10 Best Utility Spells In Dungeons & Dragons

6. Light

dungeons and dragons
Wizards of the Coast

Light is such a simple cantrip. A lot of races have Darkvision, so most of the time only a few players pick it to light their way in a cave. Of course, walking through a monster-filled cave with a bright shiny rock is not a great idea, most players will prioritise getting Darkvision in some form as soon as possible. But there are uses of this cantrip that many players overlook.

First of all, let’s look at the detail of the spell. You can cast this on an object no bigger than 10-feet in any dimension, that is quite a big object. You could light up a whole wall if you wanted too. Secondly, this can last for an hour. All this for only a cantrip, that is a lot of light for nothing.

Maybe you want to use objects for flares, putting light on a small rock to see how deep a fall is, or if anything dangerous is in the next room. After all, Darkvision only works up to 60-feet for most races. If you can argue it past your dungeon master, maybe make something on a person you are tracking infrared. Find a way to track infrared light and you can see them in any crowd.

There is also another application that makes this spell useful even without these other options. If you touch an enemy and they fail on a dexterity save, you can cast the spell on that creature. This may seem a bit pointless at first until you realise you can cast it on invisible creatures. Suddenly that invisibility spell is less than useless.

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