word becomes more valuable the more damaged a group of enemies are; it may instantly kill some!
Choose any amount of creatures, forcing them to make a Charisma saving throw or suffer effects based on current HP.
Targets are affected when they reach 50 HP and end at 20 HP (where those with 20 HP or lower instantly die).
10. Crown of Stars
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Dungeon crawling is made easy by casting Crown of Stars before entering.
Seven star-like crowns appear above your head. By using a bonus action, you send one star up to 120 feet toward an enemy, and if it hits, the target takes 4d12 Radiant damage.
Note: Crown of Stars is an excellent dungeon-crawling spell.
9. Reverse Gravity
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (iron filings and one lodestone)
Duration: Concentration, up to 1 minute
You can turn someone’s world upside down using Reverse Gravity.
Reverse gravity in a 100-foot high, 50-foot-radius cylinder which affects all creatures not anchored, sending them flying downwards.
Solid objects encountered while falling have creatures strike them (which can deal damage depending on the high).
8. Etherealness
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
Entering the Ethereal Plane is necessary in some cases, so using Etherealness can make for easy entry into the domain.
Step into a region of the Ethereal Plane called the Border Ethereal, having it overlap with your current plane.
While within the Ethereal Plane, you can only be affected and affect objects or creatures residing in that plane. That means you can walk through solid objects not belonging to the Ethereal.
Note: Moving in the Border Ethereal requires you to take 1 extra foot of movement every time you walk or run.
Casting Ethereal Plane while not on a plane bordering the Ethereal or already being in the Ethereal makes the spell have no effect.
7. Mirage Arcane
Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
Mirage Arcane is the closest spell to a large-scale reality-warping illusion.
Alter terrain in an area of 1 square mile with an illusion, changing its sound, smell, or even feel to entirely mimic the landscape of your choice.
You can add structures where there were none or completely transform a meadow into a swamp or rocky hill, making it difficult for creatures to pass through it.
The illusion has olfactory, visual, tactile, and audile elements. Just remember that picking up an object belonging to the illusion disappears.
Note: Creatures with truesight can see the true form of the illusion; however, its elements remain, and the creature can continue to interact with the illusion.
6. Regenerate
Casting Time: 1 minute
Range: Touch
Components: V, S, M (holy water and a prayer wheel)
Duration: 1 hour
Regenerate can bring a heavily beaten player back into a battle after sustaining life-threatening injuries.
Touch a creature, having it regain 4d8 + 15 HP. The target gains 1 HP on each turn while the spell is active (10 HP every minute).
An affected creature also regrows its severed body parts after 2 minutes.
5. Plane Shift
Casting Time: 1 action
Range: Touch
Components: V, S, M (one forked, metal rod which is worth at least 250 GP, attuned to a specific plane of existence)
Duration: Instantaneous
With Plane Shift teleporting to a different plane is easy; the most challenging part will probably be finding a forked metal rod, though!
Choose up to 8 willing creatures to be teleported to a different plane of existence after holding hands in a circle.
You can specify the location, or if you know a sigil sequence of a teleportation circle, you can use that.
Note: You can even use Plane Shift to banish an unwilling creature to another plane.
4. Draconic Transformation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a small statue of a dragon, worth at least 500 GP)
Duration: Concentration, up to 1 minute
Draconic Transformation not only transforms you but provides you with dragon-specific benefits.
You transform yourself, growing draconic features and gaining 3 new benefits.
You’ll be given Blindsight (seeing in darkness or while blinded), Breath Weapon (exhale energy in a 60-foot cone dealing 6d8 Force damage), and Wings (sprout wings giving you 60 feet of flying speed).
3. Teleport
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
At this stage, walking becomes unnecessary, as Teleport can do most of the heavy lifting.
You can choose to teleport up to 8 willing creatures or 1 object to a chosen destination.
Note: A destination must be known to you and be on the same plane of existence you’re on.
A d100 will be thrown, and the success of your teleportation will depend on what you roll and how familiar you are with the location.
