There are few things that contribute to a long-running campaign as much as a good Session Zero.
Sometimes players will joke that in a D&D game the DM is god, but when it comes to Augury this is actually more-or-less true.
Feeling the need to float around a plane of pure imagination? Try Astral Projection.
While a well-crafted support character can be an absolute joy to play, sometimes it helps if you can reduce an entire group of bandits to smouldering ash too. When it comes to D&D 5E this role is neatly filled by Light Domain Clerics.
It seems a universal rule that from comics to boardgames, all aspects of nerd culture must eventually make some sort of nod to the Cthulhu mythos. In D&D this often manifests in the form of Warlocks battering people with otherworldly tentacles.
There are a handful of spells listed in the Player’s Handbook that are actually more likely to be used by the DM than any self-respecting hero, and few crop as commonly as the good old Arcane Lock.
There are plenty of spells that require you to think creatively if you’re going to make the most of them, but only one of them makes you think with portals.
In the same way that Dr. Who’s Daleks are an unstoppable race of space-murderers that can be thwarted by a flight of stairs, Arcane Eye would be a game-breaking spell if it wasn’t so bad at dealing with doors.
It may not have the flashiest consequences out there, but enchantment magic can be incredibly fun and highly effective. However, it can also be an utter nightmare for DM’s to adjudicate, and there are few spells that make this more apparent than Antipathy/Sympathy.
“In a world filled with heroes, some still manage to stand above their peers. The band known as The Vengeance are among the most respected men and women to have ever taken up arms in defence of righteousness and the very survival of all civilised peoples.”