Skip to Content

Top 20 Best 7th-Level Spells in D&D 5e [Ranked]

Top 20 Best 7th-Level Spells in D&D 5e [Ranked]

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.

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

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

Finger Of Death 5e D&d

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

Resurrection 5e D&d

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

Plane Shift 5e D&d

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

Simulacrum 5e D&d

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 NameSchoolCasting TimeRangeDurationComponents
Conjure CelestialConjuration1 Minute90 feetConcentration, up to 1 hourV, S
Create MagenTransmutation1 HourTouchInstantaneousV, S, M
Crown of StarsEvocation1 ActionSelf1 hourV, S
Delayed Blast FireballEvocation1 Action150 feetConcentration, up to 1 minuteV, S, M
Divine WordEvocation1 Bonus Action30 feetInstantaneousV
Draconic TransformationTransmutation1 Bonus ActionSelfConcentration, up to 1 minuteV, S, M
Dream of the Blue VeilConjuration10 minutes20 feet6 hoursV, S, M
EtherealnessTransmutation1 ActionSelfUp to 8 hoursV, S
Finger of DeathNecromancy1 Action60 feetInstantaneousV, S
Fire StormEvocation1 Action150 feetInstantaneousV, S
ForcecageEvocation1 Action100 feet1 hourV, S, M
Mirage ArcaneIllusion10 MinutesSight10 daysV, S
Mordenkainen’s Magnificent MansionConjuration1 Minute300 feet24 hoursV, S, M
Mordenkainen’s SwordEvocation1 Action60 feetConcentration, up to 1 minuteV, S, M
Plane ShiftConjuration1 ActionTouchInstantaneousV, S, M
Power Word: PainEnchantment1 Action60 feetInstantaneousV
Prismatic SprayEvocation1 ActionSelf (60-foot cone)InstantaneousV, S
Project ImageIllusion1 Action500 MilesConcentration, up to 1 dayV, S, M
RegenerateTransmutation1 MinuteTouch1 hourV, S, M
ResurrectionNecromancy1 HourTouchInstantaneousV, S, M
Reverse GravityTransmutation1 Action100 feetConcentration, up to 1 minuteV, S, M
SequesterTransmutation1 ActionTouchUntil dispelledV, S, M
SimulacrumIllusion12 hoursTouchUntil dispelledV, S, M
SymbolAbjuration1 MinuteTouchUntil dispelled or triggeredV, S, M
TeleportConjuration1 Action10 feetInstantaneousV
Temple of the GodsConjuration1 hour120 feet24 hoursV, S, M
Tether EssenceNecromancy1 Action60 feetConcentration, up to 1 hourV, S, M
WhirlwindEvocation1 Action300 feetConcentration, up to 1 minuteV, 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.

You might also be interested in the following:

Top 20 Best 3rd-Level Spells in D&D 5E [Ranked]

Wednesday 3rd of January 2024

[…] Best 7th-Level Spells 5e […]

Top 20 Best 8th-Level Spells in D&D 5e [Ranked]

Wednesday 3rd of January 2024

[…] spells can be underwhelming, as 7th-level spells already broke the ice when looking at extreme spells, but that doesn’t mean 8th-level spells […]

Top 20 Best 9th-Level Spells in D&D 5e [Ranked]

Wednesday 3rd of January 2024

[…] Best 7th-Level Spells 5e […]

Top 20 Best 4th-Level Spells in D&D 5E [Ranked]

Thursday 14th of September 2023

[…] Best 7th-Level Spells 5e […]

Top 20 Best Bard Spells 5e in D&D 5e [Ranked]

Thursday 11th of May 2023

[…] Cage allows the caster to imprison foes in a magical cage made of force. The 7th level spell has two options for the cage. One being a 20-foot cube with bars and the other a solid wall box […]