2. Simulacrum
Casting Time: 12 hours
Range: Touch
Components: V, S, M (ice or snow in quantities enough to make a life-size copy of the duplicated creature; finger clippings, fingernails, some hair or other piece of the creature’s body placed within the ice or snow; and powdered ruby that’s worth at least 1,500 GP, sprinkled over the duplicate which is then consumed by the spell)
Duration: Until dispelled
A Simulacrum is one of the best spells in D&D, all because of its crucial use when you’ve unlocked the Wish spell.
Create an illusory duplicate of a humanoid or beast with the statistics of that creature but as a construct.
A simulacrum is friendly to anyone you designate.
1. Forcecage
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (ruby dust that’s worth 1,500 GP)
Duration: 1 hour
Forcecage stops even the strongest foes, leaving only those with teleportation a chance of escape.
Trap a creature in an invisible cage up to 20 feet on each side or a box that’s 10 feet on each side.
A trapped creature cannot leave its prison using nonmagical means, only being able to escape using interplanar travel or teleportation.
Full List of 7th Level Spells in D&D 5e
Spell Name | School | Casting Time | Range | Duration | Components |
Conjure Celestial | Conjuration | 1 Minute | 90 feet | Concentration, up to 1 hour | V, S |
Create Magen | Transmutation | 1 Hour | Touch | Instantaneous | V, S, M |
Crown of Stars | Evocation | 1 Action | Self | 1 hour | V, S |
Delayed Blast Fireball | Evocation | 1 Action | 150 feet | Concentration, up to 1 minute | V, S, M |
Divine Word | Evocation | 1 Bonus Action | 30 feet | Instantaneous | V |
Draconic Transformation | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V, S, M |
Dream of the Blue Veil | Conjuration | 10 minutes | 20 feet | 6 hours | V, S, M |
Etherealness | Transmutation | 1 Action | Self | Up to 8 hours | V, S |
Finger of Death | Necromancy | 1 Action | 60 feet | Instantaneous | V, S |
Fire Storm | Evocation | 1 Action | 150 feet | Instantaneous | V, S |
Forcecage | Evocation | 1 Action | 100 feet | 1 hour | V, S, M |
Mirage Arcane | Illusion | 10 Minutes | Sight | 10 days | V, S |
Mordenkainen’s Magnificent Mansion | Conjuration | 1 Minute | 300 feet | 24 hours | V, S, M |
Mordenkainen’s Sword | Evocation | 1 Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Plane Shift | Conjuration | 1 Action | Touch | Instantaneous | V, S, M |
Power Word: Pain | Enchantment | 1 Action | 60 feet | Instantaneous | V |
Prismatic Spray | Evocation | 1 Action | Self (60-foot cone) | Instantaneous | V, S |
Project Image | Illusion | 1 Action | 500 Miles | Concentration, up to 1 day | V, S, M |
Regenerate | Transmutation | 1 Minute | Touch | 1 hour | V, S, M |
Resurrection | Necromancy | 1 Hour | Touch | Instantaneous | V, S, M |
Reverse Gravity | Transmutation | 1 Action | 100 feet | Concentration, up to 1 minute | V, S, M |
Sequester | Transmutation | 1 Action | Touch | Until dispelled | V, S, M |
Simulacrum | Illusion | 12 hours | Touch | Until dispelled | V, S, M |
Symbol | Abjuration | 1 Minute | Touch | Until dispelled or triggered | V, S, M |
Teleport | Conjuration | 1 Action | 10 feet | Instantaneous | V |
Temple of the Gods | Conjuration | 1 hour | 120 feet | 24 hours | V, S, M |
Tether Essence | Necromancy | 1 Action | 60 feet | Concentration, up to 1 hour | V, S, M |
Whirlwind | Evocation | 1 Action | 300 feet | Concentration, up to 1 minute | V, M |
Final Thoughts
Unlike 6th-level spells, 7th-level spells have more offensive options, but it also has an incredibly powerful terrain-altering spell and transformation spell.
You’ll still be using lower-level damage spells, but in most cases, your ordinary Fireball (3rd-level) will be switched out with a Delayed Blast Fireball (7th-level), as it has the potential for insane AoE damage.
At this point, you’ll begin to understand and use some of the most powerful magic at a spellcaster’s disposal.
